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OC-1 Complete

The document outlines a Dungeons & Dragons adventure module titled 'A Parliament of Owls,' designed for character levels 4 to 7, set in a wilderness area where strange hybrid creatures are terrorizing a frontier town. Players are tasked with investigating the source of these creatures, leading them to the abandoned laboratory of a magic-user named Ornovael, who experimented with owl hybrids. The module is intended for tournament play but can also be adapted for casual sessions, and it includes various sections detailing the adventure's structure, background, and encounters.

Uploaded by

Daniel J Price
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
126 views36 pages

OC-1 Complete

The document outlines a Dungeons & Dragons adventure module titled 'A Parliament of Owls,' designed for character levels 4 to 7, set in a wilderness area where strange hybrid creatures are terrorizing a frontier town. Players are tasked with investigating the source of these creatures, leading them to the abandoned laboratory of a magic-user named Ornovael, who experimented with owl hybrids. The module is intended for tournament play but can also be adapted for casual sessions, and it includes various sections detailing the adventure's structure, background, and encounters.

Uploaded by

Daniel J Price
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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characters, the pre-generated characters at the end of the
Labyrinth Lord
module can be used. If the party is weak, NPC characters may
be used to bolster the strength of the group. The DM may
Dungeon Module OC1: also weaken, strengthen, or otherwise change the encounters
in the module to create a fair, balanced adventuring
A PARLIAMENT OF OWLS experience.

This adventure is designed to be completed in a single four-


PART 1: INTRODUCTION hour tournament slot, requiring industrious play and fast
pacing. It may also be broken up into several sessions for
This module was designed to be run at OwlCon 33, which was
casual play. In tournament action, the DM must keep events
held at Rice University in Houston, Texas on February 21
moving quickly, holding the players to a minimum amount of
through 23 in 2014. As the theme of the convention was
downtime to rest and recover spells. Note that the module is
ÂOwl School RevolutionÊ, it seemed appropriate to write an
set in a wilderness area, and the meager outposts of civilization
adventure that evoked the old-school feel of the Basic/Expert
within reach offer little opportunity for upgrading equipment
sets of D&D from the early 80Ês. Labyrinth Lord is a great
or changing spells.
product for that purpose.

This module is part of an ongoing series of adventures. The


This adventure is free to a good home. Feel free to download
events and background of this module lead directly into
it, share it with friends, print off or photocopy portions of it
dungeon module OC2: The Dark Rookery, and a successful
for use in gameplay, and generally use/abuse it to suit your
party may wish to continue play there.
roleplaying needs. I ask that you abide by three rules. First,
share complete and unedited copies of this adventure, with all
Notes for the Dungeon Master
attributions intact. Second, do not profit from this adventure –
if you share it, do not sell it or barter with it for something of This module, A Parliament of Owls, is a dungeon adventure in
value. Third, if you enjoy this adventure, please consider eleven parts.
making a donation to the Houston Food Bank. The Houston
Food Bank is a terrific charity; they warehouse food products Part 1 is an introduction that outlines the adventure and gives
and distribute them to food pantries and other charities that the DM background information.
feed the hungry in the Houston area. Thus far they have Part 2 describes the town that is the starting point of the
helped serve over fifty million meals to people who are adventure, and the wilderness area that the party must
hungry, and they could use your support. If you can afford traverse to reach the dungeon.
even a small donation, options for doing so can be found here: Part 3 details the upper works of the dungeon.
[Link] Part 4 details the dungeonÊs lower works.
Part 5 describes what lies beyond this adventure, in Dungeon
If you plan to play in this module as a character, please stop Module OC2: The Dark Rookery.
reading here. The information in the rest of this module is for Part 6 outlines new monsters used in this module.
your Dungeon Master (DM) so that he or she may guide you Part 7 provides pre-generated player characters, should
and other players through the adventure. Knowing the details players need them. They can also be used as NPCs.
of this adventure will spoil the surprises and excitement of the Part 8 is a tabulation of all combatants found in keyed areas of
game for everyone concerned. the adventure. This can be useful to keep handy
during gameplay to avoid flipping between pages
The Scope of the Module
during combats.
Part 9 supplies the maps detailing the keyed areas of the
The basic adventure in this module is the locating and
adventure.
exploring of the structure known as Parliament. The party is
Part 10 is a listing of individuals to be credited and thanked.
hired by a town to seek out the source of the owl bears that
Part 11 is an accounting of this productÊs Open Gaming
have been terrorizing the countryside. The trail leads to
License.
Parliament, which has become a menagerie for bizarre
creatures. It is also a battleground for two opposing tribes of
Before beginning the adventure, please read the module
owl-headed humanoids.
thoroughly to become familiar with all encounters and areas.
The DMÊs Background explains the history of adventure. The
This module is designed for a party of five to seven characters
PlayersÊ Background should be read to the players before the
between 4th and 7th levels. The average total levels of the
adventure begins. In the Encounter Keys, the encounter
party should be 30. If the players do not already have
number matches the location of the encounter on the maps.

1
The boxed encounter information can be read aloud to the DMÊs Background
players at the right time. The DM must decide how much of
the rest of the information should be told to players and how Ornovael and the Dark Rookery
much should be kept secret. The DM may also add more
More than 150 years ago, Ornovael was a magic-user who
details as desired, such as room dimensions, smells, sounds,
gained great power exploring the furthest bounds of human
tastes, feelings of hot and cold, and so on. Plan how monsters
knowledge. His particular area of expertise was anatomy and
will react if the party does nothing; this is especially important
the way that physical bodies are put together; his passion was
for intelligent monsters.
birds in general and owls in particular. Ornovael believed that
Most of the monsters in this module are found in the rule book owls were the perfect life-form: graceful, intelligent, adaptable,
for Labyrinth Lord, Revised Edition (Fourth Release), and strong. The magic-user felt that all other life forms could
September 2009, as published by Goblinoid Games. As of be improved if some of the positive attributes of owls could be
the writing of this adventure, a free PDF of the full rules, folded into their composition.
without artwork, is available at [Link];
Few others shared OrnovaelÊs interests, and many regarded his
PDF or hard copies of the rules with artwork can be purchased
exploration into anatomic science to be a heretical
at the same site. Complete information will be given for any
encroachment into the realms of the Gods. Ornovael packed
new monsters. When monsters or non-player characters
up his laboratory and decamped for the wilderness, searching
(NPCs) are described in the text, their details will be listed in
for a place where he might be able to complete his studies
the following order:
without interference from those who might meddle with his
Name (Armor Class; Hit Dice or Class/Level; hit points; research.
Movement per round; Number of Attacks per
Ornovael found such a place. In the deserted valleys north of
round; Damage per attack; Save as Class and Level;
the Guldspur River, the magic-user found a cave mouth on the
Morale; and Alignment)
shoulder of a mountain. Far below the mountain lay a
Armor Class = AC; Hit Dice = HD; Cleric = C, Dwarf = D, Elf network of natural caverns, carved by underground streams
= E, Fighter = F, Halfling = H, Magic-User = M, Thief = T, through the limestone. Here, Ornovael knew, he could forge
Normal Man = NM; Level = a number; hit points = hp; more than a research laboratory; he could make an extensive
Movement = MV; Number of Attacks = #AT; Damage = D; controlled environment where his creations could run loose
Save = Save; Morale = ML; Alignment = AL. and be studied before releasing them onto the surface of the
world. He cleared out most of the inhabitants of this
Class/Level is used for NPCs, while Hit Dice is used for all subterranean labyrinth and set to work to create his
other monsters. Movement is the distance covered in one underground paradise.
combat round. Movement distance in a game turn is three
times the movement distance for one combat round. But Ornovael knew that he could not cut himself off from the
world entirely. At the entrance to his underground
The DM should always give the players characters a environment – his Dark Rookery – Ornovael built a shrine. He
reasonable chance for survival. The emphasis is on called it his Parliament; it was a place where he could have
„reasonable.‰ Although there should be a chance that an samples of creatures sent from all over the world, receive
unlucky or foolhardy character will die, give the party the them, and then take them below where they would become
benefit of the doubt whenever possible. Everyone should co- part of his greater works. Still, he kept quiet what he was
operate to make the adventure as much fun as possible. doing; few knew where Ornovael had gone, and none truly
knew what he was up to.
Sometimes a new player will want to join the party, or a player
will want to replace a character that has been killed. The DM Ornovael could not complete his works alone; he needed
can always treat new characters as wandering adventurers helpers to complete his research. One of his first projects was
exploring the wilderness area who stumble across the dungeon to create two races of owl-men: the Strigids, who would be his
and wish to join forces. Characters could also have been workmen and field hands, and the Tytonids, who would serve
members of DrommulÊs expedition who were scattered by the him as his apprentices and overseers. The Strigids and the
original owl bear attack. Tytonids worked together well, and under OrnovaelÊs
guidance, the science of hybridizing owls and other living
beings was greatly advanced. Working exclusively with his
dedicated helpers, Ornovael withdrew further and further from
the outside world. Eventually the Parliament was abandoned,
and OrnovaelÊs name was largely forgotten. A landslide

2
partially buried the shrine and its entrance, further isolating doors were opened, several owl bears emerged and killed him
OrnovaelÊs project from civilization. and his team.

One day Ornovael went away. He knew that eventually he Freed onto the surface world, the owl bears have been using
would perish, so he made preparations for his work to Parliament as a lair while venturing forth into the wilderness in
continue in his absence. He groomed Shazzek-Ra, most gifted search of prey.
of his Tytonid assistants, to take over for him and advance the
work that they had started. Then Ornovael disappeared. The PlayersÊ Background
owl-men had no idea where he had gone, but they knew that
the work must continue. Under Shazzek-RaÊs leadership, the You and your fellow adventurers have tasted success. The
projects and experiments continued uninterrupted. great troll that terrorized the town of Ashenford is no more, its
flesh burned and its ashes scattered in the Guldspur River that
Then something happened that Ornovael had not anticipated. flows past the inn you have called home for a fortnight. The
One of the secondary Tytonid apprentices, Haffek-Du, was a troll had amassed treasure, and you still have some magic and
chaotic individual who felt that he should have been selected as coin from that profitable adventure. Of equal importance,
the new leader. He schemed for Shazzek-Ra to be poisoned, your partyÊs renown as capable solvers of problems and slayers
and then positioned himself to seize control of the Tytonid of beasts is spreading across the land, and every night the
leadership. Haffek-Du found that he lacked much of the lore locals toast your health in the taproom.
that Ornovael had shared with Shazzek-Ra, but he concealed
his deficiencies in this area and set a new and ambitious Still, it is neither gold nor glory that adventurers such as you
agenda for his people: to conquer the surface world. seek most, but the call of the unknown. You find yourselves
restless, wondering what new challenges lie over the horizon,
Haffek-Du silenced any Tytonids who opposed his aims, but and what new threats and riddles will test your mettle. It is
the Strigids proved stubbornly resistant to his influence. with something akin to relief, therefore, that you receive the
Holding true to OrnovaelÊs core principles – that the lore they handful of anxious farmers who come seeking an
pursued was for the furtherance of knowledge, not for appointment.
amassing power – the Strigids broke with the Tytonids, and
soon the Dark Rookery was in a state of war. The Strigids „I am Salber,‰ says their spokeswoman, „and our homesteads
were more adept with weapons and were more comfortable lie north of the Guldspur River, on the edge of the
operating in the wilderness, but the Tytonids had magic on Hoarwood.‰ You nod, recognizing the risk these people take
their side, and they also controlled the owl hybrids made by every day. The Hoarwood is a wilderness, and that rugged
Haffek-Du. The result was a stalemate – the Tytonids were mountainous country is not patrolled by any army or nation.
secure in their towers and enclaves, while the Strigids largely
„We have heard of your exploits defeating the terrible troll,‰
controlled the open lands around them.
Salber says humbly. „We have experienced our own problems
Of crucial importance to Haffek-DuÊs plans was the with monsters. A week ago, a terrible creature attacked one
Parliament, the most convenient exit to the outside world. of our farms. The cries of the victims brought us all to the
The abandoned tower had been occupied by monsters for defense, and with polearms and arrows we killed the beast,
years after OrnovaelÊs withdrawal, but now the Tytonids sent a although two lives were lost in the process. It was a horrifying
force to take control of it. The Strigids caught wind of this beast, rank and obscenely strong, combining all the worst
and sent their own squad to oppose them. A pitched battle features of bears and owls.
ensued, resulting in the surviving Strigids being trapped
„No such creature had ever been known to haunt our woods,‰
between the Tytonid wizards and the monsters below
Salber continues, puzzled. „With the slaying of the monster,
Parliament.
we thought the problem to be ended for good. But only
Meanwhile, a dwarf named Drommul learned of OrnovaelÊs yesterday, a shepherd-boy saw another of these awful Âowl
Parliament from old records buried in an archive. He bearsÊ attack his flock. It charged from the trees, scooped up
assembled an adventuring team and traveled north of the a full-grown ewe, and disappeared again!‰
Guldspur, pretending to be a prospector hoping to find silver.
Salber mops her brow worriedly. „We have some craft with
In reality he intended to find valuable magic in OrnovaelÊs
tracking,‰ she says, „and we saw enough spoor and sign to
laboratories, but he hoped his cover story would keep other
know that the boy was not telling tales. One more of those
treasure-hunters from following his trail. Drommul located
terrible brutes haunts the Hoarwood. At *least* one more! It
Parliament and excavated the entrance, but as soon as the
took all our strength to bring one down, and we dare not
chase after another ourselves. Will you take the task?‰

3
and will slaughter everybody! My cousin was
PART 2: THE TOWN AND BEYOND
logging up there and he saw one of them, plain as

Salber and her fellow farmers live several miles north of day! (DM Note: This rumor is partially true. The
cousin in question did surprise a lone goblin while
Ashenford, but they will discuss their request with the PCs in
the Ashenford Inn. Ashenford is a small village of fewer than drunk late at night. The goblins are anything but an
100 people; it was built along the river as a waystop for army, however.)
6. If you climb deep enough into the Hoarwood, and
riverboat traffic. There is a general store from which items
valued at less than 10 GP can be bought at standard book youÊre in just the right place, when the sun sets it
frames some kind of structure or tower, tucked right
prices. The inn is comfortable and the prices are reasonable,
but it is otherwise nothing to write home about. up at the foot of a mountain. (DM Note: This
rumor is true.)
SalberÊs folk offer the party an iron pot containing silver
The DM should make every effort to convince the party to
pieces. They have little money, so there is little room to
negotiate a better price than the 90 SP they are offering. take SalberÊs offer. While the financial inducement is meager,

However, if asked for more information about the area, Salber the party should be intrigued by rumors of DrommulÊs group,
and the possibility of intriguing things high in the wilderness.
will recall that a stranger passed through their land about a
month earlier. He was a dwarven prospector named If nothing else works, let the townsfolk and farmers tell of the
obvious rich equipment the dwarf and his companions carried,
Drommul, and he and his four companions havenÊt been seen
since. Salber recalls that for simple silver-miners, they were and stress that since they havenÊt been heard from again, their

awfully well armed. They headed up into the hills in roughly gear may yet lie unclaimed.

the same direction the owl bears came from; the farmers freely
The Hoarwood
speculate that perhaps Drommul stirred up this trouble.

Crossing the Guldspur River via footbridge is easy enough, and


The party can ask around in the town about any other useful
a short trek through the woods to SalberÊs cluster of
information about the lands to the north. If they spend at least
homesteads is uneventful. North of that point, the Hoarwood
1 GP buying drinks, they can learn one of the following
looms oppressively. It is a thick, dark forest of pine trees. It
rumors (roll 1d6):
has snowed recently, and snow depth varies from several
inches to drifts several feet deep at the base of large trees.
Ashenford Rumors
There are numerous small animal tracks in the snow, and even
1. Not too far up into the woods there is an old trace inexpert trackers can discover signs of large talon-like feet and
road. It hasnÊt been used in living memory, and itÊs a heavy body being dragged through the snow and up into the
mostly overgrown. (DM Note: This rumor is true.) deeper part of the woods.
2. Old legends tell of an evil wizard who once laired
high up in the rugged country. They called him the Travel through the Hoarwood following these tracks will
require 8 hours of daylight movement by a typical party.
Death Hawk, and he kidnapped children. (DM Note:
This rumor is partially true. Ornovael wasnÊt However, every two hours one of the party should be

particularly evil, and he never kidnapped any permitted to make an Intelligence check. If they make it, they
can notice the remains of the old trace road that once wound
children, although he did trade in captured
monsters.) from the banks of the Guldspur up to the doors of Parliament.
By following the track of this old road, the party will not take
3. Every hundred years, they say, a river of fire pours
down out of the mountains and kills everybody the most direct route but will avoid the worst of the tangles of

between the peaks and the Guldspur. The last time brush and deep snowdrifts, and will therefore shave two hours
off their transit time.
this happened was nearly a century ago. (DM Note:
This rumor is complete nonsense.)
During their travels, the party may also encounter wandering
4. That dwarf who passed through a month or so ago
monsters.
stopped in this very tavern. He had four friends:
three humans and a halfling. Only the dwarf talked.
Hoarwood Wandering Monsters
He didnÊt know the first thing about mining, though.
I asked him about silver prospecting and he just In the Hoarwood, check for wandering monsters every two
talked nonsense. (DM Note: This rumor is true.) hours, day or night, traveling or not. Roll 1d6; encounters
5. There are goblins up in the hills, and theyÊre occur on a 1. If an encounter occurs, roll 1d4 and consult
building an army. Once theyÊre strong enough, Table 1:
theyÊll come pouring down out of the Hoarwood

4
Table 1 - Hoarwood Wandering Monsters

Die
Roll Wandering Monster No AC HD hp #AT Damage Move Save ML AL

1 Wandering Goblins 6 6 1-1 4 1 1d6 60'(20') NM 7 C


1 5 2 10 1 1d6+1 60'(20') F1 8 C

2 Angry Ogre 1 5 4+1 22 1 1d10 90'(30') F4 10 C

3 Wolf Pack 4 7 2+2 12 1 1d6 180'(60') F1 8 N

4 Sprite Pool 6 5 1/2 3 1(spell) -- 60'(20') E1 7 N


Fly:
180'(60')

1. Wandering Goblins. A small band of goblins has 3. Wolf Pack. This group of wolves is hungry and will
taken up temporary residence in this wilderness, attack fearlessly. They can only be driven away with
having been chased out of their normal hunting multiple sources of fire, or if half their number are
grounds by an angry ogre (they stole its treasure). slain.
There are six ordinary goblins and one sub-
chieftain. The goblins do not at all enjoy their 4. Sprite Pool. This 15-foot-diameter pond has ice
current uncomfortable existence on the run, and as forming around its edges, but the center is clear.
they know the ogre is hot on their heels, they have The water is dark and very still, and flowering plants
something of a hair trigger. Good negotiating by blossom out of season in a cluster in the poolÊs
the party can avoid conflict unless the party seems middle. If the encounter happens at night, the
weak; the goblins mostly just want to be left alone. partyÊs camp was made close to the pool.
If the party is aggressive or surprises them,
however, they will fight to the death. Each goblin The pool is the home to six sprites who are
has 4 electrum pieces and a gold piece, and the sub- attracted to the partyÊs activity. They will perform
chieftain has 46 GP. He also has a golden statuette minor acts of mischief (tie shoelaces together, make
(165 GP) wrapped up in a dirty canvas sack; this is ghostly sounds, etc.) but will not reveal their
the ogreÊs possession. presence unless the party calls out in Fey, or if they
seem to be taking their pranks in good humor. If
2. Angry Ogre. A fearsome ogre is exceptionally angry so, they will appear and communicate with the
that some goblins stole his precious „Little Man,‰ party in a friendly way.
and he will not rest until the statue is recovered and
the goblins slain. He is very aggressive and will The sprites are very old and remember when
attack unless talked down, but if he is successfully Ornovael made his laboratory in Parliament; they
talked with (the ogre speaks Giant and Goblin), he will tell how a very private wizard lived in an owl-
will haltingly communicate his problem. If the party shaped building at the foot of a mountain. They
gives him directions to the goblins, he will depart. If can even indicate the approximate direction. They
they give him back his statue without too much fuss, know nothing about Drommul and have no
the ogre will be overcome with gratitude and give treasure. If the party acts hostile or destructive, the
the party his only other treasure, a Potion of Extra- sprites will retreat into the center of their pool and
Healing. sulk.

5
Eventually, either by following the owl bear tracks or the old
trace road, the party will discover Parliament. Read the
following when the party approaches within several hundred
yards:

Up ahead, a man-made stone structure built close to the foot


of a steep mountain rises silhouetted against the sky. It
appears to have a great central dome, forty feet high and fifty
feet across, with four arch-roofed wings radiating out from the
center. The top of the dome is pierced by a line of high-
arched windows, the interior dark and forbidding. Below the
windows, a decorative cornice bears a repeating symbol that
looks like the beak of a predatory bird. Each of the buildingÊs
wings rises to twenty-five feet high and is sheathed in slate tiles
picked out in a feathered pattern. It appears that from any
angle of approach, this strange structure looks like an owl –
the windows are the eyes, the beaks are spaced between the
windows, and any pair of building extensions looks like a birdÊs
wings spread in flight.

The mountain slopes have experienced significant erosion, and


a rock slide has deposited a significant amount of debris and
detritus around the building – half of it is covered in a loose
pile of dirt, stones, and snow.

Refer to the next section for details as the party approaches


more closely.

6
can be found throughout the upper works. The fourth
PART 3: PARLIAMENT, UPPER
accomplice escaped deeper into the structure, and his remains
WORKS can be found in the lower works.

Ornovael originally designed his Parliament to be a building The upper works of Parliament are inhabited by a family of
where he could occasionally meet with people from the owl bears and a small group of giant owls. During the daytime
surface world, receive shipments of creatures (alive and dead) these two populations remain quiet. Noise during the day will
for his use in his research, and move those materials down to attract the attention of the owl bears, but the giant owls will
the level of the Dark Rookery. He created a roost for his remain quiet unless the party intrudes within their lair. When
beloved giant owls to be able to come and go, and to serve as the sun sets, both owl bears and giant owls will leave their lairs
his watchmen and protectors. Below that, on the level of the to hunt for food, and may be encountered as wandering
entrance, he created rooms with fanciful murals that would monsters.
communicate his love of owls and the perfect way in which
they inhabit the world. Linking these levels and the ones Wandering Monsters
below was a wrought iron spiral staircase; a circular void in the
After sunset and before sunrise, wandering monsters are
center of the stair shaft served as a hoistway for raising and
checked once per hour and occur 1 time in 6. If a wandering
lowering the glass tubes he used for moving his test subjects
monster encounter is indicated, roll 1d2 and consult Table 2:
around.

1. Giant Owls. These owls are leaving their lair in


The Parliament has since fallen into ruin. The wrought iron
search of prey. They can see very well in the dark
staircase has collapsed, leaving empty holes in the ceilings and
and are extremely quiet when hunting in the night,
floors of rooms on the various levels. The giant owls still live
surprising foes 5 chances in 6. The giant owls will
in the roost, but they have almost forgotten they ever served
generally avoid medium size creatures, and in many
Ornovael or had any relationship with creatures other than
cases this encounter will bypass the party without
themselves. Despite the ruin of the staircase, the collapse of
them ever knowing it, but if a lone halfling or dwarf
one floor and the tunneling of other monsters have given the
is spotted, the owls will see it as a chance for an
owl bears access to the entrance level, and they have made
easy meal and will attack. If these owls are killed,
that their lair.
subtract their numbers from the owls encountered in
When Drommul and his minions came to Parliament, they area 7.
found the structure to be half-buried in a rockslide. Drommul
soon divined that the entrance could be easily uncovered with 2. Owl Bear. This is the male owl bear from area 3,
a small amount of excavation, and his group cleared a narrow hunting for food for its family. It is very aggressive
path to reach the front doors. No sooner did they open the and will fearlessly attack any target. It is also very ill-
portals than the owl bears struck, killing Drommul and one of tempered and will remorselessly attack any target
his henchmen inside the building, and chasing down a second that has injured it. It may split its attacks if it has
as he fled to their camp. DrommulÊs third helper, a Halfling, several targets, but will always attack a single target
avoided the owl bears by climbing a tree; unfortunately, when with both its claws so it can potentially hug that
night fell the giant owls snatched him from his perch and opponent. If the owl bear is killed, it will not be
made a meal of him. The remains of all these unfortunates encountered in area 3.

Table 2 - Upper Works Wandering Monsters

Die
Roll Wandering Monster No AC HD hp #AT Damage Move Save ML AL

1 Giant Owls 3 7 3 13 1 1d8 30'(10') F2 8 N


Fly:
180'(60')

2 Owl Bear 1 5 5 26 3 1d8/1d8/1d8 120'(40') F3 9 N

7
The party found the trace road, and it led them to the partially
KEY TO THE UPPER WORKS
buried Parliament. DrommulÊs documents roughly described

1. APPROACHING PARLIAMENT the buildingÊs shape and layout, from which he divined that the
doors to the place must be buried under the rockslide, but in a
As you approach the building, heavy tracks through the snow position from which a little digging could bring them to light.
become frequent, crossing and re-crossing each other, making His group worked for two days to clear a path to the doors.
it impossible to tell how many creatures there are or which During that time, they made camp in the clearing.
tracks might be the most recent.
The Camp

The irregular shapes close to the edge of the forest represent


The forest opens up onto a wide yard, a rough square about the remains of DrommulÊs camp. The rampaging owl bears
one hundred feet on a side with no tree cover. The snow- killed a mule, the partyÊs beast of burden, as it was tied up
frosted structure squats silently at the far corner, its black eyes here; half of its carcass remains, half buried in the snow. Here
seeming to stare down at you. The snow has been trampled is also where Orbolle met his end, squeezed by an owlbear
to a nondescript mush throughout this yard, revealing a wash while he was unwisely gathering his belongings before fleeing.
of dirt and humus and gravel overlaying old and uneven
The camp has been largely trampled and covered in a dusting
cobbles – the remains of an ancient road. All is quiet.
of snow. It consisted of two large tents that housed two sleep
Thirty feet from the edge of the wood, dark shapes lie rolls each, and a tiny lean-to clearly too small for a human.
motionless on the ground under a dusting of snow. A half- There were also a few boxes full of supplies. The owl bears
eaten carcass of a mule is obvious, and several other profiles tore these open to get at the dried rations inside, and most of
look like boxes or bedrolls. One pile could be a man, or part the contents are irretrievably ruined, but the following pieces
of a man. of equipment can be retrieved:

The building is half-covered in rocks and scree; although snow  50 feet of rope
covers the rockpile, you can tell that it looks particularly loose  8 torches
and unstable. The rockslide looks like it must have been there  10 iron stakes and a mallet
for some time, but some recent activity has disturbed it: a  A minerÊs pick
crude excavation has cleared a path up to the side of the  5 large sacks
building. There, nestled between two of the outstretched
OrbolleÊs remains can be searched, although they are
wings of the structure, stands a doorway, just barely exposed
unpleasantly maggoty. His clothing and chainmail have been
to view. Its two doors are opened inward and the doorway
torn to bits and rendered unusable, but a perfectly sound
yawns wide, containing only blackness. Even from across the
broadsword lies under his body. A Shield +1 lies 10 feet
yard, a foul, musty odor emanates from the structure.
away, but it is covered in snow and will not be found unless
the ground is searched or magic is detected. His coin pouch
Drommul was a dwarven mercenary and adventurer. He was
lies open next to him, and 12 GP and 13 SP are scattered
a chaotic, selfish type, interested only in personal gain, and
under the snow. His one remaining hand has a thumb-ring
uninterested in the fate of those who stood between him and
made of iron set with a piece of sard, potentially worth 60 GP
gold. He hired four followers with similar dispositions –
if polished.
Henny, a shifty Halfling; Orbolle the Ostlander, a brutish
fighting man; Scaredy-Pete, a cowardly thief; and Miurda the
Finally, some of DrommulÊs notes can be found inside one of
Thirster, a cleric and devotee of a particularly heinous cult. All
the tents. An innocuous-looking book on garden herbs has a
five of these individuals are now dead, and the world is a better
sheaf of loose pages pressed inside the back cover; these are
place thereby.
leaves torn from other books. One is a page from an atlas,
showing the Guldspur River, the town of Ashenford, and an
Drommul accidentally discovered a reference to Ornovael and
ÂXÊ with a question mark penned in just north of the river;
Parliament in an old text. He asked enough circumspect
another is a fragment of a history with a passage underlined:
questions to learn that Ornovael was a real magic-user from
long ago who disappeared mysteriously. With visions of
unclaimed treasure and magic swimming before his eyes, he
quickly hired his accomplices, outfitted them as a group of
bogus prospectors, and set off up into the hills north of the
Guldspur.

8
⁄and so it was that assorted deliveries were made occurs, each character on the pile will take 2d8 HP damage
to the great wizard, who called himself Ornovael, and be carried off the pile. Characters within 10 feet of the
and went about cloaked in a robe of feathers. pile must roll under their Dexterity score or take 1d8 HP.
Mighty were his magics and he was much-feared by Additionally, there is a 3 in 6 chance that this noise will attract
the wise, but he tired of the world of men and the attention of the owlbear in area 3. In no event will this
retreated to the lair he built north of the Guilden rockslide block the entrance to Parliament. The pile will
Spur. He told few where to find him, for he valued continue to be unstable after the first slide, and more rock
his privacy, but he could not remove himself entirely slides may result.
from civilization, for he yet had magical researches
to perform. Of the greatest importance was his At the Front Door
need for the great glass tubes, procured from
Ordinary noises made outside Parliament will not attract any
unknown places, to be transported to his tower,
attention from within. However, loud sounds made at the
which he called his Parliament. This Ornovael loved
entrance, such as a rock slide as described above, have a 3 in
birds, and owls especially, and his Parliament was
6 chance of drawing the attention of the owl bear in area 3.
built to look like an owl, with outstretched wings
Bright lights at the front door may also attract its notice,
and great doors set into its breast. There he would
although this chance is only 1 in 6. The owl bears in area 4
receive his goods, hauled up the cobbled road and
are preoccupied and will not be drawn out, no matter what the
lugged into his Owl-Parliament, and then he would
attraction.
close his doors and disappear again, sometimes for
months, not to be seen until he would require his
The doors to Parliament are made of stone but are well
next delivery for purposes unknown⁄.
balanced and still glide silently on their hinges. They are each
some eight feet tall and 3three feet wide. The doors open
The remaining pages appear to be DrommulÊs attempts to
outward and could be barred from within with the right timber;
piece together the location of Parliament by going through old
the bar is missing. Massive iron rings on the doors are used to
merchant records and bills of lading for peculiar crates and
haul them outward; no provisions are made for knocking on
wagon-loads of glassware.
the door, as Ornovael did not appreciate unscheduled visitors.

The Scree Pile


Along the North Side

The rockslide originally happened some forty years ago, well


Characters who search the exterior of Parliament will discover
after Ornovael had fully withdrawn from the world of mankind.
something unusual along the north side of the structure,
A natural cracking of the rocks above Parliament led to a great
outside the wing of the building containing area 4. A large
shifting of stone, gravel, ice, and snow that partially buried the
number of animal burrows can be found along the building
structure. Although the shrine was well-built and did not
perimeter. These are normal burrows for pikas, a burrowing
collapse, considerable strain has been placed upon its
rodent common to the wilderness area, but at least a dozen
structure. Additionally, considerable quantities of loose
such holes so close together is unusual, with no other burrows
material have fallen in through the windows of the Roost (see
anywhere else within hundreds of yards. If a pika is trapped
area 7.)
and somehow communicated with, the animals will say that
they are drawn by the singing from deep underground. This is
The pile of scree is not particularly steep at any point along its
the effect of the skull creeper in area 10, attracting prey with
length, apart from the excavation made at the doors of
its call.
Parliament. A section of material about twenty feet in length
has been removed from the pile, leaving an almost vertical
2. THE GREAT AVIARY
cutting over 8 feet tall and shored up with timbers. This
digging would be considered ineptly done by any self-
Your eyes adjust to the gloom inside the structure. A great
respecting dwarf (no stone-cunning check required to
round room is revealed, the far side only dimly visible. The
determine this), and neither this worked portion nor any other
ceiling is flat and easily 20 feet overhead. There are what
section of the scree pile is particularly stable. Apart from the
appear to be four arched exits from the room, each heading in
excavation itself, climb checks are not required to get on top
the general direction of the wings of the building. The floor is
of the scree pile; in fact, any character is capable of carefully
stone but the walls and ceiling are plastered, and while staining
walking up the pile and reaching a point where they can look
and rot have taken much of it, elaborate and colorful paintings
inside the RoostÊs windows. However, for each character on
are still visible.
the pile (with the exception of halflings), there is a cumulative
1 in 6 chance that a minor rockslide will result. If the rockslide

9
In the floor in the center of the room is a circular hole. It most of that is covered with maggots. His boots appear to be
appears to be about 10 feet across. Stubby remnants of intact, however, and while these are ruined and of no value,
twisted iron protrude from sockets around it, suggestive of each one contains something of interest. The left boot
some kind of old structure surrounding it, now absent. A contains a usable set of thievesÊ tools, and the right one
matching hole is dimly visible in the ceiling. contains a hidden sheath with a slim dagger. The dagger is
ordinary, but its blade is coated with a black goo. This
There is a pile of something nasty lying on the floor on the far substance is poison, a concentrate made from the venom of
side of the hole – a carcass, most likely. The room smells of Giant Wasps, and it is potentially very deadly. Any living
ordure and rotting meat, and you can hear the buzzing of flies. creature struck by this substance must save vs. poison. With a
failed save, the victim will take an additional 1d4 hp of
The room is fully 50 feet across, occupying the entire bulk of damage, and must save every round or take similar damage
the central core of Parliament. This was the place where until a save is made or they die. After a single use of the
Ornovael received his deliveries of glass tubes. These tubes dagger, the poison is scraped off and the dagger is no longer
contained samples of living creatures collected from various lethal. Unfortunately, handling envenomed weapons is
locales around the known world. The tubes were filled with potentially hazardous to the user as well; if the wielder of this
The Sleep of the Ages, a magical gas that suspended dagger rolls a 1 on a to-hit roll, they have scraped themselves
animation for so long a time as the tube remained sealed and must suffer the effects of the poison! The envenomed
airtight. Ornovael required the merchants who delivered these dagger will retain its potency for another month before the
tubes to bring them inside Parliament and leave them here; he black smears turn to dust and blow harmlessly away.
would then close the doors of the structure and have his
Strigid servants do the rest of the work. This level therefore Any sort of ordinary noise in this room will draw the attention
represented the one part of the shrine that the outside world of the owl bear in 3, as will lights, with chances of 3 in 6.
ever saw, and in it he presented his love for owls of all kinds. Loud sounds such as combat increase this chance to 5 in 6.
Ordinary sounds or lights have no chance of attracting
The walls and ceiling of the place are painted to resemble an attention of the owl bears in 4, but loud sounds will attract
open blue sky with all manner of owls wheeling about them 2 chances in 6.
overhead. Observant characters will notice that no two owls
are exactly the same; Ornovael personally painted each figure 3. THE ROOM OF DUNES
to represent one of the known species and sub-species of owls
in the world, and the detail is exacting. The space beyond the archway is a single room, 25 feet long
and 15 feet across. The ceiling arches 20 feet overhead. The
The hole in the center of the place is the shaft that used to plaster on the walls in this room is largely intact and shows
allow Ornovael and his servants to travel up and down his panoramic desert scenes. Depicted sand dunes are riddled
Parliament. A wrought iron spiral staircase used to wind up with burrows, and numerous desert owls can be seen
and down through this hole, secured to the stone via the throughout the scene in naturalistic poses. Owls are shown
sockets that can still be seen. The 5-foot-wide center of the flying overhead, congregating in the sand, and one is
shaft was kept open; the tubes would be hauled to the edge, swooping down to kill a snake.
hooked to a chain on the hoist up in area 7, and lowered by
teams of Strigids to the floor of area 16 for further processing. Ornovael used this room to store empty glass tubes for return
The staircase is gone now, rusted away and knocked loose by to the mysterious sources of his living samples. None of these
the rock slide from many years ago; the twisted remnants of tubes remain in this room.
the stairs can be found wedged in the shaft below area 9. The
floor level of area 7 lies 30 feet overhead, and the floor level A large male owl bear has claimed this room as its lair: Owl
of area 9 lies 30 feet below; it is up to the characters to Bear (AC 5; HD 5; hp 30 each; MV 120" (40'); #AT 3 (2
determine how to get up or down by mechanical or magical claws, 1 bite); D 1d8 each + hug; Save F3; ML 9; AL N). If
means. However, other means now exist to travel between the owl bear hits an opponent with both of its claws, it will
the levels of Parliament. automatically hug for an additional 2d8 damage. The owl
bear is presently grooming itself, preening its half-fur/half-
The corpse lying at position ÂxÊ on the map belonged to feathered hide with its long cruel beak; it is therefore not
Scaredy-Pete, DrommulÊs thief. He was unlucky enough to be particularly attentive, as reflected in its chances for being
at the front doors, looking for traps, when the owl bears were attracted to noise or light elsewhere on the level. However, if
attracted by the noise and burst out to attack them. Scaredy- it notices intruders, or if anybody enters its lair, it will attack
Pete was hugged by the biggest owlbear and was drawn inside savagely, following intruders and attempting to kill them as
for later consumption; very little of him remains here, and long as it can still see or hear them.

10
The owl bear keeps no treasure, but does leave remains of irregularly used as a plaything by the owl bear chicks, and a
meals and refuse all around its lair. Owl bears have gizzards golden ring on its forefinger bears the seal of a prominent
like owls do, and they swallow chunks of meat whole and bishop of a nearby city; an Intelligence check will reveal that
digest them before spitting up pellets, although owl bear news of that holy personÊs murder was all the talk of civilized
pellets are the size of basketballs. These rancid, disgusting lands several months ago. The ring could be sold for 120 GP,
masses are thoroughly nauseating, but one of the pellets in this but might attract the attention of legal authorities. DrommulÊs
room contains something valuable. Cutting it open, a small money pouch has burst, and 28 GP and 16 PP are scattered
idol the size of a human hand is revealed. It is made of a about the room. Finally, DrommulÊs Helm of Comprehending
polished piece of green aventurine in the shape of a toad with Languages and Reading Magic lies forgotten against a wall;
fangs; its eyes are two tiny garnets. A cleric will recognize this this may be useful to the party later on.
icon as being a representation of NaÊKaa, Feaster of Blood, a
thoroughly chaotic deity. The item is worth 300 GP intact, Ornovael used to spend his time in this room waiting for his
but if broken up, the materials of its construction are worth deliveries. The few pieces of furnishings he had in this place
150 GP. This belonged to Miurda the Thirster, but Scaredy- were carried away or smashed up many years ago, but a small
Pete stole it from him shortly before he died, which explains stack of books still molders in the corner. All of these are
how it wound up inside an owl bear. ruined save one, an illustrated volume on the life cycle of arctic
owls. The book is very old and the illustrations are quite
4. THE ROOM OF CLIFFS beautiful; this book could fetch 200 GP in a large city.

This room is 25 feet long and 15 feet across, and the ceiling 5. THE COLLAPSING ROOM
arches 20 feet overhead. Much of the plaster on the walls of
this room has been ruined by dripping and rot, but here and This room is 25 feet long and 15 feet wide, and the ceiling
there one can see fragments of scenes showing a vine- rises almost 20 feet high; however, it is bowing downward.
shrouded cliff wall. Owls are depicted flying in and out of All the plaster has fallen off the walls, revealing that the
burrows dug into the earth behind the screening vegetation. structure is made of interlocking stone blocks, something like
an igloo. The stone is bulging down and several of the square
Litter and refuse are scattered over the floor of this room. blocks have fallen loose; stones and gravel lie behind them.
The smell of offal and rotted meat is extreme, and insects are The loose stones and piles of scree litter the floor in a jumble
thick here. several feet high.

This is the lair of a female owl bear (AC 5; HD 5; hp 26; MV This room used to be painted to imitate a barn habitat for
120' (40'); #AT 3 (2 claws, 1 bite); D 1d8 each + hug; Save owls, but little evidence remains behind to allow the
F3; ML 9; AL N) and her two half-grown chicks (AC 6; HD 2; adventurers to piece this together.
HP 12 and 10; MV 90' (30'); #AT 3(2 claws, 1 bite); D 1d4
each; Save F1; ML 8; AL N). The chicks have fluffy fur that The structure overhead is very unstable, to the point where
gives them a whitish coloration; they stand only 4 feet tall but even normal sounds within this room might cause a partial
are otherwise copies of their parents, except for the fact that collapse. Unless a character successfully moves silently
they have not yet learned how to hug their prey. through this room, there is a cumulative 1 in 6 chance per
character per round that some of the roof blocks will fall in,
These three owl bears are behaving curiously; they are all lying bringing a torrent of stones and gravel along with them. This
prone on the floor with one side of their heads pressed to the rockfall will cause 2d6 damage to each character in the room
ground. They have fallen under the effects of the Skull unless they make a saving throw vs. Breath Attacks.
Creeper that lairs one floor below in area 10, and are Characters outside the room will not be affected.
correspondingly less likely to react to stimuli outside their
room. However, if they do detect an intruder, they spend a Searching the room for three rounds will reveal a rolled-up
round rousing themselves from their stupor and will viciously arras, 8' x 8'. It shows a glowing moon above a wintry forest,
attack. They will not pursue enemies outside Parliament, and with the silhouette of a single owl in flight. It is very well made
the young only need make morale checks if their mother is and will fetch 150 GP.
slain.

There is a fair amount of treasure in the jumble of rubbish in


this room. The half-eaten carcass of Drommul still wears his
suit of dwarf-sized Chainmail +1, and his Battleaxe +1 lies
under a matted heap of ordure. His severed hand was being

11
6. THE ROOM OF TREES the complex is blocked off; they only lair here and use the
windows to fly out into the Hoarwood to catch prey.
This room is 25 feet long and 15 feet wide, and the ceiling
rises 20 feet high. The plaster of this room is intact but The giant owls are very quiet and do not stir from their
stained dark by dripping groundwater, making the murals on perches in the southeastern portion of the room during the
the walls almost impossible to discern. A faint outline of trees day. They only attack if intruders enter the roost, and then
can be made out, but any other details, and whether owls are they surprise 5 times in 6 owing to their silence. At night they
involved, have been lost to the elements. are much more active, but will still only fight to defend their
home, or to attack lone dwarves or halflings that look like a
The floor has buckled and heaved up in this room, and a good meal.
jagged hole in the floor yawns wide. It is about eight feet
across at its widest. A strange acrid odor rises from the hole. Just above the hole in the floor is a massive hook set into the
roof of the dome. Lying on the floor nearby is a huge block-
An explosion in the room below led to the collapse of the and-tackle, and a 200-foot chain with a hook on the end lies
floor. The largest piece of the broken floor dropped down at nearby. These items are still coated in a thin layer of oil and
an angle, providing a steep but navigable path for characters are therefore not rusty and still serviceable. When tubes
to carefully climb down to area 8 without making climbing needed to be raised or lowered through the shaft, the block-
checks. This was also the path that the owl bears took when and-tackle was suspended overhead and the chain threaded
they climbed up from below. through it; teams of Strigids would do the heavy lifting.

This room is empty except for a small satchel lying against the The remains of another of DrommulÊs companions, Henny the
back wall. This bag belonged to Miura and was thrown here in Halfling, can be found here. When the team met their
his haste to escape the owl bears. It contained six flasks, but unfortunate end, Henny did the sensible thing and climbed a
three of them are cracked and their contents have leaked pine tree. The male owl bear treed him there but could not
away. The three remaining containers are still stoppered with knock him loose or climb up after him. Unfortunately, the
wax and appear intact. Two are flasks of unholy water; these stubborn and vicious owl bear stood sentry at the base of the
are of no use against undead, but are very effective when tree until the sun went down. At that time the giant owls
splashed upon lawful clerics or servants of good deities. The emerged from their lair, found the lone Halfling exposed on
third bottle is a Potion of Extra-Healing. the tree, and snatched him up as a quick snack. His body is
entirely gone, but his few remaining worldly goods can be
7. THE FAR-SEEING ROOST found scattered around the giant owl lair: a short sword, a
short bow with no arrows (these having been exhausted trying
This room used to have an excellent panoramic view of the to drive away the owl bear), scraps of leather armor, and a
surrounding lands through the many arched windows small hinged tin containing three sharp-smelling wafers. These
penetrating the walls on all sides. The rockfall has blocked are Anodynes of Aphersis, and are worth the princely sum of
many of the windows, however, and loose stones and gravel 200 GP each in a large city. They are quite useful for
spill through the arches on those sides of this 40-foot-diameter adventurers, for they have the ability to cure poison. If one of
room. The ceiling is a dome rising to 15 feet at the center. these wafers is snapped under the nose of a person afflicted by
a poison, they are allowed a new saving throw, and if this
Branches and pine needles have been heaped up in the happens within a round of the poisonÊs introduction, it can
southeastern corner. There is a pungent smell in the room. even reverse the death of a victim provided the new saving
throw is made. If this second save is failed, no additional
The roost is home to a family of six Giant Owls (AC 7; HD 3;
anodynes will help!
hp 13 each; MV 30' (10') or fly 180' (60'); #AT 1; D 1d8;
Save F2; ML 8; AL N). When Ornovael occupied Parliament, The giant owls have three eggs in their nest. These eggs will
he used these creatures as his pets and sentries. At that time, hatch into chicks in a weekÊs time if they are kept warm.
the owls had free range of the shrine; they could carefully fly Giant owl chicks, if fed and cared for, can be trained to
up and down the shaft, and Ornovael could speak their become pets and guard animals. They can be sold for 50 GP
language. The giant owls who live here now are descendants each.
of OrnovaelÊs companions, and they still speak the language of
owl-kind, but they remember Ornovael only as an old legend,
likely untrue, of the owl-who-did-not-fly. They no longer
venture below, as the owl bears are dangerous and the rest of

12
Additionally, the Strigid squad chieftain, Ippip-Yee, has useful
PART 4: PARLIAMENT, LOWER
magic at his disposal.
LEVELS
The lowest level of Parliament is now a battleground between
Only the upper level of Parliament was intended for the use of the two opposing sides. The level above it is a no-manÊs-land
visitors from the surface world. The lower two levels of the occupied by monsters. Some of these monsters have lairs;
shrine were the sole domain of Ornovael and his two races of others do not.
owl-men: The Strigids and the Tytonids.
Wandering Monsters
Ornovael created rooms where owl-men could live, play, and
work at the business of assisting him in his researches. There Wandering monsters are checked once per hour, night or day,
they could also learn about themselves and their place in the and occur 1 time in 6. If a wandering monster encounter is
world, and why the magic-user created two separate races – indicated, roll 1d4 and consult Table 3:
the Tytonids, wise and intelligent apprentices in the magical
1. Strigid Patrol. These six hunters left their camp in
arts, and the Strigids, industrious workers and craftsmen.
area 17 to look for food, but they have been unable
Ornovael gave them tools to teach them to work together, and
to return. They are armed with swords and bows,
even provided them with a powerful tool for fighting any owl-
and they are very much on edge, but will
creations that might become uncontrolled.
communicate with adventurers if an attempt to
For many years, the owl-men in Parliament thrived. As time parley is made. They wish to return to the rest of
wore on, however, Ornovael had less and less need for contact their group, and if the party helps them do so, they
with the surface world. He had acquired as many samples of will fight monsters and will make a friendly
creatures as he would ever need, and he found it tiresome to introduction to Ippip-Yee. They have no treasure.
talk with those who did not share his passion for owlkind. This encounter may occur only once in the game; if
Eventually he closed his operations in Parliament, moving his rolled again, no wandering monsters appear.
owl-men servants to other locations within the Dark Rookery,
and the shrine was abandoned. Some of the monsters living 2. Owl Hulk. This monster is part of the group found
in the caves moved into the structure. Parliament was not in area 14, although it is not counted against that
forgotten, but neither Tytonids nor Strigids saw any need to areaÊs numbers, and is only found as a wandering
go there. It soon fell into ruin. monster. It will burrow out of a wall to surprise the
party, attempt to confuse at least one character, and
Then, a few years ago, Haffek-Du came to power. The then devour it. It has no treasure. This encounter
ambitious, evil leader of the Tytonids made no secret of his may occur only once in the game; if rolled again, no
ultimate goal: to use the science of owl-hybridization to build wandering monsters appear.
an army for use in conquering a portion of the surface world.
Chitti-Zurr, wise-woman of the Strigids, took exception, and 3. Grey Ooze. This monster likely seeped into the
the harmonious symbiosis that had lasted many years past the dungeon from the pit in area 15. It mindlessly
departure of Ornovael was suddenly disrupted. War broke out seeks food and attacks the closest target. It has no
between the two races. treasure. This encounter may occur more than
once.
Suddenly, Parliament took on new importance. As the sole
known portal to the surface world, it represented the place 4. Shrieker. These bizarre fungi sprout from spores in
from which Haffek-DuÊs forces would have to launch their all underground cave networks, and grow to full size
attacks. Both Strigids and Tytonids launched efforts to take with uncanny speed. If the shrieker senses light, it
and hold the shrine, or at least the lower levels. Neither side will scream loudly. For the next hour, the chances
has been able to gain the upper hand; while the Tytonid force of a wandering monster are 5 in 6 (re-roll any
leader, Garbel-Shree, has potent magic on his side, as well as shriekers found). This encounter may occur more
a small number of dangerous hybrids, the Strigids are cunning than once.
at trap-making and resourceful in their use of the terrain.

13
Table 3 - Lower Works Wandering Monsters

Die
Roll Wandering Monster No AC HD hp #AT Damage Move Save ML AL

1d8
(battleaxes) or
1d6 (short
1 Strigid Patrol 6 7 1+1 6 1 bows) 120'(40') F1 8 L

2 Owl Hulk 1 3 6 29 3 1d4/1d4/3d4 60'(20') F5 10 C


30'(10')
burrow

3 Grey Ooze 1 8 3 13 1 2d8 + acid 10'(3') F2 12 N

4 Shrieker 1 7 3 15 0 - 9'(3') F1 12 N

Now in ruins, this room was once a workplace for OrnovaelÊs


KEY TO PARLIAMENT,
Tytonid servants. Although most tubes brought in to
UNDERLEVEL 1 Parliament were destined to pass through to the Dark
Rookery, some were diverted and brought here for testing or
8. THE HALL OF LEARNING safekeeping. The ruined furniture in the roomÊs center
contains the shattered remnants of beakers and glassware,
This room is round, 25 feet in diameter, with stone beams books whose pages have faded and turned to dust, and a
supporting the foundation of the structure above, some 25 variety of jars, urns, and pots containing arcane substances. A
feet overhead. The walls are made of closely interlocked careful search by the party will reveal a fine set of bronze
basaltic slabs. There is a single exit from the room, a short scales worth 140 GP, a vial of acid that still retains its potency,
flight of stairs descending to the west. and a magical scroll that serves as a Ward Against Magic. The
rest of the roomÊs contents were ruined by an explosion – a
Finely carved images are worked into the walls, taking up
shelf collapsed, mixing two chemicals together in a violent
much of the height of the room. The images depict scenes of
reaction that brought down the ceiling overhead. The room
owl-headed humanoids surrounding a bearded central figure,
still reeks sharply of alchemy.
much taller than the others. The bird-men appear to be
reading scrolls, holding beakers, and speaking with each other The tubes of frosted glass are remnants from the samples of
and to the man in the middle. The central individual seems to surface-world monsters that Ornovael had delivered to
be dispensing wisdom to those around him, who all seem to Parliament. A typical tube contained a single creature and was
have heart-shaped faces. pressurized with The Sleep of the Ages to preserve that
creatureÊs life force. The tubes were then sealed airtight and
A tall pile of rubble occupies the center of the room. It
shipped. Although care needed to be taken to avoid damage
appears that the floor slab overhead has collapsed, and a
in shipping, the glass tubes are actually quite thick and sturdy;
canted monolithic stone block rests atop the rubble, angled
at least 20 hp of damage from bludgeoning weapons or similar
upward steeply. The pile can be climbed, and from the
sources are required to crack the glass open.
highest point of the collapsed slab, the upper floor can be
reached. Littered in and around this central heap are the Of the eight tubes, only one still contains magical gas. Two
broken and rotting remains of tables, shelves, and their tubes were cracked when the explosion wrecked the room,
contents; this room may once have been a magical laboratory. and the remaining five were empty. The two that were
cracked contained monsters, a doppelganger and a medusa,
Eight glass tubes are neatly arrayed in a row along the east
and they asphyxiated before they could escape; their bones
wall. The tubes are four feet in diameter and about nine feet
occupy their tubes still. The remaining tube still glows with the
tall. The glass is slightly frosted, making it difficult to discern
greenish gas, however, and its inhabitant still lives: a Minotaur
the contents, but some of the tubes do seem to contain forms
named Haxxis (AC 6; HD 6; hp 27; MV 120' (40'); #AT 2 or
within, and one of them glows greenly.
1 (gore, bite or weapon); D 1d6/1d6 or weapon; Save F6;

14
ML 12; AL C). Haxxis was trapped more than one hundred
years ago and crammed into his tube.

It is possible to free Haxxis. If the tube is broken open as


described above, everybody within the room will be affected as
by a Slow spell for three turns (no saving throw) as the magical
gas spills out. Haxxis is included in this effect as well. When
he awakens, Haxxis will be confused and angry, but it is
possible that the party can negotiate with him. He will
generally allow the party to live only if they give him
substantial treasure, but a very successful parley could convince
him to fight along with the party. He will only agree to do so
for no less than half the treasure found, but he will be
domineering and chaotic, and may betray the party at any
time as his fickle nature dictates. Haxxis has no treasure.

9. THE BIRTHING OF THE CHOSEN

This room is round, approximately 40 feet in diameter, with


stone beams supporting the structure of the floor above, some
25 feet overhead. There is a 10-foot-diameter hole in the
overhead stone slab, and another similar hole in the floor
below; each of these holes is surrounded by sockets bearing
twisted pieces of wrought iron. The walls are made of closely
interlocked basaltic slabs. There are four exits from the room:
short flights of stairs climbing up to the west, north, and east,
and one small stair descending to the south.

There are elaborate carvings around the stone walls. Owl-


A character looking down the hole will see that the water
headed humanoid figures appear to emerge from the arch to
pours past a tangle of wrought iron hoops and plates. This is
the west, proceeding in files along the south and north walls of
part of the remains of the iron spiral staircase that once rose
the chamber to receive a blessing. The owl-men on the south
from the bottom level of Parliament all the way up to the All-
side have spectacled faces, and the ones on the north side
Seeing Roost. It has now collapsed, and a portion of the
have heart-shaped faces. Straddling the eastern arch is a huge
remains chokes this shaft downward; the rest now lies in a
bearded human figure reaching out to the left and right to
jumble on the floor of area 16. It is possible to climb past this
receive these lines of owl creatures and offer some kind of
wreckage, but the iron railings are not stable. Even a
benediction.
successful climb check has a 3 in 6 chance of dislodging the
clutter (2 in 6 for a halfling), which will fall down to 16 with a
A thin stream of water trickles along an irregular algae-stained
terrifying crash. If the climber puts their weight on a rope
track, dripping down one side of the stairs to the north. It
instead of climbing past the wreckage, the chance of triggering
flows across the floor of the room to the hole in the middle
the fall drops to 1 in 6. Anybody in or below the shaft when
and pours down the shaft in a thin stream.
the scrap metal falls must save versus Breath Weapon or take
2d6 damage; additionally, climbers must roll under their
This room is empty of monsters and very quiet, save for the
noise of the water. The subsonic hum of the Skull Creeper in Dexterity on a d20 or fall for 3d6 damage in area 16.

10 cannot be heard, but it will nevertheless start to act on the


10. THE WETTING OF BEAKS
minds of the party when they enter this place. To represent
this, subtly urge the party to explore to the north first; describe
This room is round, 25 feet in diameter, with stone beams
that exit as being the most interesting in appearance, but
supporting the foundation of the structure above, some 25
remain vague as to exactly why it should be so attractive. The
feet overhead. The walls are made of basaltic slabs, but here
ideal outcome would be for the party to decide on their own to
and there are narrow gaps between the stones. There is a
look to the north, with nothing more than the merest of
single exit from the room, a short flight of stairs descending to
suggestions.
the south.

15
A stone basin about three feet across is set into the north wall. carvings on that side of the room reveals that not all the
A broken pipe spews water noisily into the basin, which is full figures are drinking water from dippers; one owl holds a scroll
to the rim with black water; overflow spills musically onto the open but looks out at the viewer with wide staring eyes. If
floor. From there it flows into a brackish, algae-encrusted both eyes are pushed in at the same time, the section of wall
shallow puddle along the east wall before dribbling down along containing that figure hinges inward – a secret door leading to
the east side of the stairs to the south. area 11.

This room is scattered with bones, particularly along the north 11. THE HIDDEN NEST
and west sides of the room. Most of the bones are small, but
some of them appear larger. A heap of skulls appears to have The secret door opens up onto a small room, about six feet
been stacked up along the west wall. The floor glistens with a deep and 12 feet wide, with a flat ceiling only 10 feet
uniform film of clear slime. overhead. The wet stone floor is slick with green algae.

There are carvings on the walls flanking the fountain; owl- There are three stone boxes in the room, one along the north
headed figures draw dippers from the basin and hand them to wall and two against the east. Some fragments of a coppery
others, who tilt their heads back to wet their beaks. This metal lie in a heap along the south wall.
bucket brigade proceeds back all the way to the entry arch.
Fed by water from the puddle in 10 wicking under the secret
The jumble of bones to the northwest is the lair of a Skull door, the floor is a single hardy growth of Green Slime (AC
Creeper: (AC 3; HD 6; hp 30; MV 30' (10'); #AT 6; D N/A; HD 2; hp 15; MV 3' (1'); #AT 1; D dissolve; Save F1;
1d4+paralysis; Save F5; ML 10; AL N). The Skull Creeper ML 12; AL N). The bronze shards to the south are the fittings
will remain motionless, its tendrils concealed under its bone of a wooden chest that the slime dissolved, along with its
camouflage until a creature approaches within 10 feet; then it contents; the stone boxes are immune. The green slime will
will silently glide to the attack. This creature is a native to the eat through the boots of anybody entering the room in one
underground caverns that Ornovael transformed into the Dark round; after that it will begin to work on feet. A second,
Rookery; it crept into Parliament via the water supply and smaller patch of green slime (hp 8) lies above the stone box
grew to adulthood here. This room is an ideal place for it to along the north wall, and 2 times in 6 it will drop on anybody
lurk; in addition to occupying one of the sources of water in passing under it. It will be noticed if the party examines the
this place, it is ideally located to attract burrowing woodland ceiling.
creatures from the forest above (see area 1), as well as the
The stone boxes are untrapped and contain scrolls. The
occasional owl bear, owl hulk, or Strigid hunter. Its call
northern box contains two magic scrolls: one with four version
penetrates even the earth and stone floors above and below,
of the spell Read Magic written upon it, the other containing
luring prey to its death.
the spells Dispel Magic and Protection from Normal Missiles.
There is treasure in the slime-encrusted jumble of bones: 390 The boxes along the east wall contain mundane writings,
CP, 200 SP, 237 GP and 35 PP in loose coinage, as well as mostly having to do with boring lists of chemicals and
five small gemstones worth 50 GP each. There is also a silver ingredients required for magical research. However, the party
tuning fork that serves as a Chime of Opening (12 charges will notice that there are duplicate books with identical
remaining), and a pair of golden bracelets that have the power illustrations but very different writing; one set of books is
of a set of Bracers of Armor AC 5. written in Common speech, while the other is scribed in
strange runes the party has never seen before – Owl-script.
The water fountain is overflowing because a matted plug of Ornovael required his Tytonid apprentices to learn to read and
scum, grit, and bones is covering the opening to the drain. At write in Common, and these duplicate books were a form of
the core of this nauseating bolus is the golden head of the tutorial exercise. Using these books, a thief of 4th level or
spigot of this faucet, naturally worked in the shape of a sea higher can use their ability to translate non-magical writings to
owlÊs head. It is worth 120 GP. If the plug is cleared, the understand items written in the language of the Owl-men.
basin will stop overflowing and will begin draining normally.
This will attract the attention of the other dungeon denizens,
who have become used to the flow of water through their
space. Intelligent creatures such as the Tytonids will be in a
heightened state of alertness.

The water puddle on the east side of the room is harmless and
is only a few inches deep. A careful examination of the

16
12. THE SWORD OF THE STARS them to lumber along more quickly; the passages exiting this
room are of this lasting variety. However, Owl Hulks are
This room is round, 25 feet in diameter, with a high domed perfectly capable of creating new tunnels at will, and given this
ceiling arching to over 35 feet overhead. The walls are roomÊs proximity to their lair, it is likely that one will tunnel
plastered over, as is the ceiling, and the whole affair is a deep through a wall to attack while the party is exploring. Chances
blue-black with many points of brilliant white – the illusion of a for random encounters are 2 in 6 while the party is in this
starry sky. There is a single exit from the room, a short flight room, and if a random encounter is rolled here, it will be an
of stairs ascending to the north. Owl Hulk, as detailed in the random encounter table.

In the center of the room is a short plug of stone, 3Ê in


diameter, jutting a foot above the floor. The hilt and quillons
of a sword are visible above the stone, but the blade appears
to be entirely embedded vertically in the floor.

This sword is magical in nature. If freed, it is revealed to be a


Two-Handed Sword +1, Flametongue. Ornovael knew that
someday one of his owl experiments might go wrong, so he
left this weapon here to be used in dire emergencies.
Flametongue swords are especially effective against avian
creatures, and all owl hybrids, including Strigids and Tytonids,
count as avians.

However, nothing the party can do on this level will release


the sword. It is fixed in place and will not budge, not even if
magic is used. This may very well frustrate the party, but while
the means to release the sword can be found downstairs in
area 18, a trap awaits the incautious as well.

13. THE EGG RELEASES ITS TREASURE

This room is round, 25 feet in diameter, with stone beams The stone egg represents treasure, because the owl-men value
supporting the foundation of the structure above, some 25 their ability to create children. This egg therefore contains
feet overhead. The walls are made of closely interlocked items valuable to owl-men, although its existence has been
basaltic slabs. There is an exit from the room, a short flight forgotten by any Strigids and Tytonids the party may
of stairs descending to the east; however, there are also three encounter.
irregular holes cut through the walls. They are all
approximately round and about six feet in diameter, with their The carvings on the walls give clues to open the egg. Causing
bottom edges very close to the surface of the floor. Piles of an egg to hatch requires body warmth, and as the carvings
shattered stone and loose dirt lie all around these openings. imply, this is a job that more than one creature must perform.
If at least four living beings press their bodies against the egg
In the center of the room is what appears to be a large statue for at least one turn and remain still, spidery cracks will form in
of a birdÊs nest, with jutting sticks and branches cunningly the otherwise perfectly white marble surface. Another turn
carved from white marble. In the center of the nest is a huge later, the eggÊs ÂshellÊ will crumble, allowing the party access to
marble egg, its pointed end canted slightly and standing taller its contents. The egg will reform after another turn and will
than a man, its white surface smooth and unbroken. not be able to be opened for another day.

There are carvings on the walls of owls sitting on eggs in The egg contains: two magical potions (one of Flying, the
nests. These pictures seem to show communal nesting, with other of Clairaudience), a magical Ring of Alertness (the
multiple owls taking turns to care for the eggs. wearer and their party will only be surprised on a 1 in 6), and
a golden icon of Ornovael. This figurine fits in the palm and
The irregular tunnels around the room were created by Owl shows a bearded smiling figure in a lotus position. If the beard
Hulks. Owl Hulks are capable of tunneling through solid rock; is tugged on and pulled out, a narrow ribbon is revealed with
however, such going is slow and difficult, and the passages writing in the speech of Owl-Men. It reads: ORNOVAEL
they create collapse behind them. These cunning creatures
sometimes create more permanent passages, which allow

17
LOVES ALL HIS CHILDREN, FOR THEIR OWL NATURE IS
KEY TO PARLIAMENT,
THE GIFT OF PERFECTION. It is worth 320 GP.
UNDERLEVEL 2
14. CAVES OF THE OWL HULKS
15. THE SHATTERED PILLARS
The rough-hewn tunnel appears to have been cut through dirt
and solid stone alike; huge gouges and scrapes line the tunnel This room is round, 25 feet in diameter, with stone beams
walls, as if made by enormous claws. Where the tunnel bores supporting the foundation of the structure above, some 30
through looser material, a resinous organic matter has been feet overhead. The walls are made of closely interlocked
allowed to harden over the surfaces, making them stable and basaltic slabs. There is one exit from the room, a short flight
smooth. of stairs descending to the east. There is also an irregular hole
cut through the wall to the north. It is an approximately round
Farther down, the tunnel widens and opens up into a larger tunnel six feet in diameter, with its bottom edge very close to
space. The ceiling vaults to 12 feet high in this place, but the the surface of the roomÊs floor. Piles of shattered stone and
surfaces show the same means of construction as the tunnels. loose dirt lie all around this opening.
Large stones and loose rubble choke the uneven floor of this
place, with occasional scraps of bone and organic detritus There is a 10-foot-diameter well in the center of the floor.
visible in the debris. The sound of gurgling water can be heard coming from this
opening. Six free-standing pillars are spaced equidistantly
Two Owl Hulks live here: (AC 3; HD 6; hp 23, 30; MV 60' around the hole. The pillars are made of stone, 10 feet tall and
(20') or burrow 30' (10'); #AT 3; D 1d4/1d4/3d4; Save F5; 2 feet in diameter, with flat caps on the tops, standing
ML 10; AL C). They will fight without needing to roll for immediately upon the lip of the floor penetration. Four of
morale as long as intruders inhabit their lair. them are still standing, but the other two have collapsed
outward toward the southwest side of the room; they now lie
A dying Strigid named Shazza-Skrzz lies on the floor, bound in a heap of broken stone and rubble.
within a wrapping of resinous matter exuded by the Owl
Hulks. Hulk grubs are gestating within her body and will There are carvings on the walls of this room. They show owls
emerge in five rounds, killing her. The grubs are the size of of all sorts standing on pillars, apparently conversing happily
footballs and are white, blind, and essentially harmless until with each other.
they pupate and transform into adult hulks in several weeks;
until then they are easily slain. This room once served as a garderobe for the owl-men living
and working in Parliament. The hole in the floor is a well,
If freed, the dying Strigid will see any humans in the party as with dark water lapping at the algae-encrusted walls five feet
emissaries from Ornovael in the afterlife. She is a cleric and below the floor level. The well extends twenty feet below the
worships Ornovael as a god; she wears a pendant with a tiny water level, with a grating-covered inlet admitting fresh water
icon of a smiling bearded human as her holy symbol. She will on one side of the shaft, and a similarly-protected outflow pipe
attempt to communicate with humans, although she only on the other. These pipes are too small to crawl down, even if
speaks owl-speech, which sounds like a series of chirps and the gratings are removed. At the bottom of the well is the
squeaks. If a brief means of communicating is established, she skeleton of a Tytonid; holes have been drilled in her beak and
will thank OrnovaelÊs agents for carrying her to her final jade studs in golden settings are still affixed. These can be sold
reward, and will ask that her body be carried back to Ippip-Yee for 240 GP.
in area 17. Any party that does so will automatically receive a
favorable reaction from the Strigid group. The collapsed pillars were part of a trap that has already been
sprung; the remains of a tripwire can be found with a careful
There is little in the way of corpses left in this room; Owl search. The Strigids hoped to catch a careless Tytonid with
Hulks are thorough in devouring all parts of their victims. this deadfall. Their snare caught different prey, however –
However, they are fond of collecting treasure, and they have Miurda the Thirster. He fled the assault of the owl bears by
amassed a pile of owl-man weapons and loose equipment for creeping downstairs, but then could not find a way back out.
the players to pick through. The pile also includes a quartz In his wanderings he encountered the owl hulks and became
owl statuette worth 80 GP, a non-magical crystal ball worth 50 confused; he fled and wound up here, where the trap pinned
GP, and a tattered Cloak of Protection +1. him under pillars too heavy for him to lift by himself. He has
now become a Wight: (AC 3; HD 3*; hp 12; MV 90' (30');
The tunnel continues beyond the room. It curves around and
#AT 1; D energy drain; Save F3; ML 12; AL C). His armor
slopes gently down to the next level, although only a dwarfÊs
ability to sense grades in stonework could determine this.

18
class reflects the fact that he is still wearing magical Plate benefit of this concealment, and anybody entering the room
Armor +1, and his Mace +1 is still attached to his belt. will be seen by them unless invisible or hiding in shadows.
Saving vs. the illusion does not allow one to see through it, but
Miurda lies perfectly still, pretending to be an inanimate touching the shimmering wall makes it disappear. The
corpse. He only attacks if the columns are shifted to free him, Tytonids and their reactions are detailed in area 20.
which must be done in order to gain access to his armor.
Moving the heavy columns is a job that will take three The dead owl-men to the northwest died in a battle between
adventurers one turn to accomplish; their hands must be free the Tytonid and Strigid factions; however, the impaled Tytonid
to do this work. Miurda has gone insane and has lost all ability against the wall has been booby-trapped by the Strigids. The
to cast spells or reason; he now only wishes to drain life spear anchoring him to the wall also secures a wire that
energy. He still wears a silver holy symbol around his neck; threads up behind the stonework of the walls and holds a loose
this image of NaÊKaa will be repellent to Lawful characters, but basaltic panel in place. If the spear is removed without
the precious metal of the symbol is worth 25 GP. disarming this trap, the panel will fall. Any character standing
adjacent to the Tytonid at this time must make a saving throw
16. THE VAULT OF CREATION vs. Paralyzation or take 2d6 hp damage.

This room is round, approximately 40 feet in diameter, with All of the bodies have been stripped of wealth and weapons.
stone beams supporting the structure of the floor above some However, the trapped Tytonid had a rolled-up piece of
25 feet overhead. There is a 10-foot-diameter hole in the parchment concealed in the hem of his garment. This is a
overhead stone slab, and it is surrounded by sockets bearing Scroll of Telekinesis.
twisted pieces of wrought iron. Coils of rusting iron hoops
and spokes are lodged in the overhead hole; more lie in a 17. THE DIVISION OF DUTIES
jumbled heap on the ground. The walls are made of closely
interlocked basaltic slabs. There are three exits from the The entrance to this room is blocked by a motley collection of
room: short flights of stairs climbing up to the west and north, tables, benches, poles, and stones forming a makeshift
and one small stair descending to the south. Additionally, to barricade. Only about five feet of floor space is clear at the
the east lies an archway where an exit ought to be, but a top of the entry stairs. A dead owl-man with a spectacled face
shimmering curtain of shifting colors fills the opening. lies dead at the base of the heap. The barricade blocks all
view of the space beyond.
There are elaborate carvings around the stone walls. A huge
bearded human figure leads a troupe of spectacled and heart- The room beyond the barricade is similar to other rooms of
faced owl-men to a forested paradise. Here and there, where this type in this complex: it is round, 25 feet in diameter, with
the carvings lie closest to the floor, some of the figures have the ceiling a good 30 feet overhead. There are carvings on
plainly been defaced; scratches made by sharp tools or magic the dressed basaltic stone walls; on the west side, Strigid owl-
seem to almost erase one owl-man or another. men tend gardens, hunt peculiar animals in forests of
unrecognizable plants, carry heavy burdens, and build beehive-
A thin stream of water trickles down from the hole in the like buildings. On the east side, Tytonid owl-men read from
ceiling. It forms a shallow pool, no more than a puddle, at a books, perform magical rituals, draw on rolls of parchment,
low point in the floor underneath, and from there an algae- and make observations in a starry sky. Between the groups on
lined stream wends to the east and passes through the the north wall stands a representation of a tall bearded human,
shimmering archway. Ornovael, dispatching both kinds of owl-men to perform their
duties.
This room appears to have been a battleground; a half-dozen
bodies lie sprawled at various points around the room, This room is the strong point of the Strigid contingent. There
unmoving. They bear a resemblance to the owl-men in the are ten Strigid warriors (AC 7; HD 1+1; hp 6 each; MV
carvings. To the northwest, a slumped owl-man with a heart- 120'(40'); #AT 1; D 1d6 or by weapon; Save F1; ML 8; AL
shaped face stands with his back to the wall; only the long L) and one Strigid warchief, Ippip-Yee (AC 5; HD 5; hp 24;
spear impaling him there keeps him from falling over. Two MV 120' (40'); #AT 1; D 1d6+1 or by weapon; Save F4; ML
spectacle-faced owl-men lie motionless at his feet. 9; AL L). The warriors have short bows and short swords;
Ippip-Yee has a Short Bow +1 and a battleaxe which causes
The shimmering archway is an illusion made by a charge from 1d8+1 hp damage.
a Wand of Illusion employed by a Tytonid on the other side.
The archway is opaque from this side but is transparent from The leader also has a magical Censer of Gruesome Combat,
the other side; Tytonids are watching the room with the which he will use if he thinks battle will be joined. It is an

19
incense-burner that can remain lit indefinitely and never revere. If good morale rolls are made, the Strigids will be
consumes fuel. The incense has a powerful stimulating effect friendly and will explain by whatever means of communication
on the nervous systems of all creatures within 40 feet; in are established that they are fighting the wicked Tytonids and
combat, if any participant rolls a natural 20 on a to-hit die, a would appreciate help.
critical hit is generated and the weapon automatically does
maximum damage. Note that this affects friend and foe alike, The Strigids do not use coin for wealth, but instead trade
so the user of the censer must be willing to accept some risk if particularly symmetric and lustrous cave pearls. Each Strigid
they choose to use this powerful item. warrior has six of these pearls in a pouch at their belt, and
Ippip-Yee has forty-one of them. Additionally, he has a fine
The Strigids have been successful in keeping the Tytonids ivory scroll tube worth 180 GP; it contains a roll of parchment
from penetrating deep into the complex below Parliament. with a note written in owl-speech. It reads:
However, their efforts have been hindered lately because their
group has fallen under the influence of the Skull Creeper Ippip-Yee, you are charged most sternly to complete the
upstairs in room 10. So powerful is its call that Ippip-Yee has following task: proceed immediately with three Talons of
had to exert considerable discipline on his troops to keep them warriors to abandoned Parliament. If the Tytonid foe is not
from climbing the barricade to get higher toward the ceiling; there, claim the shrine in the name of Strigid-kind and defend
the dead Strigid at the foot of the barricade died because he it against invaders. If Haffek-DuÊs forces have already arrived,
climbed the barricade while on watch and was easily killed with engage them in battle and deny them any hold on that place,
magic spells when so exposed. for they mean to wage war on the surface world, and such is
against the Will of Ornovael. Our Dark Rookery is a bountiful
paradise, and shall not become a breeding ground for armies!
In His Most Humane Name, this task I give to you. Signed,
Chitti-Zurr, Leader in Peace.

18. THE SWORD OF THE SUN

This room is round, 25 feet in diameter, with a plastered


ceiling rising in a dome to a flat yellow 10-foot-diameter disk
some 20 feet overhead. The walls are plastered over as well.
There is a single exit from the room, a short flight of stairs
descending to the north.

The disc overhead is painted bright yellow, and the walls show
scenes of owl-men walking in the radiance of this ÂsunÊ high
overhead. Toward the east, spectacled owl-men fight owl-
headed monsters with weapons while owl-men with heart-
shaped faces stand back and throw magic. Along the west
wall, another stylized sun resting on four pillars is being
worshipped by adoring owl-headed humanoids. They cringe
away from it, shielding their faces with their hands.

At the very center of the yellow disk in the ceiling is what


appears to be a large steel clamp with a worm-gear
mechanism to tighten and loosen the jaws. Protruding down
from the ceiling, in the firm grip of the clamp, is the tip of a
sword.

This is the tip of the sword whose hilt can be found in area
12. Loosening the clamp will indeed allow the blade to slide
out of the stone. However, there is a trap.

The 10-foot-diameter yellow ÂsunÊ surrounding the swordÊs tip


If the party returns Shazza-Skrzz to the Strigids, or if they
is a single monolithic slab of stone about six inches thick. The
attempt a friendly parley, the Strigids will sit and talk with
weight of this slab is over three tons. It is not connected to the
them – humans remind them of Ornovael, whom they still

20
structure in any way save by the sword and the clamp holding Two Tytonids stand at the foot of stairs (AC 8; HD 1; hp 5
it up. If the clamp is loosened, the slab will fall, crushing each; MV 120'(40'); #AT 1; D 1d4; Save M1; ML 8; AL C).
anybody underneath it for 3d6 hp damage unless they save vs. One of them has a Wand of Illusion (15 charges) and is
petrification. The painting of the owl-men cringing away from maintaining the illusion of the shimmering wall. The other is
the sun is a warning. watching for intruders, and will quietly signal his companions
in the room proper if he sees any. He knows a spell, Magic
The sun on legs is also a clue for how the party can safely Missile, and will cast it if anybody approaches within 10Ê of the
remove the sword without being crushed. The painted sun is wall, unless given orders to the contrary by Garbel-Shree. The
actually a secret door; a careful examination reveals a seam one with the wand knows Sleep, but will not cast it unless the
around the edge of it on the painting, and also a depression wall is dispelled by somebody touching it.
near the edge of the disc. This depression is a socket into
which a handle can be inserted and used to unscrew the sun a In the center of the room, Garbel-Shree has set up an old set
quarter-turn counter-clockwise; it then rolls to the side in a of plans: blueprints for Parliament. He is using it to develop a
cavity in the wall, revealing a 4-foot-diameter opening. plan to clean the structure out of all Strigids. The blueprints
show the locations of the secret doors.
19. HIDDEN STORAGE
Garbel-ShreeÊs statistics are: (AC 6; HD 5; hp 23; MV
The secret door leads through a narrow tunnel to a cramped, 120'(40'); #AT 1; D 1d6 or 1d6+1 (staff); Save M5; ML 10;
low-ceilinged cavity in the rock, less of a room and more of a AL C). He has a Staff of Quills, a magical weapon that
storage alcove, six feet deep and 12 feet wide. Stacked neatly functions as a +1 Quarterstaff. It is bristling with hundreds of
in this space are a number of sturdy iron poles, 10 feet long, long spines, and upon scoring a successful hit, the staff leaves
protected from rust with a layer of grease. 1d3 spines buried in the victimÊs flesh. The spines do no extra
damage immediately, but while they are implanted, the target
Each pole has a clamp on the end with a bolt that can be used cannot benefit from healing, magical or otherwise. The quills
as a set-screw. There are a total of 30 poles here which can are barbed and will cause 1 hp damage if pulled out. Garbel-
be used to erect a scaffold under the trapped sun to support Shree also has a Wand of Viscid Globs with seven charges.
the slab while the clamp and sword are removed. This wand will shoot a clear ball of gooey resin that, upon
Alternatively, the pillars from area 15 can be lugged in to hitting, will bind together anything within 4 square feet – arms
support the trapped slab; they are 10 feet tall, and a dwarf can to shields, weapons to body, feet to floor – unless the target
tell they will hold the weight of the trapped slab if two columns makes a saving throw vs. Wands. The bond is magically
are stacked on top of two others. Additionally, the Telekinesis strong, and very powerful creatures can tear themselves apart
scroll from 16 can loosen the clamp without anybody being trying to escape. The bond can be cut with alcohol, however.
underneath the slab; however, the slab will shatter loudly on The wandÊs range is up to 60 feet.
the ground, increasing the chances of encountering a
wandering monster to 5 in 6 for that turn. Garbel-Shree knows the following spells:

20. DOORSTEP OF THE ROOKERY 1st level: Magic Missile, Shield

Beyond the shimmering wall, this room is round, 25 feet in 2nd level: Mirror Image, Continual Light
diameter, with stone beams supporting the foundation of the
3rd level: Lightning Bolt
structure above, some 25 feet overhead. The walls are made
of closely interlocked basaltic slabs. There are two exits from
Garbel-Shree is attended by six other Tytonids. They are
the room, a short flight of stairs ascending to the west, and a
unarmed and have the same statistics as those above, but each
pair of huge stone doors that stand partially open to the east.
one knows a different 1st level spell. The spells memorized
are: Light, Magic Missile, Protection from Good, Shield,
Water streams down the stairs from the west and trickles into a
Sleep, and Ventriloquism. Additionally, each Tytonid is
pool in the center of the room. The pool is square, about 6
capable of commanding the pets of their master, two Owl
feet on a side, and a gentle gurgling emerges from it.
Boars (AC 6; HD 4; hp 18,17; MV 120'(40'); #AT 1; D 2d6;
There are elaborate carvings on the walls. Owl-men of both Save F3; ML 10; AL N).
sorts file toward the doors to the east – spectacled owl-men
along the north wall, heart-shaped owl-men along the south.
These two lines hold hands, and their leaders flanking the door
beckon to each other to step through.

21
center of the room – a last line of defense against any surface-
worlders who might invade his beloved Rookery. Garbel-
Shree and the Tytonids are unaware of this pit – it was added
after the blueprints were drawn. Standing on the pitÊs lid has
a 1 in 6 chance per person of causing it to open. The pit is
20 feet deep but full of water, which slowly drains from a
grating at the bottom; if somebody falls in, they will
immediately start swimming. In addition to normal chances
for drowning, the pit has occupants: four swimming Skeletons
(AC 7; HD 1; hp 4 each; MV 60' (20'); #AT 1; D 1d6; Save
F1; ML 12; AL C) who will immediately attack any targets that
present themselves, climbing out of the water if necessary. If
the flow of water is cut off, the water in the pit drains away
within 6 turns, leaving the four skeletons at the bottom of the
pit. If the grating at the pitÊs bottom is explored, a silver pin is
found. It is shaped in the form of a constrictor snake with an
owlÊs head and tiny diamond eyes; this bizarre piece of jewelry
is worth 800 GP.

If the party ventures through the doors to the outside, read the
following:

You are looking out onto the gloom of a dimly lit wilderness
area. It takes some time for your eyes to adjust, but soon you
realize that the lands beyond the door are not part of the
surface world, but occupy a cavern whose scale defies the
imagination. If the light were better, you might be able to see
for miles! The ÂskyÊ is a vaulted cavern, studded with huge
stalactites, its highest point so far up that it must lie in the belly
of the mountain to not pierce through to the surface. The
The Tytonids will fight to repel intruders. Note that this has
place is illuminated by a great ÂsunÊ and many smaller Âstars,Ê
the potential to be a very dangerous fight, but if the party
but these appear to move, and are soon revealed to be some
withdraws, the Tytonids will not follow until they have had a
sort of enormous phosphorescent grubs clinging to the roof
chance to assess this new threat. If the Tytonids become
overhead. Below, mists shroud forests of pale fungus of many
aware of intruders, Garbel-Shree will cast defensive spells if he
varieties – some have the shapes of trees, but others look
has time. If it looks like the party is planning on coming
more like ferns, and still others have the general appearance
through the wall, he will have his Owl Boars charge to the
of toadstools, corals, oozes, and shapes stranger still. The
attack (negating the wall) and will hang back using magic while
cries of strange beasts echo through this enormous vault, and
his Tytonid apprentices engage the enemy. He will attack
the cobbled remains of a road wend forth from this doorway
with his Staff of Quills only if the situation is desperate. If
to descend to the floor of the mammoth cavern below.
Garbel-Shree fails his morale check, he will flee through the
open doors into the Dark Rookery.
This is the Dark Rookery, OrnovaelÊs masterpiece – a self-
contained ecosystem below the mountains where his owl-
The Tytonids have bedroll kits arrayed haphazardly around the
experiments could be bred without interference. If the party is
room. Each Tytonid apprentice has eight cave-pearls in a
on speaking terms with the Strigids, they will explain that both
pouch at their waist; their leader has thirty-one of them, plus a
their people and the Tytonids live here, but a state of open
very finely carved garnet worth 480 GP. Additionally, Garbel-
war exists, and moving through the Rookery is not safe.
Shree has a strongbox that is locked; the key is around his
Further details of this area will be revealed in Dungeon Module
neck. The strongbox contains several scrolls which appear to
OC2: The Dark Rookery.
be crude maps of the surface world, including the Guldspur
River and the location of Ashenford. There are also four
Potions of Healing and a Folding Boat.

The water in the pool is only an inch deep. It has formed here
because there is a secret pit trap that Ornovael had built in the

22
PART 5: FURTHER ADVENTURES
1. The Dark Rookery. If the party intends to continue on the
current adventure, dungeon adventure OC2: The Dark
Rookery contains information on those locales outside the
gates on the lowest level of Parliament.

2. Further into the Hoarwood. The ogre and goblins in the


Hoarwood wandering encounters have their lairs deeper into
the wilderness. The DM can flesh out the wilderness areas and
develop dungeon adventuring areas for caves and ruins in the
area.

23
PART 6: NEW MONSTERS
Owl Hulk
Owl Boar

Armor Class: 3
Armor Class: 6
Hit Dice: 6
Hit Dice: 4
Move: 60' (20')
Move: 120' (40')
Dig: 30' (10')
Attacks: 1 (tusk)
Attacks: 3
Damage: 2d6
Damage: 1d4/1d4/3d6
No. Appearing: 1-4 (1-4)
No. Appearing: 1–3 (1–3)
Save As: F3
Save As: F5
Morale: 10
Morale: 10
Treasure Type: None
Treasure Type: XVIII
Alignment: Neutral
Alignment: Chaotic

Owl Boars have pig-like bodies, with a crest of vertical feathers


Owl Hulks are an unnatural fusion of owls and insectoid
running along the spine. Their hooves have stubby talons, too
monstrosities. They are tall and broad, their bodies covered
short to be used as natural weapons, and two sharp tusks jut
with a curious combination of chitin and fur. Their talons
from behind their great curving beaks. Owl boars can see very
have been shaped into great spade-like paws that are adept at
well in the dark and hunt for prey at night. They are
digging through even solid rock. Owl Hulks make networks of
extremely aggressive and generally attack on sight.
tunnels as their lairs, and they can sense the vibrations of living
things standing on solid stone up to 30 feet away. They
Owl Boars are capable of a charging attack. If they can
charge at least 20 feet in a straight line before reaching their frequently attack in ambush by tunneling out of walls or floors
right next to prey, which surprises most targets 3 times in 6.
target, their tusk damage is increased to 3d6.

Owl HulksÊ heads are owl-like, but an additional pair of multi-


faceted eyes juts from the side of their heads. Any creature
Owl, Giant that meets their gaze must save vs. petrification or be affected
as by the Confusion spell for 1d4 rounds. Owl Hulks like to
Armor Class: 7 confuse their prey before eating them alive. They have a low-
Hit Dice: 3 grade intelligence and like to collect the belongings of their
Move: 30' (10') prey as trophies.
Fly: 180' (60')
Attacks: 1
Damage: 1d8
No. Appearing: 1d4 (3d6) Skull Creeper

Save As: F2
Armor Class: 3
Morale: 8
Hit Dice: 6
Treasure Type: VI
Move: 30' (10')
Alignment: Lawful
Attacks: 6
Damage: 1d4+paralysis
Giant Owls look like great horned owls, but they stand almost
No. Appearing: 1 (1)
six feet tall and have a 12-foot wingspan. They are night
Save As: F5
hunters, with excellent vision, and they snatch up prey in their
Morale: 10
talons and bear it to their remote lairs in high caves and trees
Treasure Type: XXI
before tearing it to bits, or dropping it from a great height.
Alignment: Neutral
Giant Owls are as intelligent as humans and have their own
Skull Creepers are a form of slug or snail. When they are
language. They have been known to make alliances with
intelligent and lawful forest races, and can even serve as flying born they have soft, slimy bodies. As they age, old bones
adhere to their backs and sides, accreting a shell of skulls and
steeds to creatures halfling-size and smaller, although they are
reluctant to do so. bony matter. At rest a skull creeper looks like a pile of bones,
but when it is roused, its head with six ropy palps emerges. A
full-grown skull creeper is six feet across, four feet high, and

24
eight feet long; the palps can reach ten feet away from its Strigids live in communities of several dozen adult individuals.
body. Males lead warbands and hunting parties, while females rule a
general council that makes decisions for the tribe. The chief
A skull creeperÊs palps exude an acid with paralytic properties. of a Strigid tribe is a female during peace but a male during
Any creature struck by a palp is burned by the acid and must war. The most important male and female in a tribe will have
also save vs. Paralyzation or be unable to move for 1 turn. at least 3 HD and will do +1 weapon damage. There will also
Skull creepers paralyze their prey and then crawl over them, be 1d6 hunters and 1d6 counsellors who are 2 HD creatures.
slowly dissolving their flesh and adding selected bones to their Sometimes a Strigid tribe will have a shaman, but dabbling in
shells – the skulls are preferred. The remaining bones are magic for this species is rare.
dropped in a heap around their lair, along with whatever non-
organic goods the victim may have had.

Skull creepers give off a continuous subsonic hum that attracts Tytonid
living creatures within 100 feet. All creatures with an
Intelligence of 1 or higher will unconsciously gravitate toward Armor Class: 8
the skull creeper. In combat, during the movement phase, all Hit Dice: 1
living opponents must save vs. Spells. If they fail, that round Move: 120' (40')
they must move such that they are 10 feet closer to the Skull Attacks: 1 (or by weapon)
Creeper than they were. If they make their save, they may Damage: 1d4 or by weapon
move normally. Whether the save is made or failed, all other No. Appearing: 1d6 (5d6)
actions are as normal. Save As: M1 or C1
Morale: 8
Treasure Type: XIX
Alignment: Chaotic
Strigid
Tytonids are owl-headed humanoids standing about six feet
Armor Class: 7
tall. They tend to have uniform pale plumage and have the
Hit Dice: 1+1
heart-shaped faces of barn owls. Like their Strigid brethren,
Move: 120' (40')
Tytonids are flightless, as their wings have transformed into
Attacks: 1 (or by weapon)
long, graceful arms ending in slender, dexterous fingers.
Damage: 1d6 or by weapon
Tytonids pattern their habits after humans, walking as they do,
No. Appearing: 1d6 (5d6)
and wearing garments, particularly robes and kimonos of rich
Save As: F1
cloth.
Morale: 8
Treasure Type: XVII Tytonids speak the Owl-language that was taught to their kind
Alignment: Lawful by Ornovael. Where the Strigid became the worker and
warrior class of owl-kind, however, Tytonids became the
Strigids are owl-headed humanoids standing about five feet sages, the wizards, the experts, and the planners. Exceptional
tall. They have the mottled coloration and spectacled faces of Tytonids have levels of Magic-User or Cleric. Tytonids are tall
burrowing owls. They are flightless, their wings having been and graceful but unused to physical labors; they prefer to dwell
transformed into strong arms ending in hands with fingers and in towers and structures built of stone, using magic or created
an opposing thumb. They hop instead of walking. Strigids do labor to do the hard work. Tytonids still have much of the
not wear clothing but prefer harnesses, tool belts, and packs to Beast-Creation lore of Ornovael, and they make servitors to do
carry objects. their bidding.

Strigids speak the common Owl-language of both Strigids and Tytonids live in enclaves of several dozen adult individuals.
Tytonids, as taught to them by Ornovael when their people Males constitute the ruling wizard cadre, while females may
were created over 100 years ago. They are stocky but strong only learn to become clerics. Each enclave is dominated by
and used to hard work. Strigids are comfortable in the the strongest magic-user, who will be at least 5th level; he
wilderness but enjoy building settlements out of materials at always has 1d6 apprentices who are 2nd or 3rd level. Each
hand, especially making burrows screened by thorns and vines. enclave also has a wise woman who will be a cleric of at least
Exceptional Strigids may take levels in Thief or Fighter. 3rd level. Every male Tytonid can cast one spell as a 1st level
Strigids are craftsmen and make tools and weapons of all wizard; every female Tytonid has similar 1st level cleric spell-
sorts, and they make shields but prefer to wear no armor. casting ability.

25
Spellbook: spells listed above, plus Read Magic,
PART 7: READY-TO-PLAY
Detect Magic, Shield, Phantasmal Force,
CHARACTERS Levitate, Lightning Bolt, Water Breathing
Equipment: 50 GP; Ring of Protection +1, Wand of
The following characters can be used as player characters or Detect Magic (20 charges), Scroll: Polymorph
NPCs. Armor Class and hit points have already been adjusted Self, Potion of Healing, Potion of Clairvoyance;
for Dexterity and Constitution. These characters can be made Backpack, Quarterstaff, Silver Dagger, Trail
higher level by rolling the extra hit dice and adding any Rations (5 Days), Waterskin, Flint and Steel, 3
Constitution bonuses for each additional level. Scroll Cases, plenty of parchment and ink and
pens, Spellbook
Odd Frannik (Class F5; AC 0; hp 20; S 18, I 10, W 12, D 13,
Languages: Common, Giant, Sylvan, Neutral
C 7, Ch 8; MV 30' (10'); AL N)
Mequellin (Class E4; AC 3; hp 16; S 14, I 14, W 10, D 14 C
Equipment: 50 GP; Bastard Sword +1, Boots of
10, Ch 10; MV 30' (10'); AL L)
Traveling and Springing, Potion of Healing,
Potion of Super-Heroism, Cloak of Protection Spells Memorized: Charm Person, Hold Portal,
+1; Backpack, Plate Mail, Shield, Longbow, Invisibility, Knock
Quiver with 20 arrows, Dagger, Trail Rations (5
Days), Waterskin, Flint and Steel, Crowbar, Spellbook: spells listed above, plus Read Magic,
Shovel. Detect Magic, Sleep, Continual Light, Mirror
Languages: Common, Neutral Image
Equipment: 50 GP; Two-Handed Sword +1, Wand
Neezil the Lithe (Class T6; AC 5; hp 18; S 11, I 13, W 10, D of Paralysis (2 charges), Scroll: Telekinesis,
17, C 12, Ch 6; MV 90' (30'); AL N) Potion of Healing, Potion of Giant Strength;
Backpack, Banded Mail, Longbow, Quiver with
Equipment: 60 GP; Leather Armor +1, Dagger +1, 20 Arrows, Dagger, Trail Rations (5 Days),
Elven Cloak, Potion of Healing, Potion of Waterskin, Flint and Steel, 10 Torches, 10-Foot
Gaseous Form; Backpack, Shortsword, Pole, Spellbook
Shortbow, Quiver with 20 Arrows, Trail Rations Languages: Common, Elvish, Gnoll, Hobgoblin,
(5 Days), Waterskin, Flint and Steel, Lantern, 3 Orc, Dragon, Lawful
Flasks Oil, ThievesÊ Tools.
Languages: Common, Wererat, Neutral Bolgo Birdwhistle (Class H5; AC 1; hp 20; S 14, I 10, W 6, D
16, C 12, Ch 11; MV 60' (20'); AL L)
Friar Gothgurt (Class C5; AC 5; hp 20; S 11, I 9, W 16, D 7,
C 12, Ch 14; MV 60' (20'); AL L) Equipment: 50 GP; +1 Shield, +1 Scimitar, (10) +1
Arrows, Potion of Healing, Potion of Growth;
Spells Memorized: Cure Light Wounds, Light, Backpack, Chainmail, Shortbow, Quiver with
Protection from Evil, Bless, Find Traps, Dispel 20 Arrows, Dagger, Trail Rations (5 Days),
Magic Waterskin, Flint and Steel, Silk Rope 50',
Grappling Hook
Equipment: 50 GP; Mace +1, Staff of Healing,
Languages: Common, Lawful
Scroll: True Seeing, Potion of Healing, Potion
of Plant Control; Backpack, Chainmail, Shield, Black Qwarg (Class D5; AC 2; hp 35; S 14, I 7, W 12, D 9,
Sling, Pouch with 10 Bullets, Trail Rations (5 C 16, Ch 11; MV 60' (20'); AL L)
Days), Waterskin, Flint and Steel, Silver Holy
Symbol, Small Steel Mirror, 3 vials Holy Water Equipment: 50 GP; +1 Banded Mail, +1
Languages: Common, Lawful Longsword, Ring of Fire Resistance, Potion of
Healing, Potion of Heroism; Backpack, Shield,
The Leper-Mage (Class M5; AC 7; hp 15; S 7, I 17, W 12, D Heavy Crossbow, Case with 10 Quarrels,
13, C 10, Ch 9; MV 120' (40'); AL N) Dagger, Trail Rations (5 Days), Waterskin, Flint
and Steel, MinerÊs Pick, 5 Large Sacks
Spells Memorized: Sleep, Magic Missile, Web, ESP,
Languages: Common, Dwarf, Goblin, Gnome,
Fireball
Kobold, Lawful

26
PART 8: COMBATANT ROSTER
This is a tabulation of all monsters found in keyed areas of the adventure. Break this out separately for your use in keeping track of
combatants during gameplay.

Found
in Area Monster AC HD #AT Damage Move Save ML AL

1d8/1d8/1d8
3 Male Owl Bear 5 5 3 plus hug 120'(40') F3 9 N
hit points: (30) 00000 00000 00000 00000 00000 00000

1d8/1d8/1d8
4 Female Owl Bear 5 5 3 plus hug 120'(40') F3 9 N
hit points: (26) 00000 00000 00000 00000 00000 0

4 Owl Bear Chicks 6 2 3 1d4/1d4/1d4 90'(30') F1 8 N


hit points: (12) 00000 00000 00
(10) 00000 00000

30'(10')
or Fly
7 Giant Owls 7 3 1 1d8 180'(60') F2 8 N
hit points: (13) 00000 00000 000
(13) 00000 00000 000
(13) 00000 00000 000
(13) 00000 00000 000
(13) 00000 00000 000
(13) 00000 00000 000

1d6 gore/1d6
bite or by
8 Minotaur 6 6 2 or 1 weapon 120'(40') F6 12 C
hit points: (27) 00000 00000 00000 00000 00000 00

1d4+paralysis
10 Skull Creeper 3 6 6 (x6) 30'(10') F5 10 N
hit points: (30) 00000 00000 00000 00000 00000 00000

11 Green Slime N/A 2 1 dissolve 3'(1') F1 12 N


hit points: (15) 00000 00000 00000
(8) 00000 000

27
Found
in Area Monster AC HD #AT Damage Move Save ML AL
60'(20')
1d4/1d4/3d4 or dig
14 Owl Hulks 3 6 3 + confuse 30'(10') F5 10 C
hit points: (23) 00000 00000 00000 00000 000
(30) 00000 00000 00000 00000 00000 00000

15 Wight 3 3 1 energy drain 90'(30') F3 12 C


hit points: (12) 00000 00000 00

17 Strigid Warriors 7 1+1 1 1d6 120'(40') F1 8 L


hit points: (6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0
(6) 00000 0

17 Ippip-Yee 5 5 1 1d6+1 120'(40') F4 9 L


hit points: (24) 00000 00000 00000 00000 0000

Tytonid
20 Apprentices 8 1 1 1d4 120'(40') M1 8 C
hit points: (5) 00000
(5) 00000
(5) 00000
(5) 00000
(5) 00000
(5) 00000
(5) 00000
(5) 00000

20 Garbel-Shree 6 5 1 1d6 120'(40') M5 10 C


hit points: (23) 00000 00000 00000 00000 000

20 Owl Boars 6 4 1 2d6 120'(40') F3 10 N


hit points: (18) 00000 00000 00000 000
(17) 00000 00000 00000 00

28
PART 9: MAPS

29
30
31
32
PART 10: CREDITS
Design/Layout: Andy Solberg

Editing: Mason Hart, Griffith Mon Morgan III

Art: James V. West (go to [Link] for more excellent


fantasy gaming artwork!)

Playtesting: Angelo Benedetto, Theron Bretz, Tim Gilheart,


Alana Groshong Davis, Reed Macomber, Greg
Morrow

Special Thanks: This could not have happened without Daniel


Proctor, who compiled the Labyrinth Lord rules,
and Tom Moldvay, who is missed. I would also like
to thank the staff of OwlCon and the students of
Rice FastWarp for their support. Finally, thanks to
the Houston Food Bank for all the great work they
do with HoustonÊs hungry.
[Link]

33
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Game Material so affected.

13 Termination: This License will terminate automatically if


You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be


unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the


Coast, Inc.

System Reference Document Copyright 2000, Wizards of the


Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and
Dave Arneson.

System Reference Document Copyright 2000-2003, Wizards


of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and
Dave Arneson.

Modern System Reference Document Copyright 2002-2004,


Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
Stan!, Christopher Perkins, Rodney Thompson, and JD
Wiker, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins and JD Wiker.

Labyrinth Lord Copyright 2007-2009; Author David Proctor.

Wand of Viscid Globs from G3 Hall of the Fire Giant King,


Copyright 1978 TSR Games, Author E. Gary Gygax.

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