18
Design Rating: Character Levels 8 + Jill' J)abib ~ a r g r a b t Compati ble wit h most Fantasy Role-Playing Systems

Arduin Dungeon 1 - Caliban

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Design Rating: Character Levels 8+

Jill' J)abib ~ a r g rCompatiblewith mostFantasyRole-Playing Systems

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1

OPENING COMMENTS

FANTASY GAMERS

For the convenience of Arduin Fans, the following items may be ordered by mail ifthey are unavailablefrom your loretailer. Pleaselistthe numberof eachitemdesired and enclosea check or moneyorderforthetotalamount. Add SOc forpostaand handling. California residentsadd 6% statesalestax. Pleasemake thecheckor moneyorder payableto Grimoire Gamesaallow 3-4 weeks for delivery. Thefollowing arecurrentlyavailable:

This dungeon was deliberately cons t ructed as a very dangerous and highlevel adventure. For those of you requiring one of lesser hazards ( bu t a s

much fun!) you c an look forward to my next project: THE'HOWLING TOWER.

Remember also that each new adve,nture will have a ll new treasure andar t i fact cards as we ll a s a t least eight new monsters. Speaking of which,

t h e b ~ o w codes will help you unders tand those cards completely.

53.50

53.50

53.50

$8.50 ea Arduin Artifact Cards 24 magik artifacts

$8.50 ea Arduin Weapon Cards 24 magik weapons

$8•50 ea. Arduin Monster Cards -24monstersfrom the Arduin Grimoire

56.50 ea Arduin Treasure PAK - 57.9572 combined monster, weapon and artifact cards.

56.50 ea Arduin Character PAK- 56.5024 illustratedArduin characters. All different with blan

stat cards.

WELCOME TO SKULL TOWERArduin Grimoire Vol. II

TheRUNES OF DOOM

A r d u i n ~ G r i m o i r e Vol. III

CALIBAN Arduin Dungeon #1

Level 8+

TheHOWLING TOWERArduin Dungeon #2 Lev. 1-4

The ARDUIN GRIMOIRE Volume I

COD E Slv lMUNITY

Please Mail All Orders & Enquiries To: GRIMOIRE GAMESP.O. Box 4363Berkeley, CA 94704

56.50 ea(The presence of any o f t he se codes i ndi c at e s t hat the creature is 100%

invunerable to anything represented by the code.)

FR - FEAR CH == CHAlU-1

F==FIRE CF = CONFUSIONSL = SLEEP C = COLD

S = SONIes P = PARALYSISLB • LIFE LEVEL BLASTING PO =- POISONLD' = LIFE LEVEL DRAINING V = V E N O ~ IL = LIGHTNliJG A • ACID

CITADEL OF THUNDERArduin Dungeon #3 Uv . 5-8

DEATH HEART 56.50 ea

Arduin Dungeon #4. Combined dungeon and overlandadventures. All levels.

Arduin Character PAD -

40 blank character statistics sheets.53.50

A B B REV I A T IO N S

Al l artwork fo r th e cardsets was done by Greg Espinoza.

This entire product, text and artwork is copyrightGD1979 in it s ent i r

it y by David A. Hargrave.

The cover ar twork fo r this dungeon was done by Brad Schenck (a.k.a MORNO),

th e inte r ior pieces by Michio Okamura. Both ar e remarkable talents.-

"Gryflisk attack"

mICHIO.8O'

A C = ARYJ.OR CLASS

MR· ~ ~ G I K R E S I S T ~ l C E

DEXT = DEXTERITY

I == : U ~ T E L L I GENT

H D = HIT DICE

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The entire room is rusty, flaking iron, however

on the 10 ' ceiling a f a in t c a bal i s ti c d es ig n o f unknown origin is just barely visible. I n th esecret , small room to t he s ou th east the following

treasure is l ie ing in a jumbled mess : 34,500

si lver pennys, 3,965 G.S., a "Cloak of Never" anda ro l l o f " Li fe Saver s" ! Th is is the sole treasure .

13

RoomN uIJber

RO O

EVE N

ROOM

G H T

ROOM

N 1 N E

ROOM

TEN

LEVEL ONE

Room Description and Treasure

The room is entire ly o f b la ck ba s al t w it ha "Hell Spira l" in la id in pure si lver on th ef loor . The 20 ' ceiling has a r ed j ad e inlaid

fanged mouth surrounded by writhing tentacles.Th2 Mouth is ove r t he center of th e Hell Spiralbu t th e arms touch a ll co rn er s o f th e room. Thespiral Gat e g oe s t o t he 2 1s t p la ne of hel l . Inth e southwest corner is a s teel sphere 4' indiameter (this is the t reasure container).I t is opened by unscrewing th e h al ve s. I n it

a re th e following: A "Pouch of Powders," atiRing of the Titans," a pair of "Saddlebags of

Holding," a "Staff of Black Wizardry" and abag o f a s so r te d gems (ad l ib) worth 89,980 G.S.

The room is entire ly o f g re y granite covered

by a 4" t hi ck l ay er o f glass . Vis ibly movingbehind th e glass is the "Guardian." Up againstth e north wall is an i ron ches t 4' by 4' by 3 '.

In it is 7500 G.S. and 3 bags of "firestars"gems (30 gems, each 10 carats, total value of265,500 G.S.!). In a secret li d compartment ar ea "Cload of Cleverness," a p ou ch of IfDreamDus t" ( 20 pinches) and a "Wand of Time" with30 charges. In a fa lse bottom compartment

ar e a pair of t lGauntlets of Gripping" and amagik dagger named "Zyra." It has no sentiencebu t is neu tr a l- e v il i n alignment. I t is +5/+5

and has th e abil i ty to detect a ll mechanical

t ra ps w it hi n 3 0' (90% accurate).

The room i s of so li d g r an i te , however i t is

100% total ly dark due to a "full wish t " and is

thus un-lightable . In th e c ent er o f th e roomt h e fo ll owing t reasure is piled: 60,000 copperpennys, 15,000 s i lve r pennys, and 5,000 G.S.

Also there ar e 3 mag ik items: The "Dragon Throat"horn, a "Skeleton Key" and a Demondring" (see th e

appropr i a te ca rds i n t hi s set ) . Remember, no onecan " se e " i n t ha t magikal darkness!

Guardians and Monsters

The sole guardian is a20RD, 160 h it po in t , d e xt . 20Star Spyder, I t appearsblocking th e doorway th e in -

t ruders entered by , as soon as

the t reasure is dis turbed. TherrTreasure Sphere" is fi l led with

an lODS poison gas (75' cloud).

The sole guardian i s an 18+1HO, 162 hi t point G o ~ d Slime,

with a dext . of 15. Remember the

slime glows like molten gold,covers a l l t he wa ll s and ceilingand cons tant ly wr i t e s and moves.

However it is no t readily ident i fiable as a "monster."

The guardians ar e a mated pairof Chaeronyx. Both ar e 5DB, 40h it points with 14 dexts. Each

has a +1 flaming sword (no otherpowers) that does in8 extra fi redamage.

The sale guardian is a l2D lO(120 hi t point) , dext . 20 NightDemon! And i t can se e in th emagikal darkness! On an oricalcumchain about it s neck is a 3" diamet er r ed crystal sphere, th e "key'

to hi s Hell and hi s l a i r ! Rememberto ad li b an appropr i a te t reasurethere, 1f any s u rv i ve t o reach it !

14

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The room ha s a lavender marble floor, pale The guardians ar e si x 12+1 HD

green marble cei l ing (90' high), and blood red 108 hi t point, Doom Guards. Twojade walls. The doors ar e silver plated steel have 2 handed swords in each hand

22" thick, and 50 ' high! The room is f il led a nd two have a 6' halberd in each

with a g lowing go lden fog (visibility is lD6 handl Their strength is 19 so they

feet a t a ll tunes) . In t he southwest corner is hi t fo r IDlO strength damage extx ia 10 ' by 6' by 4' chest of silver (12,000 G.S. They ar e le d by a 10+1 RD, AC

va lue ) wi th two locks. The l e f t lock, 1£ tamp- 2 (+4 fo r dext .). 90 hi t point,ered with, s pews a fatal contact poison Phraint with a d ex t. o f 48 (he is

(i f a "save" is made, t he per son s t i l l loses magikally speeded up). He carryspermanently ID6 of f a l l a t t r ibu t e s l) The right three maximum power Javelins ofhand lock, if tampered with, f ires three con- Devastation f ights with asecutive spel ls a t th e tamperer: Morgorn's +1/+1 magik bastard sword in each

Spell of th e Red Death, Disintegrate Magik hand. The swords have a lOB "aura

Ketal, and The Curse of The Hounds of Tindal- of intense cold fl fo r extra damageos! In th e chest is 100,000 G.S. and th e fol- b ut a re otherwise non-magikal andlowing magik treasure: te n t ins (10 doses have DO sentience. They work as aeach) of Golden Centaur Salve, A Wind Staff, pair and a re c al l ed "Snicker" andthree maximum power javelins of Dev as ta ti on " Sn ac k. " The Phraint telepathica-and a Wand of Wizardry (15 charges each of : ll y controls th e "Drop Wall."Angborn's Abyssamal Itch, Torozon's Slippery

field and Querdloe's Clumsy Field).

15

RoomNumber

ROO M

ONE

R O O "

TWO

ROOM

LEVEL TWO

Room Description and Treasure

The room is entirely of pearl grey stone,and 20 ' up th e wal ls ( 10 ' from th e ceiling)ar e torches in brass sconces (every 10 ' orso). The doors are solid bronze. In th e

Southwest corner is a 12 ' square s t ee lchest. The lock is on to p of th e chest.Inside i t ar e 100,000 silver pennys and a+2/+2 spear (8 ' long) of no other powers orsentience. It s name is "Tallus." In asecret sidewall compartment is a pouch ofseven one carat rubys. One is a "Ruby ofRomance,tI one is a "Ruby of Runaway Regen-

eration" and one is a "Ruby of Total Regen-erat ion." The rest ar e no t magik.

The room is entirely bui l t of yellow

marble with dull iron doors. On t he 2 0'ceiling is a fresh "splat!" of blood, some15 ' across, that 's dripping onto th e floor.In th e slender secret room on th e southwest is th e following treasure: 3 bags

(1 ,000 each ) of Gold Soverigns, a pair ofBBoots of Banana Peel," a flask of "Whim-sey Wine," a "Shie ld of Defense ," a "Ring

of Rapid Transit" and a "Staff of the Druids"

The small room is f il led with inv is ible , 8D8

poison Gas!

Guardians and Monsters

The guardian is an 18+1 HD,162 h it point, AC 2+2, Dext.

20 Great Black Scorpion. On hi s

back (controlling i t) is a 12HD,96 h it p o in t, d ex t. 1 9, ShadowTitan. He will use these spel ls ;Disintegrate Magik Metal t Thunder-bal l , Thunderbolt, a nd The C rim-son Bands of Cytorakk.

The guardians ar e seven Air

Sharks. Each is 5+1 HD, 45 hi t

points with dexts. o f 17. Con-t rol l ing them is a 9+1 HD, 81h it point, .dext. 19 Deodanthwearing a "Rimg of Improved

Invisibi l i ty" and "Misty Boots

of Silent Speed." He carrys a +5 /

+5 magik rapier called "StingDeath" of no other powers or

sentience.

Room.Number

ROOM

F 0 U R

ROOM

F 1 V E

ROOM

S I X

LEVEL ONE

Room Description and Treasure

The room is completely built o f c ra cked ,

crumbling t an sands tone. Parts of the 50'

cei l ing cODtinually t rickle down. In t h e s ou theast corner ar e three huge leather sacks, sewnshut. In one is 20,000 silver pennys. In another

is a complete se t of +2 fu l l plate armour,a +2 kite shield and a mag ik +1/+1 battle axe

named "Death's Edge." I t is no t sentient bu ti t is of True-neutral alignment. The armor f i t sa ll humanoid males 5 '9 " t o 5'10" t a l l a nd 155to 165 lbs . In the last bag is a +4 long bow anda qu ive r o f 21, +1 arrows as w ell as a pair ofscrolls. One, t ied with a white r ibbon is blank.The other , tied with a gold ribbon is t he f o ll ow

ing cu rse (which falls on th e person opening

th e scroll) ; "May you forever stu t ter , whenever

you utter, words of magikal lorel" Thus, th eone cursed could never safely speak spel lsagain, (although i f t he h ap le ss s ou l wasbrave he or she, could t ry , rol l ing on th e

"r.1agik Fumble Table" each timel).

The room is constructed a ll in pale violetmarble, wi th whit e swirls and golden sparklesthoughout. The low, 7' cei l ing, ha s four 6"wide b ar s o f bright glowing c ry st a l, t h at span

th e entire width of the room, filling i t with

radiant l ight. In t he n or th wes t corner ofth e room is a 7' s tee l cube with no discerna bl e c ra ck s o r openings ( i t ' s l i f ted up,

there's no bottom!). In i t ar e 4 pouches ofjewles (ad l ib) worth 28,000 G.S . total.

Wrapped in a spider si lk c l ot h , t ied withsteel wire, 1s a ItPulsonic Disruptor" (s eet he c ar d i n t hi s se t fo r full s ta t s . ) . This

is th e sole treasure .

The f loor is of polished copper as is th e

ceiling and th e walls are al l o f b lu e pained

concrete . Charging down from th e 25 ' ceiling

by a 5' rod of steel is a 3' diameter glasssphere f il led with glowing red neon gas thatf i l l s th e room in blood-red light. Hiddenin th e neon l ight globe is a pouch o f redsi lk containing a vial carved from a 33 carat Rainbow Diamond. In that vial is a single"Golden Drop of Heavenly Essence." I t is th esale treasure .

12

Guardians and Monsters

The room is fu l l of a clo

Screaming Scar le t I t ch ies t Th

last bag listed in th e l e f t ha lORD, 80 h it point AC 2 (+4fo r Dext), Dext. 20 Vampire iit ! The vampire is wearing acarved c ry st a l s kul l "AmuletProtection Versus Clerical MThis device works only when wby undead. He also ha s a bluejade filling of Missile Deflect

t h at d e fl e ct s a ll non-magik

missiles 100% of th e time and

magik ones 20% of the time.

Usuabl e by a l l .

The 1s t guardian is a 12+HO, 108 hi t point Boogie .WnWhen i t is destroyed, a pair5+1 HD, 45 hi t po in t , d e xt . 2Morghouls t e lepor t i n to do b

When they are destroyed, th edefender appears. I t is a 10+90 h it point, dext. 21 Valpyknows these spel ls : Basic We

B al l o f F ir e (2), Crimson Baof Cytorakk (2), Querdloe's

Field (2 ) and Dar-Thom's DooSpell (2).

The sale guardian is a fbodied Shydra with a d ex t. o18 . Each head ha s t he se t h re

i den ti ca l spel l s: Super Web,Thunderbolt and DisintegrateThe Shydra wil l no t leave throom i t is se t ' to guard. Thespel ls ar e usual ly f ir ed inorder listed above.

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11

RoomNumber

ROOM

ONE

RO O lo1

TWO

ROOM

r H R E E

LEVEL ONE

Room Descriptions and Treasures

The entire room is o f b la ck velvet covered

granit , and the doors ar e of burni shed copper.The 75' c e il i ng a ls o ha s sequin sparkle starsal lover i t (a bi t gaudy!). In t he sma ll secretroom on t h e s ou th side th e treasure is stacked.I t c ons i st s o f : 12,500 silver pennys and 12,500

G.S. (i n 25 bags), a "Slaver 's Lash," a vialof " Oil o f Instant Obedience," and a "Mighty,

~ l y s t i c a l Silver Sling Shot of S laying" (which

is mixed in among one of the bags of silverpennys). The secret door, when opened, fi res aon e use, +8/+8 heavy c ros sbow bolt a t th eopener.

The room is completely bui l t of g reen obsed

ian,with doors of dull iron. The cei l ing, 45 'up, g lows f rom within casting an eerie green

glow throughout th e room. Against t he s ou th w al l

is an i ron c hes t , 12 ' by 8' by 4' t a l l . In i tis 100,000 si lver pennys and underneath them,wrapped in an oil-cloth, is th e magik sword,

tlKELWOl'i." I t ' s inte lligence and ego are 12 an d18 respectively and i t is chaotic-evil in alignment. It is +3/+3 and has 3 powers: telepathy,f li gh t a t 225' pe r turn and invisibili ty fo r 3hours da,ily. I t can speak: chaotic, Arduinian,low demonish, Balrog and th e language o f the

Centaurs. In a secret f loor compartment, protected by an 8D6 poison coated needle , are: asmall si lver ring box o f fo ur r ings. A gold"Ring of Righteousness Resistance," a si lverring of "Elemental SUDmloning," a Mithril "Ringo f Befo re" and an ivory "Ring of Invisibili ty."However, when th e ring box is ope ne d a disintegrate spel l is cast on th e opener!

The room is rough , g rey granite and th e f looris covered in loose dir t . The doors a re of an old,tarnished copper sheathed iron. The 90' ceilinghas pat ches o f a purple-green lichen on i tthat ha s a faint phosphorescent glow. I n th esouth east corner is a 12 ' t a l l , 4' by 4'steel c he st ( th e lock is on top!) . Inside i tis 50,000 G.S. and a small wooden box with a"Bang Stick" (4-48) in i t . In a false bottom,

protected by a spel l of "Elric 's Acid Rain"

that f ires on t he o pe ne r, a re t he f ol lowi ng : abag of assor ted gems (ad l ib) worth 50,000 G.S.,a "Lorle i :Lyre," a "Map Morph ," a "Rod of Right

eous Retribution" and a pair of "Boots of Time."

Guardians and Monsters

The main guardian of thisroom is Black Lo tus Dus t •. ltcoa ts everyth ing , ye t is nearlyinvisible on t he b la c k velvet!In t he c he st i t s e l f is a tr ioof Freeze Bee' s wi th 8 hi tpoints and d ex ts . o f 15 each.

The guardians, which only

appear i f t he c he st i s approach

ed , ar e a pair of Shadow Golems.Each ha s a dext."of 15 . Whenthey are destroyed a pair ofGolems o f L ig ht appear! Eachhas a dext. of 18. See AG Ifo r complete sta ts .

The sole guardian is a 15+1dice, Ancient Dragon Wurm witha dext. of 16. See th e card int hi s s et fo r full s ta ts . This

guardian is buried in th e dirtf loor and will erupt from i t todo battle only af ter t he ches t

is opened!

ROOM

FOUR

ROOM

F I V E

ROOM

S I X

LEVEL TWO

Room Description and Treasure

The room is entirely of fire brick (a s

in a kiln) and t he 7 5' cei l ing has a hot, 6"l on g g as je t o f b lu e flame in each square footJ

The'room temperature is 180 degr e es , t h e f looris so h ot that a ll on i t must keep moving or ,ge t cooked feet! Al l combat is - 4 a t ta c k anddefense f or i nt ru de rs ! I n th e secret room ont he wes t wall ( i t ' s cool i n si d e) a re fourmagik treasures: a "Cloak of Time," "Boots ofT ime, " an amu le t of +7 save versus all"time

re la ted" mag ik and a "Ring of Teleportation"that works thrice daily up to 120 miles. Int he smal l regular room (west side) is 88,000

G.S. and 12,000 silver pennys.

The entire room is of br i l l ian t green

crystal with l i t t l e glowing points of l ightmoving, continually through it s substance.Thus th e room is l i t by a very dim. f lickeringglow. The 120' ceiling seems to have abou t

twice as many of the l ights as the rest ofth e room. In th e center of the room is it s sole

treasure: "Hell Watcher," about which s ee t he

appropriate card in this se t .

The f loo rs a re of small, multi-colored,1" squares of porce l in making a mosiac de picting a great battle between demons andelves. The 88 ' ceiling is of deep purple

marble and th e grey g r an i te wal ls a re tot-al ly hidden by 1" t h ic k , f l oo r to ceiling,deep purple si lk drapes. The two doors are20" thick brass bound oak with carved ivoryskulls as door knobs. I n t he no rt he as tcorner is a 5' brass cube of a c he st . I ni t is 20,000 si lver pennys and 1,000 GoldCrowns (coins) . The lock, if tampered with,casts a "Teleport Others" spel l o nt o t he

tamperer to send h im/her of f to room nineof this level (90% chance) or to room f iveof th e next level down. I n ,a s e cr e t li d com-partment by a 12 08 poison coated needle,

ar e four magik treasures; un-holy robes of

saffron hue, an AC of 2 with a +4 save va

magik as w ell as 100% protection versus: fear,confusion, paralysis and "blinding by magik.al.eans." It also bas the power of fl ight at 480'pe r turn usuable up to 3 hours daily. There is

also a +6 long bow and a quiver of 21 plus 1arrows. Final ly the re is a red jade runed r ingof ESP with a 120' range.

16

Guardians and Monsters

The sale. guardian is aHD ancient Sun Dragon. It s

is 17 bu t he can magikallyi t in one melee round if n

ary. It s f i rs t five s p el lsbe: Thunderclap, Pyroman's

wheel , Morgualt' s Magik Mo f S la yi ng (All Mages), Dgrate Magik Metal and Morg

Spell of th e Red Death. Itsane and ha te s e lv es withsion. But fo r some weird r

i t will never harm a Bobb

The guardian is an 18+146 hi t point, dext. 20 Wand twenty four 1+1 HD, 9point, dext. 18 Schockbone

Each Schockbone will t h r o wheavy d ar t l ik e a l ight capult before i t closes to dhand to hand battle. The dhave a 3D8 venom on i t wit1 melee turn delay.

The defenders a re e i gha ll 6t h level with 50 hi tand dexts. of 17 . They a llsilver washed chainmail anshields so their AC's ar e(+3 fo r dext .). Al l have +tard sword$ of no other ma

s en t ie n ce . The ir a t ta ck s a+5 no t counting their swor

"pluses" due to t he i r expetc. (+6 to ta l ) . They ar eto "defend to the dea th " troom. When they ar e slainlast guardian teleports inin IDlO feet o f th e h i gh e

character 's rearJ It is an

80 hit point, dext. 20 Winmon that knows th e followi

spel ls : Basic Web (3) , MuSpasm (2) and Lockjaw (1).also ha s a "Slaver 's Lash"le f t h and a nd will use i tobtain new guadians fo r th

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LEVEL TWO

17

loom Description and Treasure

The guard is a 9+1 DD, 81h it point Vaapire v.aringr or s il k rob •• that coyer a ll

bu t h i•• y• • 1 So a ll that i.

v1.1ble 18 hi s eyeal Hi . deXt..

1. 20 aDd h e c an u .. three

"Fiery Fl•• btl 8pel1••

The guaridan 1s a 13+1 HD, 117hi t point, AC 5, dext. 15Maggoth. It'. lai r 1s th e fog

hidden hole you see on the roommap. Another treasure down init s s l imy depths may be ad libbed

but 80 t oo should a new guardianbe thU8 set.

Guardians and Monsters

The guardians ar e si x 5+145 h it point, AC 7 , d ex t. -22 RedFangs. In t he c he st is a small

Teng swarm (ID20 insects , roll)t h at b u ll e ts ou t as t he c he st is

opened.

The guardian i8 a single 18+JHD, 142 hit , AC 2+3, dext. 23Sprga. I t knows theae spells:Fiery Flash, Lockjaw, MuscleSpasm, Silence Around Self , SelfInvisibili ty (there' . a 75%

chance i t " i l l be invisiblewhen th e doors ar e opened) andTeleport.tion of 8elf . I t loves

to .up r i se a t tack .

The entire room is old grey iron swathedin f es toons of tat tered spider silk (webs).I n t he sou th ea st c or ne r, hidden in th e webs,i8 a withered husk of a body of a ..ge . Oni t a re t he treasures: a "Rin g of Telepathy,""Rose Colored Spectacles of Delusion andUn-True Sight," a "Wand of Detect Magik"with a 90 ' range, 88% probability and 98charges a s w el l as a single permanent scrollwith two spel ls on i t : conjure Storm Elementa l and Gandolyn's Gates . Lastly is a pouchwith a single 130 Dune Star ruby (79,850 G.S.)in i t .

The room is entirely of grey , g r an i te bu t1a totally covered by a huge, aeamle.8 mirrored.urf .cel t he following treasure materializesinto th e room . f t e r th e guardian is slain:300 one thousand once bars of silver (crunchl),a pair of "Boots of Walking on Any Real Surface"

and a +2/ +2 ..gik aace named "Bardyx" that

b aa no aent ience or alignment, bu t can "Detect

TEN

The room is entirely of wet, lichen and-asa , s limy coated grey granite. a constant d r ip and splash from the SO' cei l ing.There is a low g round fog (1 ' to 3' Visibi li ty) about 3' deep throughout the room. There

O M is a strong smell of l icorice and an "oilyfeel" to the very a ir . In a 3' square chest

E N (hidden by th e fog) in th e room's middle i8 :5,000 G.S., a "Wand of Angborn's AbyssailalItch" with 43 shots, a scarlet "Cloak of+6 Fire Resistance" and a +3/ +3 cutlass ofr a th e r p la in looks, no sentience or allignment bu t possess ing the power of detectinggold at 90% accuracy with 33 ' range. It s

name is "Gli t ter Getter."

The entire room, except fo r th e 45 ' cei ling, is of milky white rough quartzy, with

i ron pyr it e sparkles throughout. The ceilingis of silver plated copper. I n t he n or th

O K west corner is a 4' by 5' by 3' copper chestwith a lock protected by a spring loaded,

G H T col1apsable, 8' spear (attacks as a heavycatapult , +4) coated in 6DB poison. In i t

ar e 20,000 silver p enny s a nd a pouc h ofthir ty red pearls worth 350 G.S. each(10,500 G.S. total) There is no magik treasure.

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The room ha s wal ls o f b lu e marble, a flooro f red carnel l ian and a cei l ing of white marble . The doors ar e a ll o f b ra ss bound seasonedoak and IS" thick. Behind th e secret door is a

ROO M titanium alloy s tee l chest 7' squar e. I n i t

are 50 gold bars that ar e 1,000 ounces eachN I N E (l,OOO G.S. J and 62 1/2 lbs. each!). Laid a top

them is a mag ik two handed sword named "Vali ant F i r e. " It is +3/+3 and flames in battlefo r IDS extra heat damage. It s ego and in tel l -

igence are 10 each, i t speaks: Neutral andDwarvish and is lawful-good in alignment. Thechest 's lock has two traps; th e 1s t is a 5 'silver coated sword blade that shoots straightout (doing ID10 extra po in t s f o r it s strong

impact) and a hall l ightning spell that f iresa 30' -diameter, lOD6 e l e ct r ic a l b l a st (eachworks once).

The room is completely bui l t of pale greenjade (but is dirty and streaked). The floorhas 4' of loam (dir t) on i t and giant 20 ' ta l l

ferns (that reach halrway to the ceiling),bushes, and o th e r a sso rt ed f o li a ge abounds( i t ' s very dense). Hidden (half buried) near

ROO M t he c en ter o f th e room is an old, rusted ironc he st ( 15 ' long, 9' wide and 7' high). Who-

T E B ever tampers with th e lock sets of f a singleshot, 50 point (pene t ra te AC 2+7), laser crysta l with a 120' beam, 1" d iame te r. I n t hechest is 57,000 G.S. and 42,500 silver pennies.In a hole , wrapped i n r o tt in g burlap, under

th e chest ar e t he following: a carven emerald

dragonfly ("Figurine of Fabulous Power"), apouch with 10 one carat s t ar t ea r gems (1,125

G.S. val ue e ach, 11, 250 G.S. to tal) , a "hob

bi t t stone," "Occam's Razor," a "Ri ng of Before," a beautiful carved oak, ivory and redjade "Staff of Stupidness," a "Sky hook " a nda "Repeating Scroll ." Scattered in with i t

a re t hefragmented remains

ofanelven skeleton.

9

Room

GROUND LEVEL

Room Description and Treasure Guardians and Monsters

'The Guardian 1s a Ward raid.See th e card i n t hi s package fo rfull particulars. This droid hasbeen pre-programmed to give "NoQuarter," and to "pursue and destroy" a ll who open th e door(s)to the room!

The Guardians ar e DeathStalkers and ar e hidden amongstthe foliage. Si x ar e 3+1 HD,27 hi t points wi th Dext s . of19. Four ar e 5+1 HD, 45 h it

points and Dexts. of 18 . Andar e S+l HD, 72-hit points

and d ex ts . o f 17 . In t he c he s t

i t s e l f is a 12+1 HD, 108 h it

points, dext. 16 Black Slime. If

a ll guards ar e slain, there is

a 10% chance a random lesser

demon will appear. If one does,ad li b a sui table (and portable!)treasure i t will be carrying.

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19

O M

li E

WO

OO M

Room Description and Treasure

Undead" at 6 0' r an ge with 90% accuaracy.

LEVEL THREE.

The room is of gl i t te r in mica with strange

green swirls of copper-ore throughout. The 18 '

cei l ing has s t a l a ~ t i t e s so long, at pointsthey nearly reach the f loor (which is unnaturally smooth). Up against th e east wall is arough grey stone coffer (chest) 8' by 6' by4 '. In i t is 24,600 si lver pennys a nd 4 00 G.S.In a hidden side wall compartment, protectedby a 7Db poison coated needle, is a b l ack j ade

"Ring of +6 Intelligence."

The room is of dull r ed q ua rt z w it h a 12 'ceiling l i t from within by a pale glow, thusfilling th e room in a dim pinkish l igh t . Thetreasure is piled haphazardly in th e northwest corner and c ons i st s o f : 18 bags of 150G.S. each, 7 bags of 300 si lver pennys each,a 15" long si lver tipped ebony "Wand of Thunderbolts" with 46 charges and a +3/+3 two

handed magik sword named "Adona." I t ha s aninte lligence o f 14, an Ego of 1 6 a nd is True

lawful in alignment. It ha s three powers:Detect hnemys a t eff ie iency up to 60 'range, See All That is Invisible and Silence

fo r Self. This weapon detests Dwarves and can

speak si x languages: High and Low Elvish,Centaur, Law, Faerie and Arduinian.

The room ( se e t he Guardian text) is of black

obsedian throughout and ha s a heavy, sicklysweet scent of l i lys (the moths' o do r) . I nth e secret room t o t he s ou th t he f ol lowi ngtreasure 1s piled: A pair o f " Ga un tl et s o f I ceand Fire," a "Skyhook" with a 120' long coiledspider si lk cord, a "Tantivy Wand" with 50charges, and a blue leather pouch with 13"Mar-Vexian-ffagik lSeans" in i t . The room i t -sel f i s f il le d with a c lo ud o f 7D8 paralyzing

poison gas .

The room is entirely of green nephrite(a quas i- j ade) and th e low, 4 ', cei l ing is

covered in faded pa in t ed h i er ogl yph ic s o f o ld

and unknown types . Up n ex t to th e n or th w all

1s a 4' square , non-t rapped, chest containing8,800 si lver p enns a nd 1200 G.S. In a secretli d compartment is a rol led "Carpet of Flying"

Guardians and Monsters

The guardian is a pair of7+1 HD, 63 h it point, dext. 22

Yellow Peri l . In th e cofferi ts el f i s a no th er o ne , b ut i tis 3+1 HD, 27 h it points andhas a dext. of 20.

The defenders ar e nine 3+1HD, 27 hi t point, AC 5 , d ex t.14 Goons . Hidden in th e pile

of bags is a 3 h it point, dext .18 , AC 8, Viper that has 8D8venom.

The guardians are a flockof 88 Hell Moths each with adext. o f 15 . They cover t he e nt ire room's walls, ce il in g , e t c .in a living carpet. Howeverat f i rs t glance, most characterswould only se e a strange velvetyblack and r ed co lo r ed room.

The guardians ar e three, one to

s ta r t , t he n ex t appearing as the1s t is destroyed, and th e last

appearing as th e 2nd is done in .They a re , in o rd er o f a p p e a r a n ~ )a 9+1 HD, 81 h it po int , d e xt . :J.../

Wraith Wyver n, a 2 0+1 HD, 180 hi t

RoomNumber

ROOM

S I X

ROOM

SEV .EN

ROOM

E I G H T

GROUND LEVEL

Room Description and Treasure

The room is completely paneled i n b ea u ti

ful ly polished cherrywood and has bookcases ,

overstuffed chairs, a table, kerosene lamp( it 's l it ) and a f ine wool oval r ug. I n f ac ti t ' s a l ibrary with over 700 books! Within thatmass of varied literature (o f many languages)a re t hr ee books of potent power: "The Tome ofTime," "Manual of Cons t ruc ting OrichalcumGolems" and "The Grimoire of Guillame th eLame" which ha s th e following s pe ll s i n i t :"Charonard's Wraith Ho ld , Noad 's Bane, Spor

ling's Wal1'of Whimsey, Xundomyre's VigilentEye, E1ric's Thunder Ball , Green Death, Hadrag 's Horror and C a o w y n ~ s Spell Catcher. Thebook is protected by an " au ra o f fear" upon i tand th e f i r s t page which ha s a "Symbol ofStoning" upon i t that effects a ll who se e it

wi th i n t en feet . Hidden behind i t on th e bookcase is also a Ninthla t ha t w i ll attack th e

person who pulls th e book out. Remember th eroom is highly flammable and t here ' s a l i tkerosene lamp in i t .

The room is a ll of pale yel low marble withdoors of highly pol ished bronze. Hanging fromth e 4 5' ceiling ar e four chandeliers with 24

o il lamps e ach , t hu s l ighting th e room nicely.In th e center of the room is a black basal tcoffer ( c he st ) 12 ' long and 6' wide and high.The lock, if tampered with will fire four .38

cal ib re bu l l e ts ( on e u se on ly ). I ns id e th echest is 50,000 copper penn ie s. I n a secretf loor compartment is a pouch of 30 moonstones,each 3 carats and valued at 525 G.S. (15,750 G.St o ta l ).A1so th er e a re a pair of "Boots of Time"and a f ine red si lk pouch of "Dream Dust" (10pinches). The re d secret compartment is trapped so

that when opened four si lver tipped, +2/+2 heavy

crossbow bolts shoot straight out.

The room is a smelly, swampy mess, covered

i n l i ch e ns , moss and slimy gunk of foul andnauseating looks and coloration. The f loor is

covered in 3' of brown, mucky water. However,in t he n or th c or ne r a slime covered iron chest

(5 ' square) is just barely noticeable. In i t is

7 ,5 00 G .S . a nd 2,500 si lver pennies. Buried

under t h e coi ns is a pair o f " Ga un tl et s o f Ic eand Fire." In a secret s idewall compartmentar e an "Assassin's Cloak," a "Conjure Crystal"and a "Ring of t h e T i ta n s" in a small si lverring box. Only t h at r in g box is t rapped; wi th a

poison needle that ha s an 8D8 spider venom on

i t (one use).

8

Guardians and Monsters

The guardian is a l2HD, 9h it point Blue Wraithe. I t h

a dext. o f 24, and AC of 2+5(+4 f or d ex t. ) and i ts h it

drains 4 l i fe levels pe r hit

It appears in th e room only

th e books ar e bothered and wattack al l Mages f i rs t , Clersecond, Paladins third and

Thieves af ter t ha t . Warriorsand others i t ignores unt i l

th e l a s t , though i t wi l l pur

it s vic tims remorse less ly .

The guardians a re f iv e 3+

dice, 27 h it po int , d ex t . 12three 5+1 dice, 45 h it pointdext. 11 Sluggoths. They a reby an 8+1 dice, 72 h it pointdext. 10 Sluggoth Mage O Thishas 5 spel ls : Thunderbolt, SWeb, Flash, Disintegrate , anv i si b li ty ( i t wil l be invisia t th e s ta r t o f th e melee. I

wea rs an "Amulet of Spell Eaand an "Amulet of Anti-Web AThey control th e "Drop Wall.

The Guardians ar e four 4t

level 30 h it point Zombies,each in chai n ma il (AC 4) wdexts. of 12 and carrying aheavy crossbow, h and a xe anddagger. They also have a quiof 15 regular bolts and 5 shbolts each (which they f i re

They la y h idden under th e wunt i l th e room is entered.

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7

RoomNamber

RO O M

T H R E E

(can' t)

ROOM

F 0 U R

ROOM

F I V E

GROUND LEVEL

Room Description and Treasure

I t can do this bu t once. However, as th e chestis opened, a cloud of red i tching mist f i l l s

the room. Al l in i t ar e -4 on al l attack anddefense fo r 8 hours af ter due to it s effects!In th e chest is : a pouch of 10 emera l ds , each1/ 2 carat i n s iz e and valued at 375 G.S.(3,750 G.S. tota l) .Also there is th e magik

dagger "Aeolian." Though i t has no allignmentor native inte lligence it ha s three powers.

TIle owner may fl y at 3 00 ' p er turn, may se e inth e dark as a Dwa rf a nd may hear as an Elf.It s attack is +5 as is it s damage. I t is madeof Mithril silver .

The floor and ceiling ar e of mirror pol isheds teel and t he w al ls a re of b lue f u r! I tsmells like ozone and l i l acs and there is acontinual t i nk l ing l i k e wind chimes. The wall,if touched, will j iggle l ike a waterbed and

will snicker, giggle and even laugh (i f prodded

enough) as it i s alive! Behind th e secret door

th e t reasure is piled. There is : a "Sunstone,"a fancy ivory and si lver walking st ick, a"Shimmer Shield" and a rolled "Cloak of Never."

There ar e also three canvas s acks w it h 1 ,0 00

G.S. in each a s w el l as a smal l i vo ry and s i l -v er s nu ff box ( it matches t h e walk ing stick)that has a "Ruby of Runaway RegenerationH in it

wrapped in red s i lk .The si lk , when opened hasa "Ru ne of Insanity" on i t that effects al l whose e it within 10'.

The entire room is o f d us ty granite with an

ol d and worn aptina. The doors ar e of old, f i re

blackened iron and the ceiling, 75' up, has avery faded bu t s t i l l v is ible pentagram of

ornate and s in i s ter design.Next to th e west wall is an old, rusted ( it

is a really tough li d to open a8 th e lock is

r us te d s hu t! ) c he st some 5' square. Inside thechest is : 18,000 si lver pennies and 2 ,000 go ld

crowns ( co i ns ). I n a secret li d compartment is

a se t (4) of "Ruby Crystal Horseshoes of Flying," a wand of winds with 49 charges an d a n"Amulet of Anti-Web Aura." When tampered with

th e secret li d ejects an acid spray (15' longby 3' in diameter) of TDB potency. Finally,behind th e chest in a dark cranny 1s a forgotte n "Ring of Efreet Abil i t ies ."

Guardians and Monsters

Although dead, he can s t i l lthrow two spel ls : "SuperWeb" and "Thurldon's Reversal ," It s blows s t i l l paralyze even through th e mace.

The guardians ar e a matedpair of Phandelyons each of

which is : 7+1 HD, 63 hi t

points, AC 4 and with a dext .of 8. They phase in to attacks ingly i n a l t er n a te melee

rounds. If one is kil led the

other goes "berserk" with a ll

attendent factors. The re 1 s a10% chance they ' l l both phase

ou t and leave.

The guardian is an adultYellow Dragon 11 HD in size.I t has these spel ls : Lock Jaw,Muscle Spasm, Basic Web, Flash,Torozon's Slippery Field, Timaharn's Bl ind Spo t Spell, andAngborn's Spell of the Abysmal

i tch. The dragon is alwagsinvisible fo r a t least th ef i rs t melee round!

E{oom

~ u m b e r

ROOM

F 0 U R

(con' t)

ROOM

F I V E

ROOM

S I X

ROOM

S EVE N

(con't)

LEVEL THREE

Room Description and Treasure

(275' p er t ur n in speed and 1,000 lb . weightcapacity) . I t is 7' long b y 4 0" wide . There is

also a "Dancing Wand of Super Webs" with 70

charges, a "Shimmer Shield J" a "He1m of Wizard- _r y, rr a nd a red coral runed "R ing of Summoning FireDeomons ," Wllich may do so once pe r l una r c ycl e.No control, jus t summoning!

The cavarn area has a f loor of f ine re dcrystal sand and wal ls o f coal . The 30 ' cei l -

in g is solid ta n granite . The treasure is on

th e Guardian Spectre Mage and c ons i st s o f :

a t:ull charged Staff of })lack Wizardry, a "Ringof Elemental Summoning," ( lef t hand), a "Ringof 'Righteousness ' Resistance" (right hand) an"Amulet of Aura of Armour class 2+2" (usable bya l l ) , r ed s p iga si lk robes of AC 3 and 100% f i re

and acid resistance, and a r ed j ad e runed"Headband of 100% protection from a ll PsychicProbe. II

The cavarn is of black basalt shot throughwith si lver and gold f lecks. The f loor is of

black s an d a nd th e eerie g reen f lames in th e

f i re p it (13' deep) l ea p 7 5' into th e air ,

barely t ouch ing the ceiling above. There is

a n od or o f burnt pepper and foul sulphur inth e ai r and a faint , continual sound l ike adistant waterfall . Hidden in th e fire pi t ' s

flames is an 8' fireproof cube full of th efollowing treasure: 100 te n carat Black Opals,50 f iv e c ar at Snow Tears, 50 twenty caratMoonstones (total v al ue o f 659,400 G.S.), a"Hood of Theivery, II a "Theif Skin," a ItHelmof th e Sea King," a pair of "Gloves o f (S ec re t)Ogre Power," a se t (4) o f "M it hr il HorseShoes of Triple S p ~ e d " and a gold "Ring of +5Protection."

Tb is cavarn is entirely of grey'greenmalachite and is virtual ly covered from f loorto 45 ' c ei li ng i n rows and layers of toadstools 6" to 12" high that g low a s ick ly b lue.The odor of rotted meat is so i nt en se a s t ocause a ll to gag and vomit on a 25% chance ro l l .

In th e smal l secret cave in th e north east thefollowing t reasure is scattered about:. a solid17" l ong, turpuoi se ''Wand of Paralysis" with43 charges, a si lver plated "Helm of Infra

20

Guardians and Monsters

po in t , d e xt . 16 s i lver s l im( it drops, f i l l ing th e roofinal ly a 5+2, 50 hi t poindext . 18 Gryfl isk. The SilSlime has a one melee turn

before i t drops.

The sale "guardian" is

18th l e v el s p ec t er Mage ofhi t points and AC 2+7. Hea dext. of 20.1and will atta ll intruders on

sight .Hi

orite spel ls are: MorgornSpell of th e Red Death, M

~ a s t of Maelevolent Misery

Gandolyn's Gates. He is an

and jus t a l i t t l e insane aname is "Ohmron."

There ar e seventeen gha l l 3+1 HD, 27 h it points,15 , kneeling and standing

the f i re pi t in prayer. As

last few ar e destroyed the

ca l l ou t "Oh Great God of

Avenge Us!" In iD20 meleethe Greater Demon "Ralkull

appear to do just that! Nopt ional appearances in AG

to se e if he sneaks in o r

i n f i gh t ing . In ei ther casw i l ~ ~ v e n g e th e destructiohis· .followers!

The guardian is a 12-b120 hi t po int , d e xt . 15 BRed Hydra. I t is l ie ing, n

moving in th e cavarn, and

mushrooms and assorted fungrowing on i t . It is thus

ually undectable unt i l it

In th e sec re t t r ea sure rooa 7+1 HD, 63 h it point, d20 Blastaar . This creature

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21

O M

V i N

if T

N

LEVEL THREE

Room. Description and Treasure

Vision and +3 Hearing," a shimmering irredescent"Cloak of Complete Protection Versus Prismatic

~ i a g i k , " and a magik +3/+3 bro'adword named "Sota r • IIThe sword is True-Neutral in alignment and has

an inte lligence and ego of 12 each. I t speaks:

Law, Chaotic and Neu tr al a s well as Arduinian.

It s . ~ w o powers ar e t ho se o f i n v i s i b i l i t y and levi t a t i o n (a t 33 ' pe r turn) which i t may use fo rone hour each daily.

The e n t i r e room, f rom th e smooth f loor to th eragged roof 50 ' up, is a ll o f p al e b lu e unquarried

marble. I n t he n or th wes t ( a) and sou th west (b)

co rne rs a r e two (one in each) 3' square s t e e l

ch"ests. In "a" is 2 ,000 G. S. and two magik

items: a fine tooled leather " Be lt o f Ogre

Powe'r" with a si lver buckle t h at a ct s as an"Amulet of Arua of AC 5. " In liB" is another 2,000

G.S. a nd two other magik items: a pair of beat

up, bu t servicable , " ~ l o c c a s i n s of Leaping and

Jumping" (30' horzontaly and 20' vert ical ly) and

a "Ring of Improved True Sight." The ring looks

l ike a s i l v e r and a gold serptent intertwinedtogether holding a one carat black s t a r sapphire1n t h e i r jaws.

The room is hewn o ut o f iron or e and has astrong, b i t t e r and mettalic odor. In th e northeast corner a flStasis Bag of Stupendous Holding"

is jammed. It will hold a l l up to 4,000 lbs .t o t a l and has inner dimensions of 40 ' by 30 'by 20' . Inside it is th e following: a spool of

300' of nylon 401b. t e s t fishing l i n e , an "Amulet

o f F li gh t" ( It i s a small s i l v e r hawk) that gives

a 45.9' p er t ur n f l i g h t speed, a pa i r of "Boots ofWalking on a ll Liquids ," a pair of "Gaunt le t s

o f Gr ipp ing" a "Conjure Crystal," and an "Amulet

of the Amazon l-iother." Also in i t ar e 50 bags

(200 G.S. each) of Gold Soverigns a s w el l as a

complete, disassembled, l i g h t bolt thrower and30 6' bolts .

The room is l ike a roughly hollowed ou t dia

mond and is li t by th e glow of it s guardian, thus

making i t very d i f f i c u l t to see i ns id e o f . P il edin t h e s ou the rn corner ar e t he following: 89bags (200 G.S . each) of Gold Soverigns, 11 bags

o f a s so r te d j ew l ry worth some 77,875 G.S., a com-

Guardians and Monsters

trapped in th e room and is no ta "guard ian Per Se." Howeveri t wil l attack a ll in it s wayas it leaves.

There is a 9+1 HD, 81 h it

point, AC 4 , d ex t. 15 Pybra

coiled around each chest. How-

ever th e 1s t line defensear e nine 5+1 HD, 45 h it point,dext . 16 Moon Dogs. Inside each

chest is th e l a s t l ine of d efense; a 5+1 HD, 45 hi t point,dext . 12 Whi te Slime.

There a re t hr ee main guard

ians: A Silver Golem with a

dext. o f 15, a Gold Go lem with

a dext. If 12 and a MithrilGolem with a 'dext. of 14 . Aseach Golem is destroyed i ts p l i t s apart and then crumbles

to i n e r t and worthless dust.However as they s p l i t aparta 3+1 HD, 27 h it po in t , d e xt .22 Whisper Wasp fly8 free andattacks also!

The 1s t defender is an Aii

Loraii with 96 h it points and

a dext . of 40 ( it is magikally

speed up). Upon it s destruct ion

there is a one minute delay andthen a single 24+1 HD, 216

RoomNumber

ROOM

ON E

ROOM

TW O

ROOM

r H R E E

(can't )

GROUND LEVEL

Room Description and Treasure

Every s qu a re i nch of t h i s large room's blackonyx walls and c e il i n g a re carved in obscene and

foul pictographs depict ing every imaginable horror. Only th e red marble f loor is smooth, bu t is

inlayed wi th arcane and cabalis t ic runes of eldr i t c h power. The white marble p i l l a r r i s e s f i f t y

feet to meet th e ceiling, and it s smooth polished surface is broken only by th e g reen mal a

chite steps that lead to it s a l t a r of flame.

Hidden in th e flames, 8' down, is a f i r e -

proof s i l v e r metal chest 3' square. The lock,

if tampered with, shoots a 10 ' long (1 ' diamet

er ) j e t ' o f flame that does 3D12 points damage(up to three t ime s) . I n si d e i s : 4,000 Gold Sov

erigns. In a s e c re t f l oo r compartment of thechest is : a "Hawk Helm" and si x t i n s of "Doctor

J oh n 's S al ve ." I n a secret li d compartment is a"Witchfire Wand" with 50 charges and a pair ofrings in a small ivory box; a "Ring o f Ru th l es sness" and a "Ring of Remembering." Both secretcompartments ar e protected by poison (8D8) coated needles that spring out.

The room is completely const ructed of red,crumbly, sandstone. There is dust over everything. In th e corners , high up n ea r t he 3 0'cei l ing, ar e huge, ol d and tat tered masses ofcob webs. Up agai n st t h e east wall is an old,verdigris covered bronze chest. I t is 1 0' l on g,4' wid e a nd 3 1/2 ' h i gh . I n si d e 1 s :l 2 ,000 s i l -v er p en ni es . I n a secret s ide-wall compartment

is a "Doomfire Wand" with 34 charges and a"Ring of Night." The compartment, when opened,

spews ou t a 45 ' d i amet er c l oud of laughing gasl

The drop wall comes down when th e Grey Horror

decides to pursue it s prey.

The room is a ll of mi lky wh i te marble with

shiny and pol ished torch sconces s e t a t 3' in -

tervals (10' up, hal f way to the cei l ing). The

torches bu rn wi th a sickly sweet honey and

roses smel l that leaves faint wisps of smokethroughout th e room. In th e room's exa c t c en te r is a tr iangular s t e e l chest, 20 " o n a sideand 3' t a l l . The lock f i r e s a 10th level,lOD6, bol t of l ightning 33 ' long and 3' wide

(yes , it does richochet!) if tampered with.

6

Guardians and Monsters

Four 4t h level Desert Sau

ri g 'Warriors. Each ha s a dex

of 13 , a shield, +3 spear , s c

mitar , AC of 5 and 39 h it

points. They ar e le d by a 5t hlevel , dext. 12 , AC 4 Ogre

with a ma ul a nd 50 h it poiDtS

Ten melee rounds af te r th el a s t o f the above die, a 5+1HD,45 h it point Morghoul with

AC 3 (+4 fo r d e x t . ) , dext. of1 8 a nd wearing a green crystamulet of pro tec t ion versus

"Clerical Turn Away." I t only

works fo r undead types . TheMorghoul can haste himselfthree melee turns a f t e r he

appears.These ar e the guardians .

t

A 10+1 RD, 90 point,AC 4 Grey Horror is in th e roAlso there , hidden in th e

corner cob-webs ar e 9 giantspiders. Each is 1 HD, 8 h i

points with AC's of 7, dextsof 17 and a speed o f 75' pe r

turn. They b i ~ e fo r ID4 and

have a lD12 potency venom.These ar e t he guardians .

The guardians ar e si x 3+1HD Moondogs ~ a c h with a dext

of 17 , AC 5 and 27 h it pointLead ing them is a 4+1 HD Cho

wearing f u l l chain mail withshield and a sol id s i l v e r

mace. He ha s an AC of 2, ad ex t. o f 16 and h i t s fo r IDSextra due to hi s strength.

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5

-+ - - o o + - - . . . . . . . - - ~ - - + - -

..Q)

r-f •cS

UCJ)

Room

IiuDiber

ROOM

TEN

LEVEL THREE

Room Description and Treasure

plete head to foot se t of Mithril chain mail(AC 5+5) that f i t s al l humanoids 5'10 11 to 6't a l l and 160 to 180 lbs . , a +5 round shield withan enameled red dragon (blue background) upon i t ,

a se t (4) of "Orichalcum Horseshoes of One HalfWeight" (Thus t he ho rs e onl y h as half th e weight

t o c ar ry so is 50% faster and is fatigued only

after twice th e time!), an"Amulet of +7 versusa ll Spoken l-lagik" in the shape of a si lver l ion t spaw, a b lue j ade runed "Ring of 100% ProtectionVersus a ll Noxious Fumes and Poison Gasses ," ared jade runed "Ring o f E xt ra Strength"(+4), anda m ag ik +5/+5 morningstar named "Death Star,"

This weaponis

lawful-good in allignment and ha san inte lligence and eg o of 18 each. I t can

use ' te lepathy with it s owner and can understand

and speak a ll languages. I t ' s spiked ba l l wailslike a los t soul and g lo ws a blinding blue-white in battle and a l l 4t h level and below

who face it must save versus IIfear" at -8 orflee i n abj ec t t e rr o r! Al l higher levels have

-2 on their attacks if facing i t . I ts only

other power is that a ll h it by it must s av e v sparalysis a t -4 .

22

Guardians and Monsters

point Doom Guard appears.I t 1s weilding a +5 /+5 , f l

( for 208 extra heat damamtwo handed sword' in each

hand. It s strength i s 24so i t strikes fo r an addi4D6 strength damamge. Theswords dissolve as soon asth e Doom Guard is slain. Wi t is , there 1s a three m

delay and then a 50 HD,180' long 400 h it po in t SSlyth approaches from th e

er n Tunnel. I t ha s a d ex t.13 and 1s hungry! Lastly,soon as it dies a cloud of

Red Death (see AG I I I ) pou

ou t of it s carcass and wit106 melee turn delay, gathi tself and then attacks. Dto th e extremely heavy defof this room extra· treasurshou ld be freely ad libbedth e DM.

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TypeOfTrap

Floor

Ceiling-

Wall

Ceiling

Floor

Ceiling

Wall

Floor

Floor

Ceiling

Ceiling

Floor

CALIBAN TRAP MATRIX

Description of Trap

The solid 10 ' square section dissolves lD6 melee rounds after

be ing s tepped OD. There is a 30' drop to a 10 ' deep va t of

24D8 potency acid.

Any time someone or something passes beneath this 10 t square

section, there is a 65% chance of a 30 h it point, 10 ' square,

infra-red heat beam f i r ing .

This 10 ' square section of wall has 100 jets hidden by plas te r t ha t f i re liquid oxygen 50% of the time as p eo pl e p as s b y.

These jets do l6D8 damage to a ll hit .

There is a 25% chance each t ime someone passes under th is 10 '

square s e ct ion tha t a "Whimsey Ray" will f i re (with some very

weird resul ts ) .

The 3d person who steps onto this 10 ' diameter section causes

i t to become a 500 hit point, dext. 30 Blue Gunky! A stickymess I' d say!

This 10 ' square section is actually a 3 ton s tone b lock thatwill fa l lon a 15 . chanc e e ach t ime someone passes below.

Those hit ar e dead.

These two 10 ' square wall sections will generate a technolog

ical "Magnetic Warp Field" that will do 8D6 damage to a ll in

it . I t f i res 30% of th e time people pass i t .

This 10' square sec tion dis integra tes entirely the 1s t time

it s center is stepped on. There is a 120' fal l into molten

lava below. Death is ins tant and permanent.

This 20' s quar e section becomes a giant, one shot teleportat ioD device (no saving rol l allowed) to a random, lower,

dungeon area 90% of the time i t ' s entered.

This 10' square area becomes highly charged with electrici ty

(lOD8 in power) as soon as i t is crossed causing i t to ar c

onto the next me tt a li c ob je ct t ha t passes.

The 10 ' square section turns into a rain of 6D6 acid on an

80% chance each time people pass below i t .

This 10' square section of f loor f i res a blas t of magik nulli f icat ion so that a ll magikal items it hits 'must save versus

magik at -4 or be to tal ly non-magik thereafter! I t works 30%of the ti.me.

4

The bright l eg io ns o f Khaer-Mideon' strove mightily against th e Darkhordes with sword and spel l and fo r a time held their lands free. But as

century afte r centu ry passed, those immortal warriors were winnowed by th e

constan t warfare , and th e s i lver mailed ranks thinned to a mer e shadow of

i t s former might.As th e power of the Elven kingdom e bb ed , s o d id th e shield of i t s spells

begin to weaken and flicker. And th e hand of Caliban pressed closer , i t s gripl ike a black s torm c loud surrounding a dying bonfire.

No longer joyous as in their early days of their youth, t h e E lv e s, grimly

determined to destroy their nemisis onc e and forever.

Withdrawing to their heartlands central stronghold, they ignored th e

nightmare that gleefully engulfed their once bright lands, fo r they were

f orgi ng t he migh ti e st rune the world had eve r s een.

Every s i ng l e l i vi ng inhabitant of Khaer-Mideon formed t he e ss en ce , t he

dr iving fo rce of th e mighty rune. The Elves were laying their very existanceon th e l ine , in supreme effor t t o d es tr oy Cal ib an .

As t h e c limac t ic moment arrived and the rune of doom was envoked, Caliban,

no t unaware of it s enemies plans, cast a coun ter rune . A rune powered by th e

eons o f s ou ls i t had posessed and eaten.

The forces unleashed by those opposing runes were so awesome that th e veryp ~ a n e t lurched, stumbling in i t s orbi t about th e sun and th e rotation of the

world slowed, permanently, by one hour. Time and space reeled and buckled,

th e ast ra l plane was aflame, and every single El f ceased to exis t .Caliban was bathed in agony, awash in th e power of the self-annihilating

runes, and i n f ea r fo r the f i r s t time in i t s long existance. Caliban retreatedinto time in a desp er a te a tt emp t t o save i t se l f , bu t only par t ia l ly succeeded.

For a l though Ca liban s t i l l existed, there was no longer any consciousness, nohate, no l iving evil . Only a residue, a shell of what was. Or·so it seems.

Now, adri f t in time and ghosting through distance, Caliban is l ike th eflying dutchman of dungeons.

Seldom seen, even less vis i ted , Caliban now wanders aimlessly, awaitingonly the gods know what.

Caliban is here. Dare you enter?

This a moderately high level dungeon, recommended f or l ev e ls e ig h t orhigher.

Boogie Man

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CALIBAN

As th e three moons cast ominous conflicting shadows across t he la nd , t hes t range f igure a ll in red raised skeletal hands heavenward in silent supplica-

t ion.Lightning flared with a thunderous sound, as i f th e world i tself had

cracked. Indeed, t h e b l ac k basalt c l i ffs shuddered and t remb le d and s hed

dragon-sized boulders that richocheted and hurt led into th e chasm blackly

yawning below. So fa r their fal l , that o nl y t he largest was even faintlyueard in it s shat tering death impact .

Though no sound would ever come from th e gaunt and spectral being in th e

cowled red robes, a f a int at f i rs t , bu t s t ead il y r i si ng chofuS o f w ai ls andhowls would surround and enfold i t .

Ragged blasts of l ight and sound would increasingly send jagged echos

and shadows racing madly about as the lightning increased in it s frequency

and ferocity.The c l i ffs shook and rent themselves heaving and twisting in time to th e

cacaphony in th e skys above . Writhing as if a l ive , th e black stone began toglow an eerie penumbrial viole t and to slowly flow l ike thick black blood .

Humping insanely moonward, the apparen tly l iving rock s tr ov e t o formi tself into some fang-l ike pro ject ion, a ll t he w hi le t he obscene symphony of

sound and fury careend around i t .

Tiny tongues of pale viole t flames danced a tune of madness as theglowing stone humped higher and higher,elongating like some psuedopod fromt h e dep th s of hel l .

Minutes or eternitys pas se d, a s time and space twisted to accomodate

this new b i rt h ing , t h i s new spawn of blackest magik.

And thus was born a tower. The who or why i t was so created is los t tothis t ime, beyond only what was written a s you' ve jus t read.

For eons evil gathered and receeded from th e grim black hell- tooth of what

was now recognizably a haven of sorts, fo r a ll that was foul and evil .

Yet with each cycle of th e ages some of th e evi l l i ngered , bu ild ingupon i tself to become, eventually, a presence, a reali ty, of it s own; a second

bir th . And with i t , came a name: Caliban.Empires and k ingdoms ebbed and flowed as th e cy cl e of l i fe waxed and

waned. Yet central to each was th e s t ar k f ac t of Caliban. A brooding

pest u le o f chaos and entropy that sent hellish d ea th t o a ll corners of th eland, and when hard pressed, p ro tec ted i ts evil own as a mother wouldguard he r own children.

And Caliban ever was, a lasting thing that outlived even th e dynasties

of the immortal Elves. Then came a new dawn, these 20,000 years agone,

wben a kingdom o f E lv es , cal led Khaer-Mideon, rose into ful l flower, and th e

lands rejoiced. Or so they t r ied , fo r Caliban had now begun to hate.I t hat ed w it h a ll the da rk essence of i ts e lf , a l l those f leeting beingswaich passed be fo r e t h e centuries of i ts eyes like smoke, some bending,

s ~ m e breaking, ye t none to ever worship i tself as i t so darkly deserved.

So Caliban went to war , s endi ng out o f i tself those creatures, both l ive

and dead, which were it s children, i t s very l i fe b lo od . C al ib an went to warto prove it s Godhood, it s omnipotence over a ll t he l an d and a ll that dwelled

within i t .

Trap

Designation

M

N

o

p

Q

R

s

T

u

v

w

Type

OfTrap

Ceiling

Wall

Floor

Wall

Ceiling

Wall

Floor

Floor

Ceiling

Ceiling

Ceiling

CALIBAN TRAP !fATRlX (con' t)

Descr ip t ion of Trap

This 20' square sect ion becomes a huge, single shot "Sunt ha t f la sh blinds a ll in i t as it f i res . I t always f i rest ho se t hu s b l inded have a 20% of i t peing permanent, othe

i t l as t s lD20 minutes.

This 10 ' square sect ion disappears 10% of th e time as peo

pass, reveal ing a direct gate into deep space! It only la

one second so o nl y t ho se n ex t to i t ar e GONE!

This 10 ' square sect ion wil l fire a se x (gender) change b75% of th e time i t ' s s tepped on . A save is allowed bu t at

(Elves may no t save and Dwarves ar e only -4).

This 10 ' square sect ion o f w al l becomes t ransparent fo r o

melee round, exposing a Medusae's head trapped within. Onlook and i t ' s stone face time! This always works.

This 1 0' s qu ar e sect ion b ec omes a 9+1 HD, 81 hit po in t , d15 Black S lime and drops on passers by 45% ,of the time e

Thi s 1 0' s qu ar e sect ion f i res a blas t of "an ti -magik" andmagikal i tems thu s hit that save v e r s ~ s magik have theirmagik ab i l i ty s permanently REVERSEDJ Only i f they f a i l to

save wil l they be a ll r ight . This f i res 45% of the time.

This 10 ' square sect ion f i res a bol t of dis integration 7?%th e time i t is s te pped on. Thi s e ne rgy is technological,

no save is allowed. I t will destroy up to 36 h it points to

in th e area .

This 10 ' square sect ion disappear s a s the 3d pe rson passe

over i t on a 90% chance. There is a pool of 3 1/2' deep 6ac id t h at - ha s a 15% chance of exploding into a 12D6 f i reb

upon contact w it h t he air .

This 10 ' square sect ion w i ll c as t a spell of "Morgorn's Sof th e Red Death" to t he 5 th p er so n crossing it 35% of th

time. I t re-sets i tself in one minute.

This 10 ' square sect ion will fire 1,000 sma ll s teel f lesh(3 " long da rt s ) s t ra i gh t down doing lOn6 damage to the ar

a whole. I t will fire 50% of th e time i t is entered and r

in 2 melee rounds.

Tbis 10 ' square sect ion disappears lD6 melee rounds af terpassed under , releasing a Teng Swarm (50 of the l i t t l e ya

40% of t he t im e. However there is an addit ional 5% chance

a Fire Demon appears!

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25

CALIBAN TRAP MATRIX (con' t)

Trap

x

y

z

Type

OfTrap

Ceiling

Wall

Wall

Descr ipt ion of Trap

This 10 ' square sect ion fires a maximum power spe l l of "Rhyton's

Release" causing a ll magik in it to immediately discharge ( f i re! ) .

I t works on th e 3d person to step on i t .

Thi s 1 0' s qu ar e sect ion spews forth a 90 ' cloud of "Aphrodesiac

Aura" so powerfu l that a ll in i t ge t a save a t -6 ! -There is a5% chance i t w i ll e f fe c t a person permanently! It works 80% of

t he t im e.

This 10 ' square sect ion f i res a " ful l wis h" upon th e 4 th per son

s tepping next to i t that causes an immediate re-incarnation!The magik is so powerfu l that a ll saves ar e a t -10. I t works80% of the time and re-sets in one hour.

INTRODUCTION

This is th e f irs t of a series of "dungeons" based on th e bes t s e ll in g

"Arduin Trilogy." Contained within each new dungeon will be: four separat

maps, eight new monsters and eight new magik t reasures (a l l on handy pocket

sized cards) , a capsule history of th e dungeon and other "goodies" unique

to each separate release.

The dungeon maps ar e a ll hand drawn by David A. Hargrave , au thor of th e

three Arduin Volumes: "The Arduin Grimoire," "Welcome t o S ku ll Tower," and

"The Runes of Doom." This was done to p r es e rve th e authentic "feel" of the

maps and to add a personal touch so often lacking in s l ick, over processed

games and game products.

This dungeon is stocked bu t has room fo r much, much more. The idea is

to uti l ize no t only what is provided but to add your own ideas into i t , thu

making i t truly unique. The three Arduin books ar e packed with monsters,t reasures ,and stocking charts, and ideas to help you in th is . We also recom

mend "Wizard's Aide" from Grimoire Games and tlRunequest" from th e Chaosium.

SPECIAL TRAP NOTES

These t ra ps a re only a small way this or any other "dungeon" may be added to .Add your own as w el l as u si ng t he se and remember; Traps Can Have Treasure Also!

Thi s h igh level dungeon is designed fo r use w it h th e Arduin Grimoire

Game system. However, with minor modifications, it is compa tib le to most

other FRP systems. Due to th e great dangers presented by this dungeon, i t

is highly recommended that only char act e rs o f an 8t h level o r g re a te r enterit .

DUNGEON KEY

"Grey Horror taking a l unch break"

• I •

vmi\Mi4&]iJ\\\\\\\

Double Leaf Doors

Regular Door

Secret Door

Movable or Drop Wall

Stairs

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Dr :ATH S T A L K E R

Type: Semi-intelligent vegato id wi th limited mobility. HD: 3+1 to8+1 Size: 3' t a l l pe r AC: 6 Speed: 25' per turn with a 3 meleeturn charge capability of per turn. Dext: 16 to 19 Number: 1 to100 Attacks: 4 to 8 s t icky wrapping tentacles (each will hold victimsdouble i t s own HD size) and 1 sting fo r lD4 to lDIO plus a venom that

. total ly paralyzes a ll h it (save at -8). A victim that fai ls i ts paralysis saving r o l l is dragged under th e plant and an acid l ike sap (lD8per melee round) b reaks the flesh down into assimilable componants{foodl}. The whip-like sting has a 5' reach per liD of th e creature.Looks: See i l lus trat ion . Notes: They have th e chameleon l ike abilityto change c ol or t o match their surroundings. Fire does only 1/ 2 damagebu t cold does t r iple damage.

FRlsL/CH/CF/P/A/v/po

) ; . t i A R i ( O N ~ N

Type: An armored Kraken (Giant Squid) mutated by magik and hardradiation. I t ' s extremely in tel l igent . HD: 9+1 to 18+1. AC: 2+2

Size: l' long pe r liD. Speed: 30 ' pe r turn pe r HD. Dext: 14 to 17 ., Liar: 98% Attacks: 8 tentacles fo r IDS to 6D8 each and 2 claws fo r1010 to 4DlO e ac h mel ee round! Fai lu re t o "escape" a tentacle meansdouble damage from constrict ion and a 20% chance that the victim willbe bitten fo r 2D8 to 8DS Looks: Glowing l ike red ho t metal (they're

not) they have blazing green eyes that cast a search l ig h t l ik e glowof sickly green (1/2 daylight in strength) f or 10' pe r HD in s ize,before them. Notes: They regenerate at 1 point p er melee round a l l

except electr ical damage which heals only at 1 point pe r day fo r

tbem.

FR/C/P

W A R D R O I D

type: »attle ' d ro id w it b t he l iv i ng bra in of a warrior. HX: 88 hitpoints. AC : The droid ha s a base AC of 2+2 bu t has a magnetic reflectorshield that stopa or deflects a l l normal missiles up to .50 calibrei n si ze and detonates 5 ' away a l l larger ones. Speed: 35 mph on roadand 15 .p h cross country ( that ' s about 700 ' pe r melee round maximum).Size: 7'6" t a l l Uld lbs. Dext: 30 ' L i a r : Varys with controllingbraiD. Sensors: Infra red t ultra vio let , and l ight ampl if ic. t ion visual

types ou t to 500 y ar ds ; r ad ar o ut to 1 mile and l istening devices thatar e 901 effective within 150 yards. Armament: One .50 calibre machiner i f l e that f ires 100 rounds per a el ee t ur n maximum (altbough 10 to 20round bursts ar e usual ) w ith 1,000 rounds . A 40 _ Grenade Laun che r witha 700 ,ard range (100 rounds t 1 round pe r melee turn) and a chemicalflame thrower that f ires a 4D8 flame cone 60 ' long by 30 ' vide shots).I t can f i r e Any or a ll of i t s weapons a t up to 3 s e ~ a t e targetseach melee rOUlld. Notes: This droid, though with a l iv i ng brain , i sprogr . - ed fo r QlDllbat and will engage a ll humanoids on a 95% chance. TheyDever show quarter unleas pre-pro..r ....ci to do so (10% chance).

Cold, Fire aDcl Acid only do 1/ 4 damage. Sonics only do 1/ 2 but l igh tn ingdoes double ~ g e .

v/po/sL/CH/P

DI lAGOH WURK

Type: A viIlgless, legless very serpentine type of Dragon. They arradiation . a t . t i o n a of "real" dragons. HD: 8+1 to 15+1 AC : 2+4 Sp

SO' to lSO' p er t ur n (1/2 that through th e ground! Dext: 13 to 16

* Liar: 501 Attacks: 1 Bite fo r 3D6 to 1006 or one " bre ath ." Thibreath i s a f laa ing acid that does ID6 (half f i r e ~ half acid) damaper UD il l s ize. The breath i s 10 ' long and I ' wide per RD. I t mayused up to seven t1Jaea a day but only every th ird melee round. No

These dragon kind can vibrate their bodys to such a degree that thcan rapidly tunnel through the earth encased in a rock disrupting"sonic cocoon. II During combat, i f they co_ence this vibration (th

.calUJOt tben attack), no pbysical attack may reach theml Venoms an~ o : J . s o n a only do 50% daaage to them. They can use up to th ird le ve

-agik, three spells from each level. Usually a dull bronze colorwith emerald eyes.

S/F/A

P l : l E O l l l I X

rt.Jpe: Mythological ~ i r d - l i k e dragon kind. HD: 5+1 to 9+1. AC : 2+5

Speed: 30' per turn (ground and 500' ,per turn (a i r) . Dext: 17 to 2, L ia r : lOX Attacks: Two wing buffets fo r 104 to 2D6 each, 2 clawslD6 to 2»8 each and 1 bite fo r lD8. to 306 each turn . Looks: A birlike creature of flame an d f i re . N o t e s ~ The beast is always aflama ll fla.-ables it touches ins tan t ly (n o savel) burst into flame!own body f i r e does an additional lDl2 daaage pe r h i t . I f , af ter i t

death, i t s remains a re su bje ct t o naked flame thereis

a 15% chancpe r HD o f sa id Flame that th e creature will spring fully ressurectfrom th e fla.es! There is also a 5% chance th e pbeonix will no t atth e person reasurecting i t but instead grant them a wishl Ordinar

though these c r ea tur e s a r e capricious. treacherous and very, veryviolent.

) E A T H HYDRA

Type: Undead Itydra. HD: 7+1 o r 13+1 AC : 2+3 speed: 20 ' pe r t u

per t ur n p er liD i n s iz e. Dext: 17 to 22 . ' L i a r : 90% Attacks: o

bite pe r bead fo r lD8 or 2D8 each plus either lD3 or lD6 l i f e d rainsbite. Once pe r day each head maYt instead of biting, "breath" a boblack lightning that does either 3D8 or 6D8 electrical and b,l••ts ei

1 or 2 l i f e levela. Theae bolt . a re 1 0' long by l' v id e p er Up of th~ y d r . . Looks: Ttle are t rans lucent black with silver sparkles throu

Dut and bave ghostly greeD glOWing eye.. Notes: These Hydras have

ugikally rendered th e undead equivalent spectres. However they. d

corporeal bodys (which only silver or magik harms). They move totall

s ilently Uld wail, banshee like, in combat.

n/L/LD/LB/v/Po

Q U ~ T Z O C O T L E( ,D

'&AGO N B I R D )

7'ype: Huge wheel-like s e m i - i n t ~ l l i g e n t magikal construct .. HD: 5+1 to 12+1Size: 2 ' t a l l per bD. AC : 2(rim) 4(sidea and tentacles). 7(eye}. Speed:

40 ' pe r t ur n p er Dext: 15 to 18 Attacks: I roll-over-crush fo r lD6per riO size ana 2 tentacles fo r lD4 to 306 each. Looks: Usually s teelg rey r im , pale ochre sides and blue eyes! Notes: Their roll ing chargeis usually impossible to stop (+12) bu t i t c an b e dodged a s t he secreatures tend to move in straight lines. They always attack humanoid

types on sight and never run away.

..·R/P

Type: A dragon-roc hybrid. HD: 8+1 to 13+1 AC : 2+1 Speed: 60 ' p

turn (ground) t 440' per turn (a i r) . Dext: 15 to 18 . ' L i a r : 25% Att

2 wing claws fo r lD8 to lD20 each and 1 bite fo r lDlO to 2DlO each tur

Once per day i t may "brea tb" the equivalent of whatever dragon type i t

Looks: They have b r i l l i a n t plumage usually denoting their dragon heri

own color. ,Votes: less violent than regular dragons, these creatures

tend to l ike people and seldom bother them unless sore ly provoked. How

once angered they will puruse their enemys to th e ends of th e universe

exact their vengeance ! They have a l l th e illllDunities of the dragon typ

they ar e descended from b ut a re only 25% magik resistant.

FR/sL/CB

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Value: 50,000 G.S. Composition: leather, mithril , gold, ivo ry , silltand silver brocade. AGE: 390 years. Looks: (see illustration) Al l is

black wi th ivory, mithril and gold accouterments. The cutlass bladeis mithri l runed s teel of a f in e b lu e sheen. Weight: 15 lbs. Total Size:

Fits a ll slender humanoids 5' ]" to 5' '9" tal l and 125 to 135 lbs.Magik Powers: th e boots give th e ability to leap 45 ' hor izontal ly or15 ' vertically; th e cloak gives +7 resistance to fire and acid; tbe bracersgive an " au ra o f AC 3" the cutlass is +4/+4 and can, once per day, le t

i t s pwoer leap up to one mile sa f e l y . I t ha s no sent ience or allignmentbut is named "Azabar." The outf i t as a who le gives +2 r es is tance to all

forms of normal missilefire. Notes: this se t , keyed fo r Amazons, female

brigands, pirates, outlaws or th e l ike, will cause any other type puttingthem on to wi ther and di e (- 8 save). If they don 't d ie , they will agelD20 years immediately!

MAGIi ( ART I FACT BLACK BELANA ' S OWN

K A G I ~ ARTDACT : HELLWATCHER

Value: 1,595,000 G.S. Composition: Living black jade. AGE:

100 ,000 years. Looks: The eyes glow a hellish red and th e

skull is wreathed in pale green f i re . Weight: One ton S ize:

8 ' tal l . Alignment: Chaotic Evil. Ego: 18 Intelligence: 18

Languages Spoken: High and Low Demonish, Dragonish and Elvisb,

Chaotic and ElderiD (the Elder "Black Tongue"). Magik Powers:

I f a l iving, sentient being is sacrificed to th e Idol i t "eats"

th e soul and comes to "l ife ." I t wi l l then 'ei the r teach i ts

worsnipper one spell or open anyone of the Gates to Hell. I f

two such sacrifices ar e made i t wil l summon a lesser demon fo r 1hour's servitude and i f three ar e sacr i fi ced to i t , i t will sum-mon aby single Greater Demon and will guarantee you 3 minutes to

talk to i t (thereafter i f you've made no deal, i ts your l i fe andso ul to pay!). AC: 2+7 HD: 12DlO (120 hit points) Notes: This

idol 'o r being 1s i t s e l f a lesser demon with all of the powers ofa night d ~ m o n ) bu t more physical attacks due to i ts greater

nlDlber of arms)! I t IIlUSt be "fed" a l i fe of at least 1 HD insize each and every day and once p er l un ar c yc le a sentient l i fe

( irresct ive of the ahov. informat ion) must be fed to i t . Fail to

do so and i t comes to l i fe to devour i ts "failed" worshi.pper ! Foryou must worship i t! There is only one Idol of Doom!

H A G I ~ ART I FACT : THE S I LVER CAT ' S LEGACY

MAG I K ART I F ACT DEMONDRING (The Ring of Demonic P

Value: 50,uOO G.S. Composition: Spidersillt, s i lver , steel, leatheran d s.tiD. Age: 500 years. Looks: (see illustration) Al l is black wi thsilver accouterments. The sword blade i s solid, gleaming silveel (si l-

ver-steel). Weigbt: 18 lbs. Total Size: Fits all humanoids 5' Ion to6' ta l l and 170 to 195 Ibs. Nagik Powers: The boots. give silent, doublespeed; th e cape is a "bat c loak"; th e sword is +5/+5 and can teleport

i ta ' owner once pe r day ( i t baa no sentience or allignments but is named"Cat's Claw"); and the c loth ing aa a whole ar e At 5 and give a +5 saveVII all f i re , cold, para lysi s o r acid. Note: this is a se t , keyed fo rthieves, ass88sins or bards onl y. A ll others donning them ar e fatal lypoisODed (n o save l ) .

Value: 375,000 G.S. Composition: Demon bone and rainbow diamon( the eye ). Weight: usually about 2 ounces. Size: f i t s a ll

normal s i zed humanoids. Magik Powers: The wearer may take on th

aspect and full powers of the lesser demon type i t is keyed to !

Notes: These r ings a re so evil that anyone even touching one h

• 10 . chance of becoming evil themselves! A wearer has a 100% c(n o save versus of becoming cha\)tic evil) and th e ring takes a "

wish" to remove! There is also a 2% weekly chance that th e ring

"sU8DOn" a demon (a s i t ' s keyed to) to slay the wearer (this chaincreases to 10% each time th e shape changing power is used)!

~ l A G I ~ ART I FACT : D R A G O ~ S T h R 0 A T (HORN) MAGIK ART I FACT PUl..SONIC DISRUPTOR (Hl:.LL HAND)

Value: 125,000 G.S. Composition: Orichalcum, emeralds, rubies

and ivory. Weight: 15 1bs. Size: 39't long. lfagik Powers: The

horn will give forth, when blown, with "brea th " o f a d r i ~ g o n (ran

dom aa to color /type) t h ri c e da ily . I t will also, whenblown in other than combat, "summon" all dragons witbin a 5 mile

radius, aDd can be actually heard up to 100 miles away!

KAGIK ART I F AC T : SKELETON KEY

Value: 10,000 G.5. Composition: Varys, usually mitbril and Ivory.

Looks: as illustration. Weight: Varys, usually 3 to 5 ounces. S ize: 3to 5 inches bu t can vary. NagiJc Powers: This key wil l f i t a ll locka

regardless of size, type or composi·tion. I t alao has a 50% chanceof de-activating any magikal t ra p o r 90% fo r any mechanical one. I tis usuable ei ther once per day or 13 times pe r luna r cyc le dependingon type. I t can also be u se d l ike a poisOR needle as i t will exude,upon command, a 108 poison, Notes: The key attracts (30% chance) a ll

undead within a 90 ' radius!

Value: 250,000 G.S. Composition: Titanium, .Gadolinium, boron filameand some silver. Looks: (see illustration) usually a meta lic b lueoverall. Weight: bIbs . Power Source: Nuclear I'el1et. Maximum Cha

177 Maximum Range: 150 yar9s AC Penatration: 2+5 Damage pe r shotp oi nts . S iz e: f i t s a l l normal sized humanoid arms. Notes: This weonce put on 1s irremovable (until it s power source runs down) byanything less than a "fu ll wish." Al l h it by i t ar e dizzy, nauseatand stunned fo r lDlO melee rounds (20% chance) or ar e at -4 attack/defense fo r !Db turns. The devices own AC i s 2+2 and i t is immune tto any form of sonics. Cold o r h ea t only does 1/4 damage to i t . For

every sho t f i red from i t t h ~ r e is a 2% cumalative chance th e wearerwil l be driven insane from th e "back lash." At any rate the radiatifrom this technological device will do th e same in a year l I t ' s aHno win 9t situation.

K A G I K A R. T I F A C I:. L I V I N G S C R 0 L L

Value: 10,000 G.S. base pl us f or magik thereon. Composition: l ivifles11. Looks: Ia n with golden glowing runes , b lu e tongues, lips etand white lno i r i s ) eyes. Weignt: 10 Ibs. Size: 18" by 9" by 4" thAlliglUllent: varys. lIagiJc Powers: These scrolls will memorize onespell fo r each intel l igence point over B they have. They can memoany level spell read or shown to them completely. However once use

th e spell must be re-meJllOrized. AC: 6 HD: 8 points plus 1 pe r eacintelligence point over 9. Notes: These items may be constructed b

anyone who can construct a HOllOnculus. ADd l ike a HOllOnculus, i f t

scroll is destroyed," then th e owner/maker suffers equivalent damagRemember, these scrolls ar e sentient, and thua have feelings, beliand a l l such attendent problems and benefits .