1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | 22. | 23. | 24. | 25. | 26. | 27. | 28. | 29. | 30. |
31. | 32. | 33. | 34. | 35. | 36. | 37. | 38. | 39. | - |
Die Roll | Monster | Number |
1 | Giant rats | 4-24 |
2 | Baby boggle | 1 |
3 | Goblin Patrol | 6-15 |
4 | Witch doctor & patrol | 4-13 |
5 | Wolves | 1-3 |
6 | Haunt | 1 |
<Giant>
Rats: These creatures surprise
on a roll of
1-4 on 1d6. If they are encountered by
only
1 or 2 characters they attack. If the
party is larger when encountered the rats
sit
and watch the intruders intently, allowing
the party to pass unmolested.
Giant rats:
AC 7; MV 12"; HD 1/2;
hp 3 each; #AT 1; D 1-3
Rat leader: AC 7; MV 12"; HD 1; hp 7;
#AT 1; D 1-4
THACO 19
XP 17 (10+1/hp)
Boggle:
This boggle child has wandered
away from the lair and climbed the wall
and
is hiding in the shadows
ready to spring
down on unwary passerbys. It will surprise
on a roll of 1-5 on 1d6, leaping down on
a
random character and stunning for 1 round
<+4 to hit, disregard Dex bonus> <stunned character cannot act>
The creature will then grab the character's
weapon
and run down the hall giggling,
stopping and waving the weapon at
the party, encouraging them to chase. It
will
lead the party on a merry chase down the
hall, up the wall and over their heads.
Characters
may attempt to catch it by rolling to
hit AC 9, but once the boggle is grabbed
it
will slip out of their hands like a greased
pig.
If the creature takes 1/2 damage
it won't
think the chase is fun anymore and will
throw the weapon at the party and dimension
door
through a nearby rat hole.
Boggle
baby: AC 5; MV 9"; HD 2; hp 14;
#AT 3; D 1 each
Goblin
Patrol: This patrol is returning
to
their barracks and is tired. Their leader
is a <Fatigue, WSG>
gruff 1-eyed hobgoblin.
They are all
armed with throwing spears
and short
swords.
Once the party is sighted, the leader
will send a goblin to sound the hobgoblin
and
then attempt to hold the party till reinforcements
arrive. They throw their spears first.
Goblin:
AC 6; MV 6"; HD 1; hp 4 each;
#AT 1; D 1-6 by spear, 1-6 by short
sword
THACO 19
XP 14 each
Hobgoblin:
AC 5, MV 9"; HD 1+1; hp 7;
#AT 1; D 1-8 by spear
or 1-6 by short sword
THACO 18
XP 34
-
Witch
doctor: Guliyet,
a goblin..witch
doctor,
is accompanied by 3-12 goblin
guards carrying spears.
They are taking a
message to Icar
from Markessa, requesting
6 mind-numbed slaves
and the presence of
Estelrath the slaver. Guliyet is Markessa's
assistant and apprentice. She carries a
large
whistle that can he blown from both ends;
1 end sounds the alarm, and the other
makes no sound but summons a
large white
wolf, a winter
wolf, which arrives in 2
rounds. She wears a
bronze amulet worth
30 gp.
Guliyet: AC
2; MV 6"; MU4/C4;
hp 13;
#AT 1; D 1-6 <by quarterstaff>
Spells (clerical): cure
light wounds, darkness,
<remove>
fear, chant, resist
fire
Spells (magic-user): affect
normal fires,
push, shield,
invisibility, scare
<A tube of silvery fluid (quicksilver,
10 gp weight, worth 100 gp): T1-4.59>
<gum
Baklunish, a bit of bone from a ghoul>
<Saves 9, 12, 11, 15, 12>
<THACO 18>
<XP 454>
Goblins:
AC 2; MV 6"; HD 1; hp 4 each;
#AT 1; D 1-6 by spear
<THACO 19>
<XP 14 each>
Winter
wolf: AC 5; MV 18", HD 6; hp
30;
#AT 1; D 2-8 (6-24)
<THACO 15>
<XP 395>
Wolves:
The wolves used to guard the
dungeon are sometimes allowed to roam
free. They snarl and attack if they are
surprised
or attacked. If not surprised they act
curious, but irritable and hungry.
Wolves:
AC 7; MV 18"; HD 2+2; hp 11
each; #AT 1; D 2-8
<THACO 16>
<XP 68 each>
Haunt:
This haunt is the spirit of a slave
who was killed in this AREA while trying
to
escape. The haunt's mission is to escape
from the hill fort. Any character possessed
by the haunt will try to TAKE the shortest
way out of the dungeon unless the haunt
is
convinced by the party that safety and
the
best chance of escape lies in numbers.
Haunt: AC
0; MV 6"; HD 5; hp 27; #AT 1;
D special
<THACO 15>
<XP 273>
>>1.