Adventures Dragon magazine - The Dragon #37 1st Ed. AD&D
Introduction Narrion and the Land Surrounding (Map A) Rumors and Lejends The Lejend of Bornn Angry Villagers
Wandering Monsters The Prowler The Jarkung Elemental Demon (Gremlin) The Oracle (aka the Stalker)
The Pit Level One and The Stone (Map B) Key to Room Descriptions - -

The Pit of the Oracle,
by Stephen Sullivan

THE PIT OF THE ORACLE
INTRODUCTION
The Pit of The Oracle is a game module designed for use with the
rules of Advanced Dungeons & Dragons. It can be used by itself as a
self-contained campaign (or as a springboard to a larger campaign),
or it can be easily incorporated into an existing campaign.

Many non-essential specifics have been left out, enough so that
each DM can flesh out the area to his/her taste, or to
conform to the setting of an existing world. This “incompleteness,”
while making the module more adaptable, also insures that no two
campaigns in and around The Pit of The Oracle will ever be alike.
This enables a DM to be a player in someone else’s campaign
without having too much advance knowledge of what the campaign
world is like.

The openness of construction does not mean that The Pit of The
Oracle is not ready to play as it is. It can be used exactly as presented,
providing that the material is read thoroughly before starting to play,
so that the many interrelationships between parts of the module can
be fully understood.

Map A--Narrion and the Land Surrounding
 
Loch Lakan The Moor The Jarkung Lands Greenwoods The Oracle
The Black Forest The Shunned Hills Narrion The Stalker -

The small town of Narrion is located precariously on the very
edge of the wild country, and as such is often a stopping place for
adventurers going from one AREA to the other. There is not terribly
much trouble in wandering by day down the small roads through the
large expanses of untended grasslands which extend southeastward
between Narrion and the next nearest town (except for an occasional
bandit or two)—but the legends of the blasphemous things
that roam the deserted plains by night are numerous and particularly
horrible (at least, to the pale-hearted folk of the town).

LOCH LAKAN
To the north and west of the town lie the cold, dark waters of Loch
Lakan, an unremarkable fresh water lake in all respects except for
the fact that local legend makes it out to be the home of a horrible
monster. The creature is actually a very large Plesiosaurus (160 HP)
who differs from the normal beasts (aside from its size) in the fact that
it swallows its prey alive on a roll of 10% (+2) over what it normally
needs to hit, or on a roll of 20 in any case. On a roll of 1 on a d6, the
beast will notice anything moving in or on the lake and try to make a
snack of the intruder. Because of this creature, none of the locals fish
or swim in the lake—though about once a year some foolhardy child
will take it into his/her head to defy the town elders and take a quick
dip. About once out of every 10 times the child returns, usually very
shaken up.

How the creature came to be in the lake is a disputed matter in
local LEJEND. Some insist that long ago a black-hearted star fell from
the sky into the center of the lake and spawned the thing. Other tales
insist that the monster is the result of a witch’s or wizard’s (the
legends vary) curse upon the lake and the lost fishermen of Narrion
(whose cries, some insist, can still be heard at night). Still others insist
that there have never been fishermen in Narrion because the monster
has always been in the lake. And a final faction insists that when
the Stalker first came to Narrion it brought the creature with it as its
pet. There are many other such tales, but they are all variations on
these themes.

THE MOOR
To the northeast of the town lies the Moor (often called “The
Haunted Moor” by the old wives of the town), through which the
Moor Road runs on its way to the Jarkung Lands and the edge of the
wild. There are numerous legends about the Moor, most of them
concerning spirits of one type or another, such as the headless bandit
who rides the road on the nights when the moon is but a pale sliver in
the night sky, or the werewolf ghost of Kevin O’Korr, or the will-owisps
which dart here and there among the treacherous bogs (which,
some claim, cause the strange glows which can be seen on the moor
at nights) or even the dreaded banshee who howls her loneliness on
cold nights. Whether these rumors have a basis in fact or not, the
Moor can certainly be a treacherous place to wander in unguided,
for there are dreadful mires which seem to appear from nowhere and
suck unwary wanderers to their deaths in the peat far below.

THE JARKUNG LANDS
If one were to follow the Moor Road northeast from Narrion for
many miles through the Moor and past the end of that desolate bog,
one would eventually come to the Edge of The Wild and the Jarkung
Lands. Little is known about this area by the people of Narrion, for
few ever venture to the Edge of The Wild and fewer still return from
that direction. It is known that beyond the Moor lies a vast, desertlike
land full of boulders and strange rock formations and sand. It is
here that there is said to exist a half-devil race whom men call
Jarkung. Not much is known of them but they are generally very
hostile toward mankind, and the villagers are very afraid of them and
thankful of their remoteness. To talk of the Jarkung will bring a
serious look to most any face in Narrion, for they are generally
accepted as existing—even if they are not exactly what they’re
reputed to be.

GREENWOODS
To the west of Narrion, between Loch Lakan and the Narrion
Road, are situated two small patches of forest called the
Greenwoods. Most folk generally agree that there is nothing remarkable
about these two patches of trees, but there are a few who insist
that the wood was once part of a great forest which, upon being
cursed by a wizard, withered and died.

THE ORACLE
Southwest of Narrion, in the mound that has come to bear his
name, dwells the far-famed Oracle of Narrion. This aged seer has
lived in the pit below the Rock of the Oracle longer than anyone in
Narrion would even venture to guess. The townsfolk are grateful for
his presence, both because of the travelers that come to the small
town to pay homage to the seer and for the most fabulous predictions
that he makes on their behalf—especially concerning the
dread Stalker. An amazing number of the Oracle’s predictions have
come true, especially concerning when the monster will strike. He
does not always speak of the question asked but sometimes refers to
more important events in the near future. The townsfolk have not
always understood his cryptic messages in time to do anything
about the portents. (In fact, there have been few times when the
warnings have not made any difference at all, but to the people this
doesn’t seem to matter, for he is their oracle and they will speak no ill
of him.)

To consult the Oracle, one goes to his mound and enters the
large rock on the summit through the cave opening on the north
side. In the dimly lit, rough-walled cavern a small black hole can be
seen in the center of the room. One must approach the 5’-diameter
hole with utmost reverence and drop a sacrifice (gold, food, etc.)
down the shaft to where the Oracle dwells below. One question may
be asked of the seer.

Then the wait begins. The Oracle has been known to ponder for
nearly a day before answering some questions put to him. If a day
and a night pass and the question has not been answered, then no
answer will be received, either because the sacrifice was too small or
because the ways of the Oracle are strange. In any case, one should
then retire and wait at least a day before trying to consult the Oracle
again.

If one gets an answer, it will usually be fathomable in proportion
to the sacrifice given: the more valuable the sacrifice, the more plain
the answer. This, however, is not always the case. Once one answer
is given a second question may be asked, but it must be on another
subject in order to have a chance of it receiving an answer, for
oracles are loath to explain their cryptic remarks. (A second sacrifice
for a second question at this point wouldn’t hurt, either.)

The Oracle usually answers in riddles or rhymes or combinations
thereof.

THE BLACK FOREST
This dark, dense mass of trees stretches from just past the Mound
of the Oracle far to the southeast of the land beyond Narrion. No one
knows what lurks at the center of the Black Forest, though it is
generally agreed to be either a very ancient castle, or a dragon, or
both. A few people think that this is where the Lurkers in Shadow
originate from, and the wood has been said to contain nearly every
other type of abomination as well. As is often the case among the folk
of Narrion, some insist that the forest has been twisted and cursed by
an evil wizard, and perhaps even this is true.

THE SHUNNED HILLS
These bleak hills are generally accepted to be the place from
which the dread Lurkers in Shadow originate. It is said that the
obscene creatures lurk and breed in caverns deep in the bowels of
the hills, and only venture forth at night when the moon is dark to
garner human captives for their unholy rites. The people fear these
beings second only to the Stalker himself. It is said that the Lurkers’
tunnels honeycomb the entire length of the Shunned Hills. Some
even suggest that they reach underground into the very heart of
Narrion, and that the Lurkers and the Stalker are one and the same.
But not many souls believe this premise, for it is said that quite some
years ago a mighty hero killed one of the Lurkers and displayed its
body for a long time in the public square, but the attacks of the
Stalker did not stop. (The small, lizard-like body of the Lurker has
since either been lost or was thrown away because of the legendary
stench of the carcass.)

In actuality the Lurkers are a large band of troglodytes who live in
a series of honeycombed mazes beneath the Shunned Hills. They
generally live up to most of what is attributed to them.

NARRION
Narrion is an unremarkable town situated not far from the edge
of the wilderness. Being so close to the wild country, the town has
found it necessary to have a large (30’) wooden wall (with a small
parapet) constructed around its perimeter in order to keep certain
undesirable types from raiding the town after dusk. To this end there
are also guard platforms on the northernmost and southernmost
corners of the wall. The town’s 2 gates, the great Front Gate and
smaller Moor Gate, are closed promptly at dusk and are not
reopened for ANY reason until dawn.

The shops of the town are usually open for an hour or 2 after
sunset, but the proprietors can usually be called to business at any
hour by a sharp rap on the door. It is recommended, however, that
anyone doing so have just cause, or face the wrath of a very disgruntled
shopkeeper.

The taverns are generally open until two or three in the morning,
but can be persuaded to stay open longer if there’s a profit to be
made. The inns are normally open all night (or at least can be
“opened” with a good shout), to take care of the few who are always
straggling in from the bars at odd hours, and also because it’s a sort
of tradition for inns to be open all night (after all, no one legally
enters town after dark). You can usually get a drink at any time of
night at any inn (though if you wake someone up just for a drink, it
may cost you dearly).

The laws of Narrion are basically common-courtesy rules. If
someone doesn’t like the way you are acting in his place of business,
he has the right to throw you out. If you give a shopkeeper any
trouble, he will call the town guard (and the town guard does not like
to be disturbed, being basically lazy in regards to working), and the
guard will throw you out. If you’re caught stealing the offended party
can either demand that you pay for the item (and they may not give
you the item), throw you out on your ear, or bring you to public trial,
which is also what happens if you have committed a gross offense of
one kind or another.

Public trial consists of bringing the accused party before an
assembly of the entire population of the town (usually at noon, but it
can be in the middle of the night if the case is urgent) at the town
gallows. The accuser presents his case before the assemblage. The
town then decides the fate of the accused and, if he is found guilty,
the punishment. (Remember how carried away large groups of
people can get, especially if they have been awakened from a sound
sleep.)

The accused cannot speak in his own defense, but another may
speak for him, or the accused may challenge the accuser to trial by
combat. Dueling is legal in Narrion; however, the person challenged
gets to choose the terms on which he fights. A duel in Narrion could
be between an armed man and an unarmed challenger, and would
still be legal. That is why town inhabitants will almost never choose
trial by combat.

People traveling through the town may be charged a Visitors Tax
of 1 g.p <$10>. by the innkeepers for the first night of their stay in town. This
small surcharge is to help defray the cost of maintaining the town’s
guard. Expenses not covered by the tax are taken care of in any way
the town can come up with such as fines for crimes, etc. The
innkeepers and shop owners usually make generous donations to
the guard as well.

THE STALKER
This is the horrible monster that keeps the town of Narrion in a
constant state of fear. It strikes mercilessly and without respect
for age, sex, or social prominence, in a seemingly random fashion.
Numerous attempts have been made to capture and destroy
the beast, and despite the help of the Oracle's prophesies, all
attempts have met with unmitigated failure, though once or twice
a number of men have managed to meet the thing head-on.

For a horror that is so familiar to the townspeople, the description

of the “Stalker” (which some unmemorable person dubbed
the creature hundreds of years past) is still much disputed. The
most accepted version of what the Stalker looks like is a huge,
hulking shadow-like thing, 9' tall, with many eyes, or insect eyes,
and a monstrous, gaping maw lined with razor-sharp, 6-inch-long
teeth.

Other descriptions are a lion-headed creature with huge,

leathery bat-wings; a man-frog with the legs of a bull and tail of a
dragon an amorphous blob, with a scaly hide which can grow
limbs and mouths at will; a demon or a devil; or any one of a
number of equally dissimilar creatures or combinations.

In actuality, if anyone could ever see through the darkness
(night, not a spell) and their own fear (which is unlikely) the
creature they would see would be a huge, shambling, mottled
green toad-thing with 2-inch-long claws and a maw like a bear
trap. It stands 8' tall at its massive shoulders (its head is set
slightly lower) and atop its froggy head are two sets of red and
black liquid eyes, the larger ones set where they would normally
be and the small ones above them on the monster’s forehead.
Men who have seen these grossly inhuman eyes have been
known to lose all courage and run from battle, and these men will
never be able to give an even remotely correct description of the
monster. (Note that this fear is not due to any ability that the
Stalker has but is merely a factor of the inhuman and unfamiliar
way it moves and fights. Check morale often if NPCs confront the
beast. It is extremely terrifying.) It often laughs in a dry, croaking
voice.

THE TOWN
The following outline of the town of Narrion provides only the
barest description of the town’s houses, stores and inns, and the
people who run the stores and inns, as well as a few of the town’s
other more exceptional citizens. The remainder of the details
have been left for individual DM’s to fill in. This adds a unique
touch to each “Narrion” so that no two will probably ever be alike,
thus creating the possibility that one DM may run in another DM’s
world even if both are familiar with Narrion as presented here.

In general, most of the townspeople should be of very low 
level, with only a few exceptional people standing between the

town and its downfall to the forces of the outside world.

Not only would a town full of super-characters take away the

town’s atmosphere, it would also destroy the threat of the Stalker,
which is supposed to be what the players will conquer. If they
defeat the monster then they may certainly populate the town with
whatever they like, providing that they do not fall under the “Angry
Villagers” section given later.

NARRION DETAIL MAP A
1) (F/2)

2) (MF/2)

3) (F/2)

4) (U/1)

5) The Blue Gill Tavern (T/1)—Hangout for local riffraff and
hoods is known locally for its cheap booze and frequent fights. It is
a good place to make underworld connections but is not terribly
good for picking up rumors or information. Both management and
patrons tend to be tight-lipped. The Bartender is untrustworthy
and a prolific liar on any subject when properly tipped.

6) (S/2)

7) (S/2)

8) (S/2)

9) (S/2)

10) The Narrion Inn (I/2)—This inn features a warm
atmosphere, good food and drink. comfy rooms, a jovial, rotund
Innkeeper/Barman, and fetching, but moral, serving girls. Many
of the less sleazy locals spend time here after dark, having a
drink, exchanging stories, and playing a competitive but friendly
game of darts. A good spot for rumors but not as flashy as the
Green Dragon Tavern (below).

11) The Hut of The Witch Ilsa (SH/2)—The Witch lives on
the 2nd floor of this building and runs a curio shop on the first
floor. She is a 3rd-level Magic-User who is constantly followed
by a black cat which acts as her familiar.
    Ilsa has Str-8, Int-16, Wis-12, Con-10, Dex-13 and Cha-6. Her
alignment is Neutral (tending toward Evil). She looks very aged,
but her age is not actually known. She walks with a cane (actually
a Staff of Withering). It is whispered that almost anything can be
bought in her shop. It is also whispered that she is responsible for
the occasional disappearances in the town, generally attributed
to the Stalker (this may be partially true), but the more sensible
people of the town take no stock in these rumors. (It is also
rumored that she uses her victims to restore her youth in some
arcane manner, but this is even less widely believed.)

12) (S/2)

13) (U/2)

14) (S/2)

15) (S/2)

16) The Temple of Apathy (CH/1)—This temple houses the
main religion of the people of Narrion. The religion preaches that
only through the ignoring of day-to-day events can a true state of
oneness with God be reached. An often-quoted passage from the
holy scriptures is, “God created the world in three days and then
left it alone because it no longer directly concerned him.” This
philosophy has quite naturally kept any concerted effort from
being organized to deal with the Stalker. The temple is run by one
first-level Priest who will ignore anyone entering the temple who
does not appear to directly concern him.
 
KEY TO BUILDING DESCRIPTIONS
Each building in the town of Narrion is described by a
letter-number code which provides the type of structure it is
and the number of floors it has. For instance, MF/2 means a
two-story, multi-family dwelling.

Building types are as follows:

CH = Church or Temple—a place of worship, usually
attended by a priest or priestess.

Bk = Barracks—a one-room building which houses a

large number of men such as the town guard.

I = Inn or Tavern-a building which can house travelers
which usually contains a restaurant/bar area and stables for
mounts and other animals.

F = Family—an average single-family dwelling, a multiroom
structure, usually not particularly expensive.

MF = Multi-family—essentially similar to an “F” dwelling, 
except that it houses more than one family in separate living
areas.

S = Slum—a very run-down family-type dwelling, usually
at least 2 stories high and usually a multi-family home.

SH = Shop/House—a building with space for a shop or
store along with living space which is partitioned off or located
on a separate floor. There is usually a description before the
designation describing what kind of combination structure the
building is.

U = Uninhabited—a building which is unoccupied, but
which usually has a particular designated function. The “U”
should be followed by a second designation to indicate this
function, as in “U/F/2” to stand for an uninhabited, 2-floor
family dwelling. The type of each uninhabited house has been
left up to the DM’s determination. designations can be developed
using the above guidelines.

Other map symbols
E) Watch Towers manned by 2 men <guards> at all times.

F) Gallows

G) Front Gate

H) Moor Gate
 

17) (MF/1)

18) (MF/2)

19) The Town Livery— Adventurers’ horses may be housed
here for a charge of 1 g.p <$10>. per night. The care is adequate and the
watchmen are fairly attentive.

20) The Golden Mug Inn (I/3)—This inn is the usual staying
place of adventurers in Narrion, so the inn’s bar is a good spot to
check for tales. Food and drink are both good and cheap, room
and board is <$5> per night. The barmaids are both beautiful
and willing, and the inn is always looking to hire new barmaids
who meet the requirements. (It is sometimes rumored that these
girls mysteriously disappear, though the Inn claims that they have
merely left town. This is generally accepted as the truth, since the
girls are known to be rather free with their favors.)
    The Innkeeper is a ruddy-complexioned FAT MAN by the name
of Cobbisan Ssa. He is very tight-lipped and nervous, and he
sweats at the least provocation or physical action. But his nervous
fear is well founded, for he is a thrall of the Stalker/Oracle. There
is a secret passage from the Oracle’s Temple Pit which has an
exit in the deepest part of the Inn’s wine cellar. This is one way
that the creature can enter the town undetected. Cobbisan lets
the creature through a secret door, and it then either moves into
the town proper or stalks through the secret passages which lead
to several of the inn’s rooms. (The passages lead from the cellar.)
The Oracle pays Cobbisan well for his services (which is why the
man can afford to run the inn so cheaply), but the bartender lives
in constant fear of being found out by other people. This makes
him very paranoid and nervous and he has, upon occasion, done
in a guest who asked too many questions or appeared to know too
much.

21) Smith (SH/1)—The Smith is a tall, dark man. His prices
are good and he treats his customers fairly—but woe to any who
cross him. Treat him as a 4th-level Fighter with 18/29 Strength.

22) (U/2)

23) (MF/3)

24) Bookstore (SH/2)—This strange little shop-house is run
by an eccentric old sage whose sight and hearing are both deteriorating;
he is therefore sometimes very hard to deal with. The
shop occasionally has rare books, tomes and scrolls which he will
part with for a very reasonable price. An occasional magic book will pop up also.
    <1. book of exalted deeds
    <2. book of vile darkness>

    <3. etc.>

25) (S/2)

26) (S/2)

27) The “Haunted House” (U/2)—In the cellar of this dilapitated
old house is a secret door which is the Oracle’s second
method of secretly entering Narrion, though it connects with the
same passage that runs from the Golden Mug Inn. It is the
Oracle’s occasional prowling through this house that has led to
the rumor that the old manse is haunted. Though most people
claim they don’t believe the place is haunted, everyone avoids it
like the plague.

28) (S/2)

29) (S/3)

30) (S/2)

31) (S/3)

32) (S/3)

33) (S/2)

34) (MF/3)

35) The Green Dragon Tavern (SH/2)—A good number of
adventurers can be found frequenting this tavern, as well as most
of the more boisterous locals, so this is a very good spot to pick up
information. The barkeep is a jolly, middleaged gent who lives
above the tavern with his good-natured wife (fairly pretty for her
age) and his two small children, a boy and a girl. Holliman (the
barkeep) is well known as a magnificent story teller and is very
knowledgeable on many subjects, knowledge that he will gladly
share with anyone asking him and offering a generous tip. With
his jovial good humor and quick wit he usually manages to keep
the crowd under control. He usually assumes the forefront concerning
matters which affect the whole town.

36) (MF/2)

37) (MF/2)

38) (F/2)

39) (F/1)—In this slightly rundown house lives Bornn, the
Fighter. He is getting on in years and is neither as strong nor as quick
as he used to be, though his wits are still as sharp as ever. He is a
conservative fellow by nature, and nearly a recluse. He has not
gone adventuring since he was converted to belief in the Church
of Apathy through an unfortunate set of circumstances involving
his late wife a number of years ago. He is, for all intents and
purposes, retired. But if he thought the cause were great enough,
he could be stirred to action. He is a Champion. On his
living-room wall hangs his mighty sword Rangorn, which is a +1
Lawful Good sword with Int 12, Ego 7 and three remaining wishes.
It speaks only lawful good and common, though it can communicate
telepathically. It has the following powers: 1) Cure Serious
Wounds, 2) X-Ray Vision, 3) +2 Str and 4) Detect Evil and
Good.

40) (F/2)—This modest house is the home of Bornn’s daughter,
Gay, and her 3-year-old son, Jon. She is a very beautiful, <COM=21>
blonde-tressed young woman with a pleasing figure and flashing
green eyes. She is often somber-faced, but has a bright, warm
smile and a lilting laugh when she chooses to display them. Since
her husband was slain she has worked at the Green Dragon Tavern
as a singer and a dancer. She is as protective of her father as he is of
her.

41) (Bk/2)—Barracks housing about 50 lazy and apathetic
soldiers.

42) The General Store (SH/2)—An average general store
run by a chubby, middle-aged woman (Gloria Simins) and her 2
beautiful <COM 20, 21> teen-age daughters, Lena, the eldest, and Marci. The
3 of them live above the store.

RUMORS AND LEGENDS
These are the rumors that commonly float around the town of
Narrion. If characters are just asking around, allow about an 80%
chance that they will get a false or trivial bit of information, unless
the source is reliable or has a reaction of 10 or above toward the <10 as in 10%?>
characters. Keep in mind also that most people wouldn’t know too
many unusual things (that had any truth at all to them).

In no case should rumors approach the truth more than the
rumors given in the outlines, without very good reason.

Rumors not already detailed elsewhere in the text will be given
hereafter.

Roll a 12-sided die:
1) The Witch Ilsa

2) The “Haunted House

3) The Golden Mug Inn

4) The Bookstore

5) The Hills of the Jarkung

6) The Oracle (perhaps a recent prophecy)

7) The Loch Lakan Monster

8) The Moor

9) The Stalker

10) The Lurkers in Shadow (Troglodytes) and their underworld
realm

11) Misc. Wilderness rumor

12) Bornn, the fighter (his family, his history, and his conversion
to the Faith of the Temple of Apathy)

THE LEJEND OF BORNN

Following is a brief outline of what one might hear concerning
the life of Bornn, the fighter. It is a general guide only; there is no
one who would tell it exactly this way. Here are the facts:

1) Both Bornn <#39> and his daughter <#40> live in relative seclusion in
separate houses at the edge of town. It has been thus since Bornn
was converted to the faith of Apathy years ago.

2) In the beginning Bornn had been very active in the town
defense and had even pitted his sword against the Stalker and
wounded the beast, though it escaped.

3) One night as he sat at home with his wife Elaine, he heard a
scream of terror. Kissing her farewell, he rushed into the square
to see a dark shadow grappling with a villager.

4) Bornn swung his sword and hit the shadow a mighty blow.
It fell to the ground, and in the moonlight Bornn could see that this
was not the Stalker but the reptile-like form of one of the Lurkers in
Shadow.

5) Then he heard his wife scream. Breaking down his own
door, he rushed into his living room and saw a hulking shadowthing
hunching over the dead body of his wife. He charged the
monster with a blood-curdling scream and smote the monster’s
flesh and bone with such force that the blow carried Bornn to the
floor. The monster just laughed.

6) In his dazed stupor, Bornn swore that he saw the monster
dissolve into the shadows and disappear from the house.

7) From then on, he has led the life of a recluse, even refusing
the company of his daughter Gay and her husband. The total
randomness and meaninglessness of his wife’s murder convinced
him that all the good that one can do in the world is for
naught, so one might as well be apathetic. Thus, he was converted
to the religion of Apathy. He still refused Gay’s requests
that he MOVE in with her and her husband because of the pride
which lingers in him to this day.

8) It was only a short time later that Gay’s husband, while
enlisted in the King’s Army as a mercenary soldier, was killed in a
battle with the Jarkung. But Gay had pride like her father’s and
would not consider moving in with him, not even when her son
was born a few months later, though they see each other fairly
often.

ANGRY VILLAGERS (village reactions)
This table is to be used if the Oracle is killed, or it can be used
for just about anything if you ignore the parts of the paragraphs
that obviously only apply to the death of the Oracle. With that
preface, the following are the possible reactions for the people of
Narrion (adding or subtracting from the dice roll for charisma
bonuses or penalties of the offender):

Roll 2 6-sided dice:
2-3 = ANGRY —The town is extremely upset at the death of
their Oracle; they don’t seem to care that he was a monster, they
would gladly sacrifice a few lives for the gift of prophecy. They
may not even believe that he was a monster; after all, there’s no
body. How do they know that you haven’t just done away with their
prophet? And besides, can you imagine what this will do to their
tourist industry? Character is lynched without trial.

4-5 = CONVICTED —Character is tried and convicted of
harming the town or a resident of the town and either hung,
stoned, or otherwise subjected to the eye-for-an-eye justice
system.

6-7 = HOSTILE —Tried, but the people can’t seem to make up
their minds on guilt and finally decide to EXILE the offender from
the town, maybe even with some supplies.

8-10 = ACQUITTED —Tried and let off, but the people probably
aren’t terribly pleased and will request that the offender
leave town.

11-12 = JUBILANT —The townspeople are overjoyed that
they have been released from the curse on their village. They
raise the SLAYER on their shoulders, parade him through the town
and give him the keys to the city and a night on the town. If the roll
plus bonuses for reaction is over 13, the people will beg him to <cf. encounter reactions>
stay and give him a house and a cushy job and his pick of the
unmarried women of the town, etc. (Now, if only you’d do something
about that Lake monster, and those Lurkers . . .)

Note that these reactions do not apply until it is discovered
that the Oracle is missing or until some idiot spreads the news
around.

WANDERING MONSTERS
- Common (65%) Uncommon (20%) Rare (11%) Very Rare (4%)
1) Skeletons Trolls Ghosts Night Hag
2) Skeletons Trolls Xorn Mind Flayer
3) Skeletons Cerebral Parasite Roper Vampire
4) Skeletons Basilisks Xorn -
5) Troglodytes Medusa Ghosts -
6) Troglodytes Mimic Ghosts -
7) Troglodytes Gargoyles - -
8) Centipedes Black Pudding - -
9) Centipedes Grey Ooze - -
10) Gas Spores Prowler - -
11) Gas Spores Prowler - -
12) Giant Spiders Trolls - -
13) Giant Spiders - - -
14) Stirges - - -
15) Stirges - - -
16) Stirges - - -
17) Centipedes - - -
18) Troglodytes - - -
19) Skeletons - - -
20) Skeletons - - -

Skeletons —Skeletons found in the service of the Oracle are of
the normal type, with the exception that they all have 16 hit points,
more than twice the normal maximum. Other than this one discrepancy,
the monsters named above are all as they appear in the
Monster Manual, or as listed elsewhere in this module.

Frequency for monsters in the Pit of the Oracle supercedes

anything written elsewhere.

The Prowler +
The Jarkung +

Note—Both the Jarkung (TD-14) and the Prowler (TD-7) originally <
#14?>
appeared in issues of The Dragon. They are represented here
more or less as they originally appeared, with some interpretations
where the original text was lacking the detail necessary for inclusion
in the Monster Manual format.

Elemental Demon (Gremlin)
The Oracle (aka The Stalker)

THE PIT
The Pit of the Oracle was torn out of the heart of the stone many
years ago by the Dark Lord's eldritch magicks when the land was
young. He equipped it well with traps and treasure and a special
array of monsters. The magic processes that created the Pit also
rendered it immune to certain forms of attack that might assault it.
(This applies only to non movable features such as doors, walls, etc.)
The Pit is immune to fire, water, earthquakes, and wind-based
attacks as well as electricity and disintegration.

Encounters are checked for as in a normal dungeon but using
the special Pit of the Oracle Wandering Monsters chart.

Level One and the Stone (Map B)
THE STONE
The ancient, hollowed-out Stone of the Oracle sits on the top of
the Mound of the Oracle (A on Map A).

In the middle of the cave is a five-foot diameter hole (marked A
on Map B) which descends deep into the Pit and down which seekers
call their questions to the mysterious Oracle. If one were to descend
through the hole, one would find oneself in the Hall of the Idols, and
if one continued the path would lead to the Great Hall below. <link>
 
 
KEY TO ROOM DESCRIPTIONS
The general features of each room or section of The Pit of
The Oracle’s 2 underground levels are listed in a code
which is defined below.

Each room's number is followed by the room's name or a
special description, if any, of that numbered section of the
map. Unnamed rooms are represented by ---.
Next is the letter A, B, or C, describing the lighting in the
area. A = no light source; B = dim light, usually coming
from a source outside the immediate area; C = normal
natural light, as if from firelight.

Next is the word "Shielded" or "Non-shielded." A
shielded area IS one which is lead-lined to prevent the use of
ESP or any sort of X- ray vision to view its contents. The word
"Shielded" in parentheses means that the area is leadlined,
usually to prevent detection of some other shielded
area, but has easy methods of entry which may make the
shielding ineffectual.

Next is a description of the features of the door(s) enclosing
the area, if any:

Door type is either W = wooden; WB = wooden, banded
with metal; S = stone; or M = metal.

Handles or protrusions, if any, are indicated by K = knob;
L = latch; N = none.

Locks or devices to prevent entry are described as either H
= hidden latch: LK = locked: ML = magical lock; or U
= unlocked. If locked the letter or letters describing the lock
are followed by a small letter i = locked on the inside of the
room or area the door encloses, o = locked on the outside
of the room or area; or b = locked on both sides.

If there is more than one door enclosing an area, each is
designated by the direction in which it opens (North South
East or West) and the number of the room or area into which it
opens.

MAP B LEVEL ONE AND THE STONE
Room 1)/---/A/Non-shielded; Door-None.

2)/---/A/Non-shielded; Door-None.

3)/Spider room/A/Nonshielded; Door-None. This room is filled
with webs in which live 6 Giant Spiders, 16 20 12 30 28 19 HTK.

4)/Weapons room/A/Non shielded; Door-None. Trap-spiked
sheet, 2-24, falling from ceiling on characters within 2 dotted lines
S1 = war hammer; S2 = long sword, P = chain mail (all hung on
wall).

5)/The Room of Mirrors/B/Non-shielded; Door-None. Every
available surface in this room is covered with unbreakable, indullable
mirrors, including the floor and ceiling.

6)/---/B/Non-shielded; Door-None. Vases 1 & 2 filled with water
(for washbasin).

7)/---/B/Non-shielded; Door-None.

8)/---/B/Non-shielded; Door-None.

9)/Shield room/A/Non-shielded; Door-None. P1 & 2 = steel
shields.

10)/Final Hieroglyph Room/C/Non-shielded; Door-None.
Within this room can be found the final series of pictographs depicting
the history of the Oracle. The walls can be read as follows: The
Dark Lord creates the Pit with mighty spells; He calls his evil minions
from all over the world and chooses which of them will inhabit the
pit; He grants his minion the Oracle (toad thing) dominion over all
the lesser nasties, gives it the gift of the “third-eye,” and in an unholy
rite removes the monster’s heart and soul from its body. A = a
jackal-faced idol with a small, lidded vase in its hands. This vase
contains 1 dose of a Potion of Longevity which renews itself every 4
hours. However, the vase cannot be removed and is too small to
stick more than 3 fingers into. To make matters worse, the potion
level is low enough that it cannot be lapped up, and the statue is too
heavy (part of the bedrock, actually), to be moved. Woe to anyone
who harms the idol, for harming it will summon the Oracle, or, if it’s
dead, the other minions of the Dark Lord.

11)/---/B/Non-shielded; Door-None.

12)/The Hall of the Idols/B/Non-shielded; Door-None. 



In the

middle of this many-columned room is a well which leads from A in
the Stone to A in the Great Hall (rm. 19/level 2) below. The pit is
exactly above the four dots in the well. Statues B & C are human
fighting men; B has one part of an Amulet of the Planes, a sun-like
medallion with a threaded center, around its neck; C has a stone
carving of what the whole should look like around its neck. D & E are
stylized dragons, and the iris of the right eye of D (which screws out)
is a dial with 24 markings which controls the plane traveled to (as the
alternative amulet in the DMG). This is the second part of the amulet.
F & G are statues of hippo-headed river gods; the right eye of G
screws out to become the third part of the amulet, an eye-shaped
centerpiece, the pupil of which acts as the socket for the fourth and
final piece of the amulet, the pointer. Around the necks of fighter
statues H & I are carved stone medallions; in the center of each is a
small, plain pointer. The pointer of I can be turned easily and
removed at will, but if the pointer of H is turned or molested in any
way, anyone touching the statue will receive 2-12 points of electrical
damage. The removable pointer from the medallion around the
neck of human fighter statue I snaps very nicely into the pupil of the
eye from statue G, completing the Amulet of the Planes. The pointer
determines which of the planes will be traveled to. (Note that if either
parts D or G are not screwed in tightly, the transportation will not be
predictable, for the synchronization will be off.)

13)/Water Fountain/A/Shielded; Door-(M/L/U). A is an ornate
stone fountain which is perpetually flowing. In it live 3 Water Weirds
with 20/15/12 hits to disrupt.

14)/Second Hieroglyph Room/C/Non-shielded; Door-None.
Within this room and the corridor connecting it with room 10 can be
seen the middle series of pictographs concerning the history of the
Oracle. The walls can be read as follows: The Dark Lord descends on
the castle of Narrion in a fiery blaze. He kills the local Druid with a
flick of his hand and shrivels the great western forest. He then
spawns the dark wood to the south of the castle and fills it with fell
creatures. In the lake called Lakan he places the dreaded monster
which drives the poor fishers from its foamy shores. Then he turns to
his true objective, his enemies in Narrion Castle, the lord and his
wizard sister. Long their battle raged through the castle, and the
simple villagers fled to the plains far north, in the shelter of the castle
of the wizard Elohir (ill-fated creator of the Jarkung) while the battle
blazed for many a day. Finally, the Dark Lord threw down the mighty
lord from the very parapet of Castle Narrion. The lord’s wizard sister
was enraged, but was no match for the Dark Lord. When the mighty
battle was finished not a stone remained of the castle, and the only
living thing left in the battleground was the Dark Lord. Having
accomplished his main objective, he then brought to the land his
general, the Stalker, to spread evil and terrorize the poor people of
Narrion, whom he drove back to the barren land that was once their
home by causing a foul quagmire swampland to spring up and engulf
the north plains. The frightened villagers then erected the small town
of Narrion on the ground where the castle had once stood.

15)/---/B/Non-shielded; Door-None. S = footman’s mace; P =
large shield; both are hung on the wall. Note also the Mirror of
Life Trapping behind the curtains on the wall.

16)/Hall of Tapestries/B/Non-shielded; Door-None.

17)/---/A/Non-shielded; Doors-S to 18 (WB/L/H i), E to 19
(S/N/H b). Perched above the corridor entrance to this room from
room 16 is a 46 hit-point Green Slime.

18)/The Stair to the Bottom of the Lake/A/Shielded; Door-(WB/
L/H o). This door is impassable from the inside and will slam shut
behind characters, trapping them inside. The stairs lead 10’ down to
a blank 5’-by-5’-by-10’ stone landing. Once all the characters in the
room have descended to the platform, the bottom literally falls out
and they find themselves falling through a black void. After a time
the fall ends, and they find themselves thrust into the icy water 200’
below the surface of Loch Lakan at point D on Map A. (Remember to
check for the monster).

19)/Stairs Down to Level 2/A/Shielded; Doors-(both) (S/N/H
b). This hidden stairway goes to level 2, #29 and is the same
stairway as room #24, level 2.

20)/The Beginning, History Room/C/Non-shielded; Door- (S/N/
H b). On the walls of this room can be seen the first in the series of
pictographs concerning the life of the Oracle/Stalker. The first
pictures on either wall are bas-reliefs of a man in a long, flowing,
floor-length robe with a face-covering, horned helmet through
which only two evil, orbless eyes can be seen. This is the Dark Lord.
The first series of pictures shows the Dark Lord sitting on his iron
throne, thinking of dark, vile schemes. He creates (mutates) the
hideous toad-like Stalker and sends the creature to lead one of his
many armies. While this war was being conducted in far-off lands, a
powerful lord and mighty wizardess had the audacity to direct their
army against the very stronghold of the Dark Lord himself. At first
their attack was fairly effective, but then the Dark Lord drew in his
mighty right arm and the army of the Stalker and crushed the
rebellious upstarts. The lord and his sister the wizardess, their army
devastated, fled to their ancestral castle near the shore of Loch
Lakan. The second series of pictures appears in room 14. Note that
these pictographs will not be understood by most people, requiring
quite a bit of intelligence to decipher them as they are given here.

21)/---/A/Non-shielded; Door-(W/L/ML i). V1 = water; V2 = 10
doses, love potion, treat as Philter of Love.

22)/---/A/Non-shielded; Door-None. V1 = water; V2 = unholy
water; V3 = acid.

23)/Arms Room/C/Non-shielded; Door-None. 2 spears, S1 &
S2, crossed over a Shield of Vulnerability -2 which is emblazoned
with the indullable Red-Eye, symbol of the Dark Lord.

24)/---/B/Non-shielded; Door-None.

25)/The Chamber of the Columns/B/Non-shielded; Door-
None.

26)/---/A/Non-shielded; Door-(WB/K/LK i). A = hollow column
filled with 2000 cp, 1000 sp, 4000 ep, with a Scarab of Death at the
bottom of the pile. However, 3 feet off the floor, hovering just above
the treasure pile, is a jet black Sphere of Annihilation. Note that all
the walls in the Pit have been magically rendered immune to disintegration,
and thus are immune to the sphere, even though the sphere
is more powerful than the spell. Note also that the Oracle and his
heart are likewise immune to this particular item.
27)/The Room of the Dead/A/Shielded; Door-(WB/K/LK o). A,
B, C, & D are the coffins of the 4 Vampires which inhabit this
room. A = female vampire, 24 hit points; B = female vampire, 56 hit
points; C = male vampire, 65 hit points; D = female vampire, 37 hit
points.

28)/Wandering Monster Materialization Room/C/Shielded;
Door-(W/K/U). The unearthly light in this room emanates from the
swirling dimensional rift which is in the place of the room’s east wall.
Once every turn, a random monster from the Pit table will step out of
the shimmering whirlpool and into the room. The monster can either
then leave through the rift or leave by the door and wander through
the pit to return at some later time (so characters may run into
returning monsters, also). However, if there are characters in the
room, chances are that the monster will want to fight them.
Characters below fourth level cannot pass through the rift unless
pulled through by someone else who can pass through. If characters
do pass through the barrier, the plane they come out on is determined
at random (with preference to the Negative Material and
other evil or dark planes), or send them somewhere else on earth
(with preference to the Narrion area, such as points B or C on Map
A), or into some future or past time. A Phase Door spell will cause the
portal to collapse into itself for one turn; all other attacks are
ineffective.

29)/Stairs down to level 2/A/Non-shielded; Door-None. Goes
down to level 2, rm #36.

Map C The Pit of the Oracle--Level Two
l)/Secret Passage to Narrion/A/Shielded; Door-(S/N/H b). This
secret passage. marked Al on Map A, goes from the Pit of the Oracle
to buildings #20 (The Golden Mug Inn) and #27 (Haunted House)
on Map A, Narrion Detail.

2)/The Hall of the Throne/C/(Shielded); Doors-N to 1 (S/N/H
b), W to 5 (S/N/U). This is the room where the Heart of the Oracle, a
black, oily gem, rests in a glass case upon a pedestal guarded by the
most fearsome of creatures. The pedestal and Heart are indicated by
“A.” B1 and B2 are 2 super-powerful Type VI Demons, each with
80 hit points. These monsters will stand stone-still (and even appear
to be statues to the unobservant) unless there is someone behind
line C who should not be there, in which case they will immediately
attack the intruder. Line C is also the point beyond which Dragon D
may not move the bulk of its body (because of magical enchantment).
Dragon D appears to be made of tarnished yellow metal of
some type, but this is only a side effect of the mighty enchantments
which the Dark Lord used on the creature when he first placed it in
the Pit. Though its size and color have been changed, the creature is
actually an ancient Red Dragon. Although its high intelligence has
been muted by the magic long ago performed on it, so that it can
neither talk nor employ spells, it gained several powerful and extraordinary
powers in the process. The first is immunity to any mind
related attacks, such as ESP and psionics. The second, and by far
more terrible, of its abilities is a breath weapon which it can employ
once every fifth melee round! It has 88 hit points.
 
 
KEY TO ROOM DESCRIPTIONS
The general features of each room |or| section of The Pit of
The Oracle’s 2 underground levels are listed in a code
which is defined below.

Each room’s number is followed by the room's name or a
special description, if any, of that numbered section of the
map. Unnamed rooms are represented by ---.

Next is the letter A, B, or C, describing the lighting in the
area. A = no light source; B = dim light, usually coming
from a source outside the immediate area; C = normal
natural light, as if from firelight.

Next is the word "Shielded" or "Non-shielded." A
shielded area is one which is lead-lined to prevent the use of
ESP or any sort of X-ray vision to view its contents. The word
"(Shielded)" in parentheses means that the area is leadlined,
usually to prevent detection of some other shielded
area, but has easy methods of entry which may make the
shielding ineffectual.

Next is a description of the features of the door(s) enclosing
the area, if any:

Door type is either W = wooden; WB = wooden, banded
with metal: S = stone; or M = metal.

Handles or protrusions, if any, are indicated by K = knob;
L = latch; N = none.

Locks or devices to prevent entry are described as either H
= hidden latch; LK = locked; ML = magical lock; or U
= unlocked. If locked, the letter or letters describing the lock
are followed by a small letter i = locked on the inside of the
room or area the door encloses, o = locked on the outside
of the room or area; or b = locked on both sides.
If there is more than one door enclosing an area, each is
designated by the direction in which it opens (North, South,
East, or West) and the number of the room or area into which it
opens.

3)/The Room of the Serpent/A/(Shielded); Door-entrance A,
blocked by large Mirror of Life Trapping in room #9; if mirror is
removed, entrance is opened. In this room resides a great Spirit
Naga who will attack anyone removing the mirror which blocks the
entrance to this room. It has 63 hit points.

4)/The Room of the Fire Pit/C/Non-shielded; Door-(S/N/H b).
This room contains a blood-stained altar (A) upon which the Oracle
occasionally dines, and the great sacrificial Fire Pit (B) which can
extend for great distances to either the core of the earth, the elemental
plane of Fire, or the Citadel of the Dark Lord, at the option of the
DM. If crossed, the Fire Pit does 2-12 points of damage; if it is
wandered into, the victim takes 6d6 damage per round.

5)/Corridor/A/Shielded; Doors-E to 2 (S/N/U); E to 21 (S/N/H
o). This corridor has pit X, which opens under anyone crossing over
it. It has a snap-shut lid, is 20’ deep and filled with spikes. Fall &
spikes do 2-24 total damage.

6)/Bubble Room/A/Shielded; Door-(S/N/H i). This room is filled
with bubbles which will float into room 7 and chase characters when
the door to the room is opened. The bubbles do 1-10 d6 of damage
in a 5’ diameter and explode on contact with anything. In the center
of the Bubble Room floats a great bubble twice the diameter of the
others (2 feet), and in the center of this floats a 40,000 gp diamond.
This bubble does 12d6 of damage when burst. There are 40 bubbles
in the room, not counting the great bubble.

7)/The Room of Bubbly Death/C/Shielded; Door-(S/N/unopenable
i). When this room is entered the door to room 6 opens to let the
bubbles within float out. The door will remain open until all characters
in front of the portcullis in room 17 are either dead or fled,
or all the bubbles have been exploded, including the great bubble. If
either of these circumstances are fulfilled the door will snap shut
(possibly trapping characters if the great bubble has been burst).
Bubbles will pursue characters to the first portcullis, carefully avoiding
the crossbow trap in corridor 17.

8)/---/B/Non-shielded; Door-None.

9)/---/B/(Shielded); Door-None. Mirror of Life Trapping is 6’
high and blocking the entrance to room 3. V1 & 2 = Water.

10)/The Hall of Treasure/B/Non-shielded; Door-None. This
treasure-filled room is where the Oracle most often rests, languishing
in his immense treasure pile. V1 = empty; V2 = poison, V3 = water;
V4 = Potion of Diminution.

Suggested treasure-15 swords including
3, +1; 1, +2; and 1, +3;

39 misc. weapons including 17 +1 arrows,
1 Hammer of Thunderbolts;

4 potions:

5 scrolls;

20 rings including 1 elemental command, 1 regeneration, 1 mammal control, 1 contrariness,
and 2 delusion;

3 maps;

1 Staff of Power, 1 Rod of Lordly
Might, 2 Snake Staffs, 1 Wand of Illusion, 1 Staff of Withering;

25
protective devices including 1 +1 armor, 2 +2 armor, 1 +3 armor, 2
+2 shields; 

1 ebony fly, 1 manta ray cloak, 1 mirror of opposition, 1
lyre of building. 1 horn of blasting, 1 silver horn of Valhalla, 1 boots
of levitation, one book of vile darkness, one copy of the Necromicon
(Latin), 1 girdle of masculinity/femininity, 1 deck of many things,
one magic carpet (hung on wall), and 1 crystal ball;

40,000 gp,
30,000 sp, 2000 ep, 1250 pp, 29,000 cp. Note that though the
treasure is great the risks and obstacles are incredible. (Many specifics
have been left to individual DM’s. Note too that where items listed
exceed the following information given, the remainder of the items
are non-magical.)

11)/The Den Of the Oracle/C/Non-shielded; Door-None. Washbasins
1, 2, 3, & 4 are of ordinary size and are filled with water; if
emptied, they will magically fill again in 1 hour. The water is
normal but each has slightly different minerals, so each type must be
obtained in order to work the magic. W9 is an unusually large empty
washbasin, which will hold 8 basinfuls of water, preferably one each
from W1, 2,3,4,5,6,7, & 8, located in this room and rooms 20 and
22. When the large basin is filled with liquid from the smaller basins,
all that is needed to set its magic to work is a slight breath across the
fluid’s surface. This is the Basin of All Things Past, and by gazing at its
surface one can see anything that has happened previous to the
viewing time. This is how the Oracle can discover knowledge of
things in the past, which are normally out of its power. Note that
none of these basins will appear to have any great magic power if
sold. Once the viewing is over, the water loses its power and becomes
only putrid water. A maximum viewing time of about five
minutes should be allowed

12)/---/A/Shielded; Door-(WB/K/U). This room contains 4 Xorn
(56,47,38,43 HTK). The door of the room automatically opens if the
Face (room 13) turns someone to stone.

13)/The Room of the Great Stone Face/C/Shielded Doors-E
(WB/K/U), N to 12 (WB/K/U), S to 15 (WB/K/U). A is the “Great
Stone Face,” actually a 7’ tall ceramic head. Anyone who looks into
the eyes of the Face will be turned to stone (saving throw allowed).
The stone that the characters are turned to is not ordinary stone,
though; it is a combination of rare minerals which Xorn are particularly
fond of. When a character is turned to stone by the Face, the
north and south doors will automatically open and the Xorn that live
in rooms 12 and 15 will come out to snack on the stone. One Xorn
can eat one human-sized statue in 5 rounds. If somehow a statue is
saved, remember that if the statue was damaged the person would
also be damaged in the same way. The Face itself can take up to 4 hit
points per round without being harmed, but 5 hits or more from any
particular blow will cause it to shatter and release the horrible contents
within: a mixed assortment of 27 Elemental Demons, each of
whom has the maximum of 24 hit points. These little devils will act
generally chaotically and whirl about the heads of the adventurers,
which can make for real problems if the room is already full of
hungry Xorn, and generally act in the manner which is prescribed for
them in their description. The Xorn will return to their rooms when
they run out of food, or if they’re sorely pressed in battle.

14)/Treasure room/A/Shielded; Door-(S/N/H b). This room
contains 1,000 gp, a Robe of Eyes, a Poison Robe and a Ring of
Shooting Stars.

15)/---/A/Shielded; Doors-N to 13 (WB/K/U), S to 16 (WB/K/
U). This room contains 4 Xorn (49,36,41,27). The door of the room
automatically opens if the Face (room 13) turns someone to stone,
releasing the Xorn.

16)/Bubble room/A/Shielded; Door-(WB/K/U). This room is
occupied by 20 bubbles (as in room 6), but they do only 1-6 d6 of
damage when they explode. The door does not open by itself, so
characters must open it themselves so that the bubbles can follow
them. These bubbles have no range limit and will follow characters
literally anywhere.

17)/Maze of Doom/C/Shielded; Door-(S/N/H). T = crossbow
bolt firing across the hall in the direction of the arrow to the opposite
wall, triggered by stepping within 2½ feet of the arrow. It does 2-8
pts. of damage to anyone who gets in the way. This corridor is a
passage maze with portcullises failing behind characters, trapping
them.

18)/---/B/Non-shielded; Door-(S/N/H).

19)/The Great Hall/B/Non-shielded; Door-None. A is the exit
from the pit in the stone and the well in the Hall of the Idols above.
The well is positioned exactly above the four dots on the floor.

20)/---/B/(Shielded); Door-(S/N/H b). W6 = holy water W7 =
unholy water. Both liquids are meant to be added to the Basin of All
Things Past, and the basins have the filling properties of the other
basins in rooms 11 and 22.

2l)/Illusion Room/B/(Shielded); Door-(S/N/H i). This room
projects the illusion of being a corridor which continues out of sight,
but it actually ends at the blank wall where indicated. This does not
mean that characters will ever hit the wall; they may believe that they
are walking while they are actually standing still. The portcullis
shown comes down behind characters once they are in the room.
They will see it, and may believe they are walking away from it, but if
they turn around and walk back it will only be the actual distance
away. The room is only intended to hold victims until the Oracle can
“take care” of them. Naturally, if they discover the illusion and find
the secret door, they may attempt to open it and escape.

22)/---/B/(Shielded); Door-None. V1 = water; V2 = Poison;
W8 = The Basin of Death. The thin, red liquid in this basin is
poisonous if imbibed, but if spilled is even more dangerous, for a
single drop will spring up into a 16-hit-point Skeleton and instantly
attack the spiller (perhaps causing more spilling). Allow 200 drops to
the basinful. The liquid will not mix with anything except the other 7
waters of the Basin of All Things Past. The Basin of Death has the
same filling properties as the other 7 normal-sized basins in rooms 11
and 20.

23)/---/B/Non-shielded; Door-None. P1 = small shield; P2 =
Shield +3.

24)/Stairs up to level one/A/Shielded; Doors-(both) (S/N/H b).
This is the same stairway as #19, level 1. Goes to #17, level 1.

25)/The Room of the Sword/A/Shielded; Door-( W/K/U). On the
wall in this room rests a most wondrous weapon, a Dancing + Vorpal
Blade, with a permanent improved invisibility on itself (does not
extend to wielder). It has no intelligence or ego and no other powers,
other than the normal. There is a problem, however, in the fact that it
will animate itself on the second round after the room is entered and
attack the party that has entered as if it were a tenth-level Lord
(invisibly) for 6 rounds. Then it will return to the wall to rest for 6
rounds before attacking again. (It does the 6-on, 6-off routine if
possessed by a character, also, but in that case will fight as a normal
dancing sword.) It is almost impossible to effectively combat the
sword if you can’t see it. If a character does grab it, it loses all
malicious intent and becomes a normal (?) Dancing Vorpal Blade.

26)/Corridor/A/Shielded; Doors-N to 25 (W/K/U), E to 30 (WB/
K/U). Trap = spikes from corners (2-16 pts. damage) triggered by
stepping into their line of fire.

27)/---/A/Non-shielded; Door-None.

28)/---/B/Non-shielded; Door-None.

29)/Tunnel to the Shunned Hills/A/(Shielded); Door-(S/N/H b).
This is the start of tunnel C1 on Map A, eventually leading to the lair
of the Troglodytes and their cave (entrance C, Map A).

30)/---/A/(Shielded); Door-(WB/K/U).

310?---/A/Non-shielded; Door-(M/K/LK o). A is a statue of a
hippo-god with ruby eyes worth 4,000 gp each (it is the same as and
magically linked to B in room 32); however, if one eye is removed, 2
Type I Demons will appear and try to kill the thief; if 2 eyes are taken,
4 Type II Demons will appear; if 3 eyes are taken, 8 Type III Demons
will appear; and if all 4 eyes are taken, 16 Type IV Demons will
appear. The only way to get rid of the Demons is either to combat
and defeat them or put all the eyes back, in which case all the
demons will disappear. If the eyes are removed again, the process
starts over again.


32)/---/A/Non-shielded; Door-(S/N/U). Statue B has exactly the
same properties as statue A in room 31. It also is a hippo-god.

33)/Ghost Room/A/Shielded; Doors-(S/N/U). This room contains
the Pit’s 4 Ghosts (60,45,72,53 HTK).

34)/---/A/Non-shielded; Door-None. This room contains one
73-hit-point Trapper.

35)/The Enchanted Stairway/A/Non-shielded; Door-(M/K/LK
i). If one goes up this stairway, after a long tiring climb one finds
oneself in a 5’-by-5’ room with a ladder leading to a trap door in the
ceiling. A character who goes through the trap door finds himself on
a platform apparently floating in the sky; a second later, the character
will fall 10-60 feet and land on either of the points marked B on
Map A, either into Loch Lakan or The Shunned Hills. Comrades
who follow would see the first character as being on the platform,
too, until they pass through to the platform, when they’d find
themselves falling, too, though not necessarily to the same spot that
the first character did. Going back down the Stairway doesn’t work,
for after one round of walking on the Stairway ail directions lead to
the platform anyway. Before that time, players may try to get back
through the locked, reinforced steel door. (Remember to check for
the monster if characters end up in the lake.)

36)/Stairway up to level one/A/Non-shielded; Door-None. Goes
up to level 1, room 29.

101 102 103 104 105 106 107 108 109 110
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