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The Lost Library of Q'Sh

Note: The actions of creatures at location 2). will probably occur before characters
reach location 1).

1). The stairs are marble and very worn. Several have been cracked into fragments
and all are slick with a green fungal slime. Movement on the stairs is at 1/2 speed
and anyone running on the stairs must make a fumble roll (see combat).

Combat on the stairs is at -2 to hit and combatants must roll a d20 at the start of
each combat round in which they are attacking (before any attack roll can be a
made) or defending to see if they lose their balance.

(a natural roll of 1 is critical fumble and any item held in hand or hands will be
dropped while 1d4 damage is taken and the combatant will tumble down the stairs
with the possibility of tumbling into someone below them who then must roll to see
if they fall as well whether they were attacking, defending or not. These fumble rolls
are taken separately so that a combatant may have to roll more than once to see if
they lose their balance or are knocked over by someone else losing their balance.
These rolls and their effects are done in order of initiative. Any attacker trying to hit
this combatant will miss unless they were attacking during the same segment of the
combat round in which case they will gain a +2 to hit against the falling combatant).

(a natural roll of 2 or 3 results in a combatant losing their footing and falling to their
knees or back on their butt and suffering 1hp damage as well as giving any
attacker a +2 to their to hit roll. Any attack they were attempting make will be
negated).

The green slime upon the stairs is a living organism but is harmless. It may be
consumed and is both tasty and nutritious. 8 ounces of slime is = to a day's rations.
It consumes vegetable matter and can double in size once a week if feed4 times its
starting weight, but it needs to be stored in a cold and damp environment. 5 gallons
of slime can be collected from the front stairs.

2). These are massive wooden doors each 15ft wide and 15ft tall bound in brass, but
heavily battered. The righthand door is wedged in place and must be broken, burnt
or somehow dismantled to remove it. It will not open. Any fore strong enough to
break the hinges free and move the warped wooden portal will tear it apart in an
explosion of splintered fragments and heavy bands of brass (100gp worth of brass
can be removed from these doors).

The lefthand door is split across its center and the lower half (about 4ft up from the
bottom) is partially open; enough for a man to slip inside. Sheltered in the doorway
is a 3hp goblin archer. He bears a shortbow, leather armor and shortword. He has 16
arrows in his quiver and will fire at maximum range toward anyone approaching the
stairs. He is normally AC6 but with the partially cover of the splintered doorway he
is AC2.
When he runs out of arrows or when character begin to ascend the stiars the goblin
archer will withdraw and the goblins at location 3), will begin to fan out along the
top of the stairs.

Note: The actions of creatures at location 2). will probably occur before characters
reach location 1).

3). This massively long portico is littered with debris.

Presently it is home to a small band of goblins who are camped close to the main
door. There are 12 of them with a 13th, an archer, standing guard by the doors at
location 2). Of the twelve the leader is a small but solid goblin armed with a spiked
mace, armored in a fresh shirt of padded leather and bearing a medium shield. He is
AC5 and 7HP and fights as a 1HD monster. In combat he kicks his more cowardly
fellows forward but trusts his other companions to follow where he leads so he
usually in the middle of the small group, neither rushing into combat nor lingering
behind.

2 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP
each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move
one to each side of their compatriots and try for flanking shots against their
enemies. If they run out of arrows they will draw their shortswords and attack.

9 Goblins have either a mace or shortsword. With either small or medium shields.
They are 4HP, AC6 and fight as 1-1 creatures.

All goblins wear small helms.

The leader carries the spending money for his group. A pouch with 27gp, 52sp,
39cp. The inside of his helm has a cloth lining containing 5pp and 3 small gems
worth 25gp, 20gp and 10gp.

The portico is a long marble porch with pillars and a screen made of rusted iron
lattice that allows people to peak out but makes it difficult to see in. The shortwall
around the portico is 4ft high with the lattice running another 15feet to the
overhanging roof.

The eastern side of the porch is the goblins latrine and the west is where they cook
their meals and sleep. A large iron pot is simmering over a fire when first found and
inside is some nameless though edible stew. Three large wooden barrels are
breached nearby. one is an almost empty barrel of water, one is full and the third is
a three quarters empty barrel of a thick ale. A pint of which is mildly intoxicating, 5
pints will make an average imbiber fairly drunk and 10 pints will render them
disgustingly bloto. There are 35 pints worth left in the barrel. A wooden bucket is
floating in the barrel of ale.

A dozen and a halh piles of animal skins and ragged cloth make up the goblins'
bedding. The chief sleeps on an overturned wooden bench with a thick bearskin and
a lumpy pillow. All the bedding is indescribably filthy and rank. If the common
bedding is searched 3 daggers, 18gp, 72 sp and an empty ivory scroll tube (worth
10gp) will be found.

The chiefs bedding has beneath a large two-handed sword and a man-sized shirt of
chainmail. In the pillow is a fine cloak with a gold ruby-set pin. The pin radiates
magic faintly and allows the wearer to speak with roses (and only roses) once a day
if they know the command word. To the right buyer it is worth 200gp.

The doors to Location 6). have been smashed open and only fragmens of wood still
dangle from the hinges.

The doors to location five are 10feet wide and 15feet high. They are unlocked but
slightly warped. They open outward and it takes a combined strength of 30 to open
them. Unfortunately the pull rings that were set in the door are missing and some
means of grasping the door will need to be devised (which shouldn't be hard as a
stout rope nailed to them with iron spikes should do the job).

3.1). This secret door defies natural detection and a search of the wall will reveal it
with a -4 modifier to the attempt (it is really well-made). There is no latch of
mechanism to open it from this side of the door. It is constructed of 1ft thick stone
blocks, about half the thickness of the outer wall and opens by being raised into the
ceiling by a counterweight that is released from location 8).

4). There is a mosaic here of an old man in robes holding a book with raised text. If
three of the letters of the text are pressed simultaneously a latch will click and the
door can be opened outward. Inside is a long hall. There are 2 sconces on each wall
set about 10ft apart with the stubs of burned out torches and a stairway leading
down to dungeon level 1.

5). The hallway is very wide and has an arched ceiling that peaks 15ft overhead. It
is extraordinarily dusty inside and the ceiling is choked with spiderwebs. When
either set of doors (north or south) is opened the dust will be stirred and a small
whirlwind will begin to dance in front of the open door. It will spin faster and faster
and the dust will begin to form into the shape of a man. If disturbed the forming
figure will give a loud moan of anguish and fly apart leaving a pile of dust behind,
but if it is left alone it will become the figure of a tall robed man holding a book. He
will hold out this book to the characters so that they can see the cover. On it is the
sigil of a snake swarming around a set runes. There are runes also inscribed along
the body of the snake but in a different language. If Comprehend Languages is cast
upon the book it will reveal dozens of names though one stands out as if embossed
(Zuel). The runes upon the snake remain undecipherable. The names around the
snake will begin to shift and push against the snake's encircling body and the
snake's body will begin to constrict. The figure of the robed man will let out a
scream and both man and book will explode in a cloud of dust. If the figure of the
man is touched at any point during this process he will collapse in a pile of dust,
though the book itself can be touched by the caster of the Comprehend Languages
spell.
Empty sconces where torches once rested alternate left and right down the hall
every 20ft and if the 1st sconce (where the secret door is marked) is turned to the
left a grinding sound will be heard, a small vibration will run through the floor and
the walls, while dust shakes from the ceiling. The 10ft section of wall which holds
the sconce will recede about an inch and stop. It is jammed shut. The movable wall
will take magic or picks and sledge hammers to take apart. It is an actual thick
section of stone wall formed of stone slabs weighing a couple of hundred pounds
each and expertly fitted together (damn that dwarven craftmanship) so knocking it
apart will probably involve a good deal of time, a slight chance of stones falling on
the character and a great deal of noise).

Once the obstruction is cleared a half-dozen skeletons will burst from the dark
interior of the room; each armed with sword and shield. The leader still wears a
rusty shirt of chain (he is AC4) while the others wear the scraps of rotted leather
armor they wore in life but are now of no additional protection. They bear longsword
and shield (giving the other 5 skeletons AC6) and do the damage of their weapon
unlike their more generic brethren. They will fight to their destruction.

If the thick cobwebs of the hall are searched or set afire (the webs will ignite but
they burn sluggishly taking 2 combat rounds for a 10ft section to burn through) a
mummified body will drop to the ground (with the chance of falling on anyone
standing directly under it. As the first 10ft section is burned a body will drop from
the entangling webs (or if the webs are cut away or the body found within and
pulled from them). 2 more bodies can be found among the cobwebs and will be
found when half the spiderwebs are burnt or removed.

The first body is that of a dwarf wearing a chain shirt and helm. He carries a
battleaxe clenched tightly in one withered fist. He has a pouch at his belt contain
30gp.

The second body is that of a man wearing robes and carrying a staff. He has a
medallion made of silver with a small red gem at its center worth (10gp) and a scroll
tube in his belt containing what appears to be the spell for Burning Hands but if cast
will cause the scroll to burst into flame and engulf the caster for 1d12 Dmg.

The third body is that of an elf wearing a fine shirt of chain and carrying a
longsword. His body will be the last discovered.

If all three bodies are discovered or when any attempt is made to open the northern
doors or turn the sconce in the hall to trigger the secret door a huge spider
construct will drop from the ceiling. It will immediately animate the 3 bodies who
will rise and attack the characters. This creature radiates magic and is not undead.
It is made from the hollowed out body of a giant spider.

Giant Spider Construct - 12hp, 2HD, AC6, 1 Attack (Bite for 1d10) Arrows cause no
damage. Stabbing/Thrusting weapons cause 1HP damage. Slashing/Chopping/Blunt
weapons cause double damage. Can animate and control up to 3 corpses.
Body 1 (dwarf)- 8hp, 1HD, AC5, 1 Attack (1d8 by weapon or 1d3 weaponless).
Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage

Body 2 (man) - 4HP, 1HD, AC 10, 1 Attack (1d6 by weapon or 1d3 weaponless).
Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage.

Body 3 - (elf) - 6hp, 1HD, AC5, 1 Attack (1d8 by weapon or 1d3 weaponless). Arrows
cause no damage. Stabbing/Thrusting weapons cause 1HP damage.

The northern doors are similar to the southern except that these have pull rings in
them. They are also warped shut and require a combined strength of 30 to open
them but doing so will trigger the Giant Spider Construct to release its three
animated corpses (if not already released) and attack.

6). The southern doors of this hallway are smashed apart and the remains hang
from the hinges. If the goblin's fire is still burning in location (3). then the first ten
feet of the passageway can be seen without other illumination. There is dust and
small debris in the corners of the hall but the center of the floor is clear except for
the stained footprints of many feet. (an examination will show that most of the
footprints are either made by goblins or an even smaller three-toed clawed foot, but
beneath the smaller footprints are larger prints of booted feet). These footprints run
the length of the hall till it turns west in location (6.1).

The hall is unlit but the rusted remains of wall sconces are set at intervals along the
wall at about a 6ft height. Most are broken and will not a hold a torch and some are
missing entirely. The sconce that is set at the spot of the secret door to location (7).
is one of the missing sconces and only a rusty stain remains. The secret door here
has a +1 modifier to detect but cannot be opened from this side. The door itself is
made of 1ft thick blocks of stone and will need to be knocked apart to access
location (7). (normally a difficult, time consuming and noisy activity).

The ceiling is 15ft high and arched. Though there are cobwebs aplenty they are the
work of small, common spiders. Their webs can be burned away but they will not
catch fire as to spread, nor are they particularly dense.

Toward the northern end of the hall is a doorway to location (10). It has a small
grilled opening covered by an iron plate which can be slid aside. Any thumping on
this door or unsuccessful attempts to open it [there is a thick crossbar locking it in
Location (10).] and the plate will slide open. A orc's face will appear behind the grill
and he will grumble "This better be good," in the Orcish. If he is not slain or
incapacitated immediately the iron plate will slam shut and a loud gong will be
heard coming from behind the door.

6.1) At the turn of the corner the characters will see a huge pool of dried blood that
spreads across the floor in front of the northern doors as well as splatters across the
walls up to nine feet in height as if something had been butchered in this spot. If the
characters approach the bloody floor a cold moaning wind will whip down the
corridor and set a dust devil amid the dried blood. In moments it will form the figure
of a robed man holding a scroll. If the figure is touched in any way it will collapse
into a pile of black powder. If allowed to form it will hold the scroll out to the
characters. If a Read Magic spell is cast upon the scroll it will create a bobbing spark
of light that can illuminate a 20ft radius and will drift about 10ft in front of the
character who cast Read Magic. This spark will dance about 5ft from the ground and
move first toward the west trying to lead the character further into the dungeon.

6 Note). There is a chance that an individual creature or patrol may appear in this
corridor while the characters are present. The following encounter may occur.

6.A). 6 Goblins from deeper within the library have been sent to reinforce those at
the front gate. 2 are archers

2 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP
each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move
one to each side of their compatriots and try for flanking shots against their
enemies. If they run out of arrows they will draw their shortswords and attack.

4 Goblins have either a mace or shortsword. With either small or medium shields.
They are 4HP, AC6 and fight as 1-1 creatures.

All goblins wear small helms.

6.B) 20 Goblins are being sent on a hunting party to find meat for the fire (there just
haven't been as many adventurers coming to the dungeon lately).

10 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP
each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move
one to each side of their compatriots and try for flanking shots against their
enemies. If they run out of arrows they will draw their shortswords and attack.

10 Goblins carry javelins (one in hand and two in a sheath on their backs) with short
swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures.
They can fight with their javelins as a hand-held weapon but normally through them
all first at a distance and closed with their shortswords.

All goblins have helms. Each carries a medium sack as well as a coil of twine and
another with 20feet or so of rope.

6.C). 3 Orcs from Location (10). coming to kick some crap out of a few goblins in
Location (3). for some fun. They will proceed out of the door between Locations
(10). and (6). but if they spot more than 2 characters they will turn and run for the
door, slamming and bolting it behind them. If they are able to do so the characters
will hear a deep gonging sound from behind the door to Location (10).

3 Orcs - Each Orc wears a suit of studded leather armor and carries a club in their
hand, but has a bastard sword sheathed at their belts. Most unusual is the tattoo of
an eye on the back of their bald heads. This tattoo radiates magic and allows the
Orcs to be aware of anyone approaching them from behind (range 10ft). They are
6hp, 1HD, AC6, dmg 1d6 club or 2d4 bastard sword.

If taken alive and questioned they (or it) will reveal some, none or all of the
following information amid various lies, curses and threats.

They are the orcs of the Third Eye and serve the great and powerful Zuel who
appears to them as a walking God formed of blood. He led them to this place season
upon season ago and they dwell in these stinking man-chambers in between the
times when the great and powerful Zuel sends them forth to raid or on strange
missions that are the God's will. He can say that his tribe has more than a hand of
hands in it or many hands of hands, he didn't excel at math. They inhabit the
chambers to the west, but further west than the chamber he came from. He and his
fellows keep an eye on the goblins in this area. The great and powerful Zuel has
commanded them never to go further east in this warren of chambers than the
hallway they are now in and they have marked the sign of the eye upon any doors
they are not to enter. The warrens go down and his tribe mainly lives on the lower
level, but they avoid the more dangerous places and the stairs or pits to levels
below that one (anything below Dungeon Level 1). They're entrance to the library is
to the west and they know of at least two other entrances to the library. None of
them can map worth a damn.

7), This chamber was a secret passage connecting the wide hallways leading from
the front doors, but now both western and eastern doors have been blocked and the
interior passage choked with rubble. The difficulty in opening the western door is
detailed in location (6). while the eastern door will open halfway as it raises into the
ceiling but will then jam and a pile of rubble will slide out through the half-open
section.

It is possible to clear the rubble but doing so will bring another fall of dirt and stone.
Anyone working at clearing the room must save versus their Dex or be clouted with
rock for 1d10 damage. Characters will be forced from this room by falling rock
unless some means is provided to protect them from the falling stone and keep it
from refilling the passage.

8). This is a large somewhat 'S' shaped room. The south-western end has two secret
doors. The western secret door is described in Location (5). but if the area is not
entered from that location the skeletons described will be clustered near the south-
western nook. They will react to the approach of characters from the north or
through the secret door nearby on the south wall.

The wide portion if the room running north-south has two long wooden tables with
benches against the west wall, a weapons rack, on the east wall, with ten light
crossbows (only two have not been rotted by a slow dripping leak that has come
down the wall from a large crack in the stone roof) and a score of bolt pouches
contain bolts, most of which will fly apart in flinders if anyone attempts to use them
as the damp and moisture have rotted them as well.
There is a larger weapons rack is against the wall near location (8.1)., but it is
empty. Against the wall facing the library's portico is wheel and pulley system to
raise the counterweight which is dropped when opening the southern secret door.

The floor of the room is scattered with broken bones and rotted leather armor,
sundered shields (four are still serviceable, medium shields) and ten longswords
with various degrees of rust (the swords are -2 to hit and damage till they have
been resharpened).

Amid the scattered bones on the floor of this room will be seen a black and dried
smear of blood leading to the far eastern end of the room and trailing around the
corner.

The door to the north is thick wood with iron bands and a iron grill work over a small
opening at chest height. Peering through grill work and shining a light through or
having some type of dark vision reveals Locastion (14). a corridor with doors similar
to this one, though details are hard to make out as they are slightly recessed into
the walls of the passage.

8.2). The smear of dried blood ends before the western door which is appears as a
normal wooden door with a pull ring. The space before the door is very similar to
Location (6.2) with a very large stain of black dried blood across the floor and
spattered on the walls. A moment after stepping within 10ft of this area or upon
opening the eastern door from the other side, a cold moaning wind will howl down
the passage and stir the blood into a dancing black dust devil which will turn into
the form of a robed woman. If this form is touched by anyone or anything during
this process or after it has solidified it will emit a screeching, wordless howl and
collapse into a pile of dried blood. If allowed to form the woman will hold out her
hands revealing that all her fingers have been torn or bitten off. She will look at
them herself, howl madly and throw herself at the nearest character, whereupon
she will burst into a cloud of dried blood, but anyone within a 10ft radius will find
themselves drenched with hot fresh blood as if a bucketful of the stuff had been
thrown at them.

9). The door to this room is a normal wooden door with no lock. It opens toward
Location (8.) and has a pull ring on its outer side.

There is an iron stove, cold and overturned in the south-east corner of the room.
The ventilation pipe hangs from the roof (inside the stove is a solid clump of ash
which, if smashed apart, reveals a piece of parchment 3/4 burned revealing 1/4 of
the 1st level of the dungeon below).

Against the north wall (marked with a boxed X on the map) is a short but long
cabinet. Inside can be found the ancient remains of the rations that the men, now
skeletons, ate in life. Once it was home to a nest of rats, now a score of these giant
creatures are also nothing but skeletons themselves. They are animated and with
the same vicious desire to kill as their once human counterparts. With a wordless
squeak they will spring out from the cabinet if opened and, in a flow of bony feet,
attack those in the room. They are 1hd-4 creatures with 2hp each and AC of 7 and 1
bite attack that will do 1hp of damage. If the nest of rotted bones and rations is
examined 200 cp can be sifted from the debris. But if this is done a trap door
beneath the base of the wormridden boards of the cabinet will be discovered
dropping down to dungeon level 1.

The room is lined with 10 beds against the east and 10 against the west walls.
These 20 beds are simple bunks with a wooden chest at the end of them. Each has
a pillow made of chicken feathers, a thin mattress made of straw on what were once
nets of hide straps. These straps have all been gnawed to pieces and the simple
mattresses have collapsed through them to the floor. If searched the rag pillows will
reveal several items.

A). A small glass container with a tarry black sludge at the bottom. This sludge is
actually a powerful drug. If smoked it will alleviate pain and cause minor
hallucinations. There is enough for 5 doses. A pair of normal sheathed throwing
daggers and a tinderbox is also in this pillow. The daggers are lightly blackened and
have a hard burnt substance on their blades.

B). This pillow contains a silver locket with an inscription inside saying "Love Potion
Loves Her Owlbear." It is a cheap locket with silver plate and is worth only 1sp.

C). A small flute carved from wood. Value 5cp

D). A chipped cube of glass. Looking through it will make anything seen through it
appear larger. Value 5sp.

E). This appears to be a small book, an adventure story set in an alternate world,
but slipped into the spine is a note in code. If deciphered by mundane or magical
means it will say, "Moonset, lower stacks".

The blankets and rag pillows are moth eaten and torn by small claws with a rank
smell of must and decay.

The 20 trunks at the feet of these beds are all locked with cheap simple locks. +2
bonus modifier to open. They can easily be smashed open with a sharp strike or
even kicked off the chest with a bootheel to the hasp. Inside are mostly rotted
clothing, belts, boots, but each has some personal gear and a coin pouch. These
pouches will contain 3d12cp, 2d10sp, 1d8gp, 25% chance of a ring, locket or pin
valued at 3d10gp,

Some have noteworthy items.

a). The bottom of this trunk has a trapped (poison needle but the virulence of the
poison has diminished with age and not only causes 1d6 damage (rather than
death) save for 1/2 damage) secret compartment. Inside this compartment is a shirt
and pants of light black cloth, soft black shoes whose soles will an abraded surface
that allows the wearer to grip surfaces better (adds a + 5% to attempts at climbing
walls or moving across slick surfaces). There is a dried stick of black face paint, a
bottle of a dried greenish substance (once a gummy poison that could be coated on
blades. It is still faintly poisonous and eating a quantity of it will cause 3d6 damage,
save for 1/2 damage), and a sheaf of thin paper with a small dried bottle of ink and
a quill pen.

There are three weapons in the case.

A set of 12 small throwing knives. These have no grip, just a heavy tang to balance
the blade weight. These small knives are a nonmagical +2 to hit and do 1d4
damage.

A long curved double-edged dagger. The blade is blackened with a runnel down its
length (where a gummy poison could be coated without risk of rubbing off when
sheathed). It is a non-magical +2 to hit and does 1d6 damage.

A pair of black gloves with a set of iron spikes at the top and base of the palm. This
device makes it easier to climb (+20% bonus) and can be used in weaponless
combat to add 1 HP of damage per attack.

There is also a roll of 4 glass tubes. Each is filled with small grayish glass pellets (5
per vial). If the glass is broken they explode in a 10x10 ft cloud of harmless but
opaque grey smoke that will dissipate after 3 combat rounds.

b). This chest has a smaller box filled with scrolls of an erotic nature. There are 37
scrolls that run in value to the right 'collector' for between 5sp to 10gp each.

c). Inside this chest there is a small wooden box. It is very old but solidly made. It
seems to be filled with very small bones, each with a mark carved upon them (if the
writing can be seen at all so minute are the letters). If they bones are removed upon
the case the will vibrate slightly and if several are removed near each other they
will begin to join together. If the entire box is dumped out they will pull themselves
in a set of 6 skeletal mice with a seventh that holds a stringed instrument made of
bones. A thin and high music will come from the instrument. The six mouse
skeletons will begin to dance around the player. Tiny squeaks will be heard above
the music. Slowly the music will grow louder and after another minute or two the
dancers will begin to bow to the ground as they dance. They will grovel upon their
bony bellies before the music. Any characters within hearing of the music must first
save versus charm or begin to dance themselves. Those who succeed in their save
must then save versus fear or become paralyzed. This dance will go on for 5
minutes till the charmed characters find themselves groveling on their own
stomachs. Then the music will stop and the skeletal mice will search for the box,
open its lid, climb inside and fall to pieces. The box and bones are immune to
ordinary damage and if the bones are scattered they will return (somehow) to the
box by the next rising of the moon. The character which opened the box will find it
returned to his possession no matter how he tries to get rid of it. At the waning of
the moon he must save versus charm or he will open the box again and dance.
10). This room is part of a small outpost of orcs. It currently contains 9 orcs but the
inhabitants of Locations (10.1) and (10.2) have removed the interior doors in-
between these three locations and regularly pass back and forth.

The eastern door is very strong. It is made of thick wood with iron bands to reinforce
it. There was once a mechanical lock but it was broken long ago. Now the door is
kept shut by a heavy bar that rests in staples set deeply into the stone wall to either
side. The door itself will break before the iron bar is bent or the staples ripped from
the wall. There is a small opening in the center of the door at face height. It has a
small grill of iron set on the outside of the door to keep anyone from reaching
through and an iron plate that can be slid across this opening from the inside and
latched shut. It is normally kept shut but not latched.

An orc will normally be asleep, mostly drunk or half-asleep sitting with his back
against the door. Nearby on the north wall a battered chest-piece from a suit of
plate is hanging from the wall and an old mace is hanging next to it. If attacked or if
intruders are spotted an orc will begin pounding on this chest-piece with the mace.
The sound will be heard throughout the 3 areas of Location (10-10.2) and in the
surrounding corridors.

The room gives no hint as to what it once might have been used for. The walls and
floors are filthy. A dim light comes from the south-west corner where a small fire
burns and what appears to be the limbless body of some small humanoid creature
(kobold) roasts on a spit. The smoke makes the room hazy and thick (combat for
PCs is at -1 to hit unless the smoke has cleared) and only a small ventilation shaft in
the ceiling keeps the place from being dangerous even to the orcs.

There are bundles of rags and rotting skins against the west wall. If searched they
reveal pouches, small bags and sacks containing the possessions of the occupying
orcs. Each bag has around 2d20cp, 3d10sp, 4d8gp and a collection of from 4d10
teeth dipped in gold (these represent combat kills, though small creatures such as
goblins and kobolds don't count). If any captive is found in possession of these teeth
they will have their own teeth pulled from their mouths and crushed with a hammer
(their teeth not their heads) a sign that they are unworthy opponents. These teeth
are worth only about 10sp and are hard to sell within any of the few nearby
settlements.

Several of the bundles have some notable items.

a). Under this pile of bedding is a backpack with one of the shoulder straps missing.
It is relatively new but stiff with dried blood and other stains. Inside is the skull of a
dwarf with most of the flesh gnawed away, but the skull is haunted by the memory
of the slain dwarf. If given a respectful ceremony before disposing of it the character
or characters will gain +1 to hit/+1 to damage against any of the orcs in the library
(unless otherwise noted). If treated with disrespect the spirit will haunt the
disrespectful characters and moan and curse them during combat telling them that
they are no better than a bunch of dirty orcs themselves and making them -1 to hit/-
1 to damage against any combatants in the dungeon unless the spirit can be
appeased in some manner.
b). Atop this pile of stinking skins is a short stabbing spear. It cannot be thrown but
is useful in finding the location of mushrooms. It will give off an earthy smell when it
is within 50ft of any edible mushrooms and a sweetly sick smell when approaching
the poisoness variety. The smell will grow stronger and stronger the nearer they are.

9 Orcs - 6hp, 1HD, AC6, Studded Leather, Mace or Bastard Sword

See Location (6 Note) if any are captured or questioned.

10.1) This center room is home to the orc leader in charge of this small portion of
the tribe. He lives here with 3 body guards and the shaman assigned to him. The
room is stripped bare of all furnishings. An iron stove is in the south-east corner and
its ventilation shaft is still connected to the ceiling. The stove has no front grill and
the glow of the fire, which constantly burns inside, is the only illumination.

There is a sleeping pallet and cloth blankets and thickly furred skins against the
south wall near the fire. This belongs to Gron the orc leader.
He keeps a loaded heavy crossbow beside his bed and sheathed longsword under
the top skin of his bed. The longsword glows constantly (it glows in the presence of
orcs) and is +2 to hit'+2 damage against orcs. It is a named sword called Gutslitter
and on a natural '20 will disembowl the orc hit causing double damage and 1d6+6
pts of damage per combat round. A disembowled orc is at -3 to hit. Gron does not
normally carry this sword. It is painful for him to hold, but he has found that some of
his worst enemies are other members of the growing tribe of the Third Eye.

Gron has a large wooden chest that is locked by a huge lock. It is impressive looking
but it's very size makes it +10% to pick. Otherwise it is much easier to smash the
wooden chest than to try to break the lock. The chest contains the following items:

a). A human skull with the jaw and top of head removed. Gold fills the empty brain
cavity turning into a macabre goblet. Gron drinks from this after battle. It heals
1d8hp of damage if the goblet is filled with blood and drained in a single gulp. The
blood must belong to a person or creature the imbiber has killed in combat. This can
be done once for every opponent killed but their blood must still be, mostly, liquid.
(Gron has one of his body-guards carry this if they are outside of the Library or on
one of the lower levels.

b). A bag with 137 gold plated teeth.

c). A small chest with what Gron thinks are gems but are really just glass from a
band of players that they once attacked. They entire box of glass gems is worth
1gp. It is unlikely that the players will know the difference between these fake gems
and real ones unless they have experience with valuing jewels or something
untoward happens to the gems (like being pounded by a mace).

d). A small bag with 8pp, 47gp, 39sp

e) A small wooden box. Inside is a ring made of raw reddish gold with a red gem
gripped by the sculpt of two hands. Writing is finely inscripted inside the ring. It will
take a Read Magic spell to decipher the writing. It says "Fire, Flare, fire." The ring
will give the wearer an immunity to small fires and a +3 save against large or
magical fires. If a mage wears the ring and speaks the words inscribed aloud while
putting a finger upon the red stone the spell Burning Hands will be cast against who
or whatever the wearer wishes as if by a 5th level caster.

f). A large Dagger that radiates magic but has no special abilities. It is a decent
finely crafted dagger and could be enchanted at a latter date.

g). A small iron box with 997 cp in it. Gron collects them. An examination will reveal
that each copper piece is different in some way. Most of the cp's are common, but
131 would bring 1 to 10sp each from a collector and 41 would bring 1 to 10gp. 7 are
fairly rare and would bring from 10 to 100gp each, and 1 is extremely rare and
worth 1,000gp or more. Unless a character is a collector of rare coins himself these
are very likely to be seen as only copper pieces of face value, but at some time the
players may be cheated by a dealer out of the value of the coins or spend it an inn
only to have a customer spot the rare coin and seek to rob the characters, etc...

h). This is a rolled cloth that surrounds a small gold statue wearing a crown and with
and upraised hand (snapped off). A book is in its other hand. This is the symbol of
learning which the characters may recognize. While it has a value of nearly 100gp it
is also part of a key that allows access to a secret room deeper in the library.

i). A canvas sack holding 157sp with a smaller leather pouch holding 67gp.

The Shaman has a small tent made of minotaur hide in the north-west corner. The
floor before the tent is blackened with the remains of a small fire. Inside the tent is
normally found the shaman. The tent is always closed shut when he is inside and
hazy with a thick smoke that smells like a burning rug. This smell and haze remain
even when the tent is open. Prolonged exposure to this haze makes characters
extremely lethargic and gives them an overpowering desire for food. Those affected
can consume up to 3 days rations in a single setting. This feeling will wear off after
3 hours but during that time players will be -3to hit and -3 to damage.

There is a rolled up rug inside the tent and a thick hide of an owlbear on the floor. A
leather bag contains several small wooden and ceramic pipes and a large pouch of
a green leafy weed that acts the same as the haze if smoked or eaten. Another bag
contains a large collection of jerked meat. These strands of meat are surprisingly
tasty if eaten but it comes from a number of sources, both animal and sapient.
There is the equivalent of 5 days rations worth of the jerked meat.

Finally there is a small carved ivory cheat. The chest itself is valuable if undamaged.
Inside are various components that the Shaman considers necessary to cast his
spells.

In the center of the room there is a rough wooden table. It is a heavy piece of wood,
much scarred and marked. Three benches and a chair surround it. Gron's
bodyguards take turns sleeping under the table and there are hides and rags piled
there. A large box is also under the table and contains various rations including the
headless and quartered bodies of two freshly killed kobolds.

A small box at the bottom of this box of provisions is hidden beneath the rations. It
contains the treasury of all three body-guards. Inside are 17pp, 193gp, 390sp, 12
10gp rubies, 13gold rings worth form 1 to 25gp, a gold crown with gems (a
worthless prop taken from the strolling player) and a string of 30 pearls (also fake)
and a set of 6 worn six-sided dice carved from bone.

Gron is a 3rd level fighter. 23hp, AC 4 Str 17 Int 11 Dex 12


He wears a suit of enchanted chainmail +2 that will cause a normal sword-blade to
snap a foot off its end if the attack roll against him is a natural '1'. He uses a battle
axe in one hand that is non-magical but wickedly crafted and will cause +2 damage.
In his other hand he wields a large enchanted dagger that gives a +1 to hit and
allows the wielder to use it in their secondary hand with no training in two weapon
fighting.

The three orc bodygyards are 1st level fighters. 8hp each, AC5 they armed with a
longsword nonmagical +1 to hit due to quality, A flanged mace, a bastard sword.
Each carrier s a pouch with 57, 43 and 41 gold plated teeth.

The Shaman is a 2nd level cleric/ 1st level magic user. 13hp, AC3. He wears a
leather suit made of the skin of orcs that gives his AC3. On his head are the horns of
a minotaur and can summon the image of the beast but not the beast itself. It will
stamp and below and appear to attack but its form is insubstantial and at best it can
cause a distraction or a retreat. It is not illusion and in all senses outside of touch it
is real; loud, smelly and a character licked it they would taste minotaur (yuck). It will
last till the shaman is killed or he dismisses it. He can call upon the minotaur once a
day (this minotaur skin will lack this ability with anyone not a orcish shaman). If the
shaman receives enough physical damage to kill him the suit will also be destroyed.

He bears a staff made from the carved bones of a man (two legs and an arm
melded together with the skeletal hand holding a skull at the top of the staff. If
hostile creatures approach within a 30ft radius the jaws will open and the skull will
begin to laugh and titter in a most unpleasant manner. During combat the staff acts
as a +1 to hit/ +3 to hit against humans and the skull will begin to sing. The song is
in the common tongue and tells the story of young mercenary who ventured into
the library only to be killed and eaten by these orcs. All players within a 50ft radius
must save versus charm or become -1 to hit/-1 damage in combat. No human can
hold this staff. A human touching it will receive a powerful jolt that causes 1d4 per
combat round while they are holding it.

On his person is a belt with pouches. They have various components to his spells.
Around his neck he wears a necklace of ears (from many creatures. They are dried
and the Shaman finds them quite nice to snack on.

If captured or made to talk the shaman's eyes will roll up in his head, he will bite off
his own tongue and begin shaking. After a minute he will shudder and die. If some
divination is used the Shaman's spirit will merely curse and laugh.
Gron and his bodyguards will easily talk. They are unhappy with the tribe of the
Third Eye. They are recent recruits from a smaller tribe charmed by the mage Zuel
and merged with his ever growing garrison of orcs. This was several weeks ago and
Gron would like out. If the characters appear strong enough and the shaman is
killed Gron and his guards can be convinced to actual join the party as rather
untrustworthy henchmen who look for the opportunity to steal what they can and
escape. He will say that this is but a smaller group of orcs. A much larger force
commands the west entrance and watches over a pack of kobolds (who they
despise and often eat) guarding the north. The chief dwells down in the dungeons of
the library in the floor below in a vast room with ledges all around it. The main
garrison is down below as well as the women and children of the tribe. There is a
great Shaman and all of the lesser shamans (and there are too many of them for
Gron's liking) are now being trained by Zuel or his apprentices. The east of the first
floor is dangerous and they don't go there (the doors that connect the east and west
portions of the library are marked with warnings). They haven't explored all of the
west section of the library and use only the long halls and a few siderooms to get to
the west entrance and the north.

10.2) There are from 6-18 orcs in this room. The number varies because many are
often on patrol to the north where one of the forbidden doors to the eastern portion
of the library has been opened. They are fairly nervous about this since it had been
sealed shut with heavy boards and iron spikes as well as enchanted closed by their
shamans. They patrol in groups of three and most use Locations (10.3) and (10,4) as
their orc-cave while half-a-dozen of them remain at this location on orders from
Gron in Location (10.1).

This room is surprisingly empty. There is a ventilation shaft in the north-east corner
and the orcs keep a fire going beneath it. A round table is near it and six seats made
from old wooden chests surround the table.

There are three large barrels of ale against the north wall. Two are sealed and one is
broached and half empty. Anyone looking into the barrel will see something poking
above the surface of the ale. If it is pulled out or the barrel emptied the body of a
dwarf will be found. He is long since dead and the orcs added his body to give the
ale some flavor. A check of the body will find a rusty chain shirt, dwarven sized, a
thick leather belt which, if removed, will be inordinarily heavy. A check of the belt
will reveal that it can be opened and inside, still dry as the belt was closed very
tightly over it, is a map of the area showing an entrance to the library about 1/2
mile from Location (1). The weight comes from 20gp that are spaced around the
inside of the belt.

A bucket is on top of the one barrel and there are wooden flagons on the table or
more likely in the hands of the orcs.

The northern door is barred shut from this side and one orc is always stationed
there. Anyone who wants to enter must knock loudly as the orc is usually asleep.

The eastern and southern doors are missing; both broken apart and used for the fire
years ago.
The orcs in this room play a continual game of dice. As some return from patrol they
inevitably sit down to play and take the place of some of the current players. The
game has been going on for weeks. The 5 orcs playing (there are room for 6) are a
little drunk, but the ale is fairly week and they are slow drinkers so they have no
modifiers to their combat abilities. They are pleasantly drunk, enough for an orc to
be considered pleasant and are more inclined to take prisoners than to just kill and
eat them outright.

Inside one of the chest they use for chairs is a secret compartment. Once it held two
dozen vials, but only 4 remain. Each contains a sluggish green liquid. It is derived
from the edible slime which forms on the front steps of the library. In some ways it is
alive. If opened it can be poured out but cannot be separated without causing it to
wail in pain, flop around in a squishy way and turn to a grey-black sludge which
tastes a little like chocolate mousse. If swallowed the slime can heal 2d8 hp damage
and causes a mild hallucinogenic prophetic effect allowing the imbiber to see a
quick history of the library overlayed in a disturbing way atop the present day. This
effect last for 3 hours and the imbiber will be at -3 to hit and damage. What they
will see passes before them very quickly. They get an impression of workmen flitting
by as the dig these chambers from the base of a mountain that has had its top cut
off as if with a knife leaving a plateau. Then people zip back and forth through the
rooms in a blur of motion, furnishings and items come and go and finally it all turns
into a horrifying mess of blood and terror. Darkness falls over the visions for a long
while then creatures begin to fill the rooms and make the library their own.
Throughout the experience the feeling of something watching, something which
moves through every moment of the vision, alive and aware, creeps into the sense
of sight and a sound begins to eat into the silence like teeth gnawing at a fleshless
bone. When the hours pass and the visions end the character will retain this sense
and every day within the library the feeling of being watched by this unseen thing
will grow.

The 6-18 orcs are 6hp, 1hd, AC6 armed with either mace, bastard sword, or
footman's flail. They wear studded armor. Each will have a pouch of 12-36 gold
plated teeth and 3d6cp, 2d8sp, 1d6gp on them.

There are a few unusual items among their possessions.

a). A broken piece of mirror in a leather pouch. This piece is about palm-sized and
cannot be broken or scratched. If it is joined with other pieces they will meld
together into a larger indestructible mirror.

b). A piece of spider's leg, but made of metal. The outer chiten of a spider has been
attached to a skeletal metal form. The spider would be about the size of a man's
head if the leg is in proportion.

c). A silver cube with runes on each side. It radiates magic faintly. By holding the
cube while casting a spell a mage will immediately relearn that spell. It can be used
once a day. Once used all of the runes will fade from the cube only to slowly
reappear with one less rune. This cube can allow the casting of spells up to 6th
level. It can be used six times, each time one of the runes completely disappears
after use and on the casting of the sixth spell the cube melts into a puddle of
mercury.

10.3) The north door to this room is missing. Along the east wall is a disfigured
mural. Once it showed a scene of a great hall with several people in blue robes
gathered around some central object but over time everything except fragments
along the lower 2ft of the wall have been destroyed. There are a number of barrels,
boxes, broken weapons and rusty or moldy pieces of armor piled in a great heap
against the wall.

This room has become the sleeping quarters for the orcs in Location (10.2) If not on
patrol or dicing in that location they will be here sleeping or eating. Normally 3 to 6
orcs can be found in this room.

Among the debris can be found a rusty but serviceable shirt of chainmail, dwarf-
sized and three battle-axes of dwarven make. 1 battle-axe is of exceptional quality,
though notched in two places. It is a non-magical +1 weapon, but if a natural 1 is
rolled the blade will crack and become useless as a weapon.

These orcs tend to keep their best possessions on them since they are so often
away from this room, but a huge wooden chest in the south-east corner contains
valuable bulky items that they all have a share in. It would take 4 orcs to move the
thing.

Inside can be found:

a). A human head incased in a glass globe. The glass is impenetrable but a voice
can be heard coming from inside. Close listening can detect it speaking softly in a
language which has not been spoken in a thousand years. If it is set upon a silver
base (which is also in the chest) shaped like a large hand the voice becomes louder.
If listened to while the moon is in the sky the hand glows with a silver light and the
words will become clear and in the language of the listener. The head is telling old
sagas of a great war between two city states from the far distant past. Some of the
names are familiar but only as place names such as Sidok's Gorge or the Bone
Palace; the story itself is unfamiliar. The head tells only this very long tale which
takes weeks to tell fully. When it has finished it begins the tale once more. It
answers no questions and grants no powers or abilities but it does tell an excellent
story.

b). A stone sword taken from a statue. The arm was removed at the shoulder but
not broken. Instead there is a square projection at the point where the shoulder
would fit into a body. The arm is 5ft long and weighs nearly 200lbs. The body of to
this arm is on dungeon level 1.

c). Several pyramidal crystals. They are an orange -red color and have a strange
feel to them as if composed of flesh rather than crystal. Each will glow with light
upon command. They give off an orange glow and if the base is placed against any
surface they will stick unless pulled are hit by a strong blow. They can light a 30ft
radius and can be stuck anywhere, walls, ceilings, etc... Each is exactly 1ft at its
height with a square 1ft base. They do not radiate magic and if damaged will bleed
a light red blood. If badly damaged the light goes out and does not return. These
lights are actually the larval forms of living creatures and can be found in some
profusion on the lower levels of the dungeon.

d) A collection of dwarf made shields. All are badly damaged but they have a
sentimental value to the orcs.

See Location (10.2) for the stats of any orcs found here.

10.4). This room serves as both kitchen and larder for the orcs. The door is closed
but has no lock and opens with a simple latch. There is a broken area where some
lock or handle was smashed away, but so long ago that the wood has worn smooth
and looks as stained and scarred with use as the other surfaces.

Against the south wall is a blood-stained wooden table and an old iron stove is set
against the secret door on the west wall. The door opens if the stove is tilted
forward all the way to the ground. Anything in the stove would come tumbling out
especially since the grate in front is missing. The orcs keep the fire going
continually.

There is a rack of filthy blades above the table. Two huge butchers cleavers, a
mallet and a handful of large knives The cleavers would be awkward weapons -1 to
hit and 1d4 damage. The three knives can be used as regular knives, though they
could use a sharpening.

Against the north wall are chained three dwarves, two are still living. The legless
body of a third dwarf hangs from its wrists above a sticky spill of congealing blood.
There are chains enough for 10 people to be bound to the north wall (the orcs are
due to receive rations from a hunting party that left the west entrance the previous
day and are running a little short on dwarves).

One of the dwarves has gone quite insane. He is red-faced and pulls continually at
his chains. Blood drips from his wrists and if released he will attack anyone in front
of him. He is a Ftr 1 8hp, AC10, Dmg 1d4+3 (due to maniacal strength). His
companion in chains is Bordain a Ftr2, 16hp (currently 3hp) AC10 - If his companion
Afar is killed by the characters he won't be happy about it but he won't hold it
against the characters. He is from a dwarven mining community about 40 miles
distant and was part of a group of prospectors searching for likely places to mine
the area. He was completely unaware of the library or the orc infestation. They were
ambushed while searching the area about 5 miles away and dragged here mostly
unconscious and has only vague memories of orcs and old chambers where they
were dumped before being dragged some more. If freed he will offer his services as
a guard till he has paid of his debt to the characters (at least till when he feels he
has) then he will set off for his own community to inform them of the fate of his
companions and the blood debt they will need to collect from the orcs. If he leaves
on good terms with the players they will find the orcs to be gruff but faithful allies.
11). This long corridor is lit only by a single torch burning at the southern bend.
From the northern doorway it is a dim light, but from the western passage it appears
only as a small speck. The floor is filthy as are all the floors in the areas infested
with orcs and goblins, but the hall shows the marks of items that have been rolled
or dragged along its length; barrels, boxes, chains, bodies, etc...

12). There is a badly concealed secret door here. The orcs use it from time to time
and have left marks in the dirt on the floor as well as hand marks where they grab
the door's edge. This will be noticed if the hall is searched and the latch to open it, a
stone that needs to be pressed, has a big muddy hand print right on top of it. The
door opens inwards and reveals a set of a ladder that drops 20ft. At the bottom of
the ladder is a small room and a secret door that leads to the grounds outside of the
library. The door isn't concealed from the inside, but is cunningly disguised on the
outside as well as opening behind bushes that line the outer wall. Anyone searching
for this secret door from the outside is at a -3 penalty.

12.1) This hall leads off to the west. It is filled with cobwebs above but no spiders.
The secret door on the south wall is in a large niche. It is unconcealed from the
north but is well designed and hard to detect from the south (-2 penalty when trying
to detect from the Location (11.) hall.

The secret door to the east leading to Location (10.4) is also unconcealed but it
cannot be opened from this side. The iron stove in Location (10.4) first needs to be
moved aside.

13). This long dusty hallway appears empty except for normal cobwebs clinging to
the ceiling which arches 15ft overhead. What cannot be normally seen is the large
spider which moves along the top of the ceiling. If the characters can catch this
spider they discover that it is not a spider at all. The helm sized device is a machine
covered with the chitin of a large spider. Inside this machine is a tiny driver about 4
inches tall. He is green skinned and clothed in a padded orange suit with silver
metal gauntlets and a helm made of glass.

If the spider is damaged enough to destroy it the driver will be killed, his glass
helmet cracked and a thin greenish vapor released. If it is incapacitated the driver
will touch a device that will cause the spider-machines to explode. If the machine
explodes it will cause 2d10 damage (save versus Dec for 1/2 damage) in a 20ft
radius and leave only fragments of the spider-machine. The driver's body will be
completely destroyed though the tiny silver-metal gloves may survive the blast.

A ventilation shaft runs the length of the hall near the ceiling. It connects with most
of the passages and rooms deeper on the first floor and down through Dungeon
Level 1 and below. It is just big enough for the Machine-Spider to fit through.

The driver will flee from contact with characters and has no wish to attack. He will
defend himself if attacked but only if he cannot flee. If somehow captured the Little
Green Man will attempt suicide which he can accomplish merely by taking off his
glass helmet or even opening it to the atmosphere. Little Green Men have no
language. They are telepathic and possess an amazing will power which can bar
telepathic intrusion upon their own thoughts.

Machine-Spider
Frequency: Very Rare
No. Appearing: 1-3
Armor Class: 1
Move: 24"
Hit Dice: 2
% in Lair: N/A
Treasure Type: N/A
No. Attacks: 3
Damage/Attack: Claw/Claw/Poison Bite 1d4/1d4/1d4+paralyzation
Special Attack: The Machine-Spider can emit a web as if a Web spell had been cast
but with a range of 20ft and a duration of 5 combat rounds. The web will spread
over a 10ftx10ftx10ft area. The component is a liquid material inside the machine
that turns to a large web like material when released. A normal Machine-Spider has
enough of the material component for 5 attacks and can attack once per combat
round.
Special Defenses: None
Magic Resistance: Nil
Intelligence: Non
Alignment: N/A
Size: S
Language: None

Description: A Machine-Spider is a small spider shaped vehicle with an interior


enclosed driver's compartment and a skeletal frame. Its exterior is covered in the
complete chitin and exterior protrusions of a normal spider of this size.

Ecology: The Machine-Spider is constructed by the Little Green Men. It is fueled by a


tiny crystal engine that can be detonated on command. If a Machine-Spider is
heavily damaged a recovery team will be sent to retrieve it. The crystal emits
radiation that is unique and can be tracked at any distance by the Little Green Men.
14). The southern door is locked and constructed out of thick wood reinforced with
iron bands. There is an iron grill over a small opening about 5ft up from the door
and at its center. The opening is only about 1ft square and an iron plate which can
be slid aside is latched in place on the other side of the door in Location (8.1).

The hall is very dusty and cobwebs line the ceiling arched about 15ft overhead. A
Little Green Man riding a Machine-Spider will be lurking in the small air duct that
opens onto this hall from the air-shaft which connects the halls and rooms in this
Location. These ventilation tunnels run near the ceiling and are connected with all
Locations which mention ventilation shafts unless otherwise noted.

See Location (13.) for the Little Green Man's actions if discovered. (Note: This is will
be the same Little Green Man from Location (13.) unless something has happened
to him.). If something has happened a second Little Green Man and his Machine
Spider will be dispatched to investigate but he will be very wary and will deploy a
set of tiny remote sensors that appear to be normal houseflys but are instead
devices which the Little Green Man can direct and which allow him to see and hear
(in dark or light) everything within an unobstructed 60ft radius. The Servo-Flys can
be self-destructed on command by the Little Green Man (he wears the device that
sends the command on the wrist of his silver gauntlet.). The Servo-Fly has no hp or
attack capabilities. The can be easily destroyed but they are tiny, fast and agile.

The northern opening is a portal blocked by iron bars. The mechanism for lifting the
bars is not in this Location, but the gate can be lifted with a combined strength of
40 and the bars bent normally.

14a). The door is slightly recessed into the wall. It's composed of iron and is
extremely heavy. There is a hinged opening at the bottom but only big enough to
slide a bowl inside. A grilled opening is set at face level in the door and is covered
by a metal plate that can be pushed aside and latched open or when shut latched
closed. If the grill is opened and a light shined inside it will reveal a small room with
two cots but only one is occupied; a withered body in a robe lying atop one of the
beds.

If the door is opened (it is locked by a normal lock and can be picked but trying to
break open the door will create a great deal of noise) the body on the bed will open
its mouth and begin to moan, its mouth will continue to open till its lower jaw cracks
and falls off. At this point the body will attempt to rise. First one leg which lifts will
shatter, then both arms, and its other leg, and its head will fall to the floor and
explode in small puff of dust. The chest and lower will body will all tip over and
collapse inward. Nothing will be left but dust. Examination of the room will reveal
shackles attached to both beds but no keys to release. There are 4 sets of shackles
with only a 1ft and 1/2 chain between the cuffs. There is no key but if opened they
will lock automatically if shut.

14b). This room is almost identical to Location (14a) except that instead of a body
on the bed, the beds are both overturned and broken. Beneath the rubble is a pile of
left arms (9 of them). They have long ago withered and been stripped of almost all
flesh. There is a rathole in the east wall, but if examined it reveals that it is clogged
with spiderwebs. Someone or thing small enough could enter this passage but they
could be no larger than a normal rat. (The tunnel leads through a small warren of
dead-ended and collapsed passages for about 30ft then it drops down at a steep
angle before emerging into a room in Dungeon Level 1 Location (13.).

One of the arms has a ring on its pinkie finger. The rotted flesh survived the
depredations of the rodents because it was under a piece of broken bed-frame and
the ring remained firmly lodged on the otherwise denuded digit. The ring is gold and
has a small diamond at its center. It allows the wearer to sense the type of card
within a 10ft radius, either in a deck, face-down on a table or held in someone's
hand. This function is usable 3 times per day and last for 60 seconds.

14c). The door to this room is the same as the door at Location (14a). Inside the
room is the body of a man curled on his side. If it is quiet enough he can be heard
snoring and his chest rises and falls. If there is a loud noise he will awaken, roll over
and rub his head. If questioned he will say that his name is Ogon and he has no idea
how he got in the cell. He was travelling with a small group, investigating the
entrance to some kind of building carved into a mountain. He is from a settlement
about 50 miles distant and served as a caravan guard till joining with a few
companions to search out wealth, glory and adventure. There is a large bruise on
his temple and he wears normal boots, trousers and a padded shirt that normally is
worn under chainmail. Ogon can give little information on the Library and has no
idea what happened to his companions. His last memory is pulling open a large
wooden door and shining a torch into the black passage it revealed, and then
nothing.

Ogon will gladly join the party if asked, and if not he will ask if can join. If rebuffed
he will ask to accompany them out of the Library and in the end will simply walk
away in the direction of Location (8.1). if attacked he is a Ftr 1, 8hp, AC10, 1 attack,
barehanded Dmg 1hp. If killed he has no loot but the clothes on his back. If the
characters revisit the cell after at least 24hours have passed they will find Ogon still
sleeping in his cell. Unkown to Ogon he was killed some time ago, decades, perhaps
longer. He will act as a normal NPC for days, even weeks, or can even be run by as a
Player Character, gaining experience and levels like a living human. He will bleed,
suffer from wounds and be affected by spells in a normal way, but will have terrible
dreams and a very hard time sleeping. Eventually he will stop sleeping altogether
and start seeing movement in his peripheral vision, hear voices, then begin seeing
ghostly figures.

After some time his wounds will not close properly though he will regain all his hp,
His pallor will change to a greenish-black, all his thick brown hair will fall out. A
desire to consume flesh will grow, and even if he is able to hide this, he will turn
slowly and irrevocably into a ghoul. If at any point he is killed his form will reappear
24 hours later as the human Ogon sleeping on the bed in his prison cell.

14d). This room is lined with manicals bolted into the stone wall. In the center of the
room is a pile of bodies that decomposed from the top down. Each has had its left
arm removed at the shoulder. The top 5 bodies are skeletal, the next 4 are withered
hHusks and the bottom body is somehow still covered in a damp and stinking flesh.

5 (one armed) Skeletons 1 HD 6hp each, AC7, 1 attack, 1hp Dmg

3 (one armed) Husks 2 HD 9hp each, AC5, 2(3) attacks, Claw 1d6 /Bite 1d10 Dmg

Husk

Frequency: Rare
No. Appearing: 1-10
Armor Class: 5
Move: 12"
Hit Dice: 2
% in Lair: N/A
Treasure Type: N/A
No. Attacks: 3
Damage/Attack: Claw/Claw/Bite 1d6/1d6/1d10
Special Attack: None
Special Defenses: None
Magic Resistance: Nil
Intelligence: Low
Alignment: Chaotic Evil
Size: M
Language: None

Description: Husks appear as dry and withered bodies. They are no more than a
skeleton wrapped in an armor of flesh turned to a leathery consistency with some
fragment of an animating spirit trapped within.

Ecology: Husks are the bodies of humanoids which have been slain in a ritualistic
slaughter. Their spirits are chained to the focal point of the ritual be it an item,
location, deity, or person. They are the rejected offerings of this ritual; contemptibly
weak and ineffectual in comparison with the desired result of the ceremony. Each
sacrifice was meant to hold a fragment of some greater power but the Husks are
the discarded shells that could not contain the stronger entity. They are abandoned
malignant creatures with the desire to kill their only emotion.

The last body absorbed all the blood and effluvia of the other 9 sacrifices but this
was the executioner and not meant to be a sacrifice himself. Something struck him
down before the ceremony was completed and he had the bodies of the sacrifices
unceremoniously piled on top of him.

He wears a rusted human-sized chain shirt (serviceable if cleaned) and a crystal


medallion around his neck. He has otherwise been stripped of valuables (three
fingers have been removed which will be noticed if he is searched. The finger bones
can be found scattered on the floor of the cell.). The medallion is in the form of an
eye with a red stone at its center. It is not magical but acts as key to Dungeon Level
2 Location (3.).
The missing Location (8.1) and Location (14.1)

Location 8.1)

A wheel and pulley system to open the secret door on the south wall. The wood is
rotting and the chain rusty. The pulley lifts a counterweight in the wall by turning a
wheel with the chain wrapped around it. Triggering the latch to the secret door
drops the counterweight and the secret door raises up into the ceiling very quickly.
If the secret door is opened the pulley will need a combined strength of 24 to raises
the counterweight. 2 M sized creatures can work the handles at one time. The
counterweight will rise 3/4 of the way inside the wall before the rotted wooden drum
of the pulley shatters and the chain goes flying loose like a flail while the
counterweight comes down with a crash. A second chain which is inside the wall
and connects the pulley to the secret door will also snap, dropping the secret door
into place and wedging it shut. Anyone within 10ft of the wheel and chain must
make a saving through versus Dex or receive 1d12 Dmg.

Location 14.1).

This large open room is black with ancient dried blood. There are manacles bolted
into the wall. A careful examination will reveal that these are not uniformly at the
same height or distance between each other and the iron rods driven between the
stone blocks have cracked some of the stones. The manacles are crude
workmanship.

A large tree stump is set at the southern end of the room and its surface is also
covered in dried blood. It is also chipped and scarred by innumerable cuts of some
bladed weapon of device.

A cold wind whistles down the corridor from the east and moans around this room if
the characters enter it. The characters will need to make a saving throw versus fear.
Those that fail the save will find themselves growing more and more nauseous while
in this 30x30 space and will need to leave or vomit till they begin to dry heave. If
they do not leave after that they will start sweating and faint for 1d4 combat
rounds. This save will need to me made by anyone entering this room as well as
each time they leave and reenter even if the passed a previous save.

The wooden stump is extraordinarily heavy, but if it is removed from the room, or
any attempt is made to damage it, the stump will begin to shake; roots will sprout
from its lower half. In one combat round 6 8ft long roots will have grown and begin
waving about. If unmolested they will move the stump back into the room walking
on the roots like tentacular legs. If the stump is attacked it will defend itself with the
root-limbs. It will follow attackers into Location (14.) or down the eastern corridor for
60ft before turning back toward the open room.

The stump is AC8 with 50hp, each limb is 2HD, 16hp, AC5 1 attack, 1d10Dmg. Both
stump and limbs are immune to arrows and piercing weapons. They take half
damage from blunt weapons. Fire attacks cause double damage unless the stump
saves as a wood item. The stump will interpose its limbs between itself and
attackers making it hard to melee with the stump itself. Destroyed limbs will take 2
combat rounds to regrow.

If the stump is destroyed the area will be cleansed of fear and any characters who
participated in its destruction will be healed 1d8 immediately and find that a golden
aura glows about them, illuminating a 20ft radius and giving them a +1 to their
savings throws and AC for 24 hours.
Location 15).

The southern door to this room is locked. It is thick and bound with iron, but the
wood is rotted and a good shove will break the entire thing to fragments. The west,
east and south walls are lined with benches. There is a metal cage at the center of
the room facing a small dais with a large overturned table resting against the secret
door.

The cage is large and heavy and bolted to the floor. It has a small door on its south
face. The bones of some large creatures are inside scattered about. If they are
removed it will be found that they are from several creatures. The bones are
polished smooth and the ends are carved and notched. There are a dozen long
bones from legs and forearms as well as 2 pairs of hands that have been wired
together with silver wire and one huge, jawless skull.
If the bones are examined it will be noticed that they fit easily together and form a
kind of arbor such as might be found at the entrance to a garden. To assemble the
bones correctly the characters must roll lower than their Wisdom on a d20 with a -6
modifier (a character with 6 Wisdom would have no chance to assemble the bones).
It takes 3 turns to assemble and characters can make an attempt once per hour.

Once assembled the skull fits nicely at the top held between the skeletal hands.
When it has all been clicked into place it forms a freestanding arch. Between the
spaces of the arch the air becomes still and black; the smell of damp earth pervades
the room and a slight cold wind comes from the opening.

The assembled bones form a gate and the gate leads to a point 5 miles from the
south entrance to the library. The area is in a small ravine cut by a cold river. The
river descends from a waterfall 30 yards to the northwest and runs into a 50ft high
wall of stone to the south-east. No matter when the gate is entered it exits at
midnight of the following day. The gate is one way. Once through there is no return.
There is an old narrow path that leads up the high walls of the ravine, but it has not
been used in a long, long while.

The gate of bones will fall to pieces 30 minutes after being assembled. They can be
gathered and carried by two M sized creatures or 1 L sized especially if they can be
lashed together, bagged or boxed. The loose bones are difficult to carry. The gate
will always lead to the ravine. Characters who enter the gate on the same day
before the stroke of midnight will find themselves appearing one after the other at
exactly the coming midnight, but should one character step through the gate 1
minute after the will not appear in the ravine till the midnight of the next day.

The secret door to the north is cracked. The corner of the large table has gouged a
mark down the wall and was moved or thrown with such force that it dislodged the
door from its frame. To open the door will require it to be removed, broken in or
dismantled.
Location 15.1)

This passage is framed around Location (15). and other than the 10ft section which
connects the fractured secret door from that location to the northern door which
leads to Location (15.2) it is 5ft higher than the other floors on t Map (A1). A set of
short stairs to the east and west of the secret door lead to this raised area.

On each corner of the room is a manikin made of wood and covered in cloth. There
are 4 total and they wear a red uniform with black piping down the legs and black
colors. Each carries a truncheon at their belt and a bag of 20 crossbow quarrels
(light). In their hands are light crossbows. Currently they are inactive. When the
library was constructed they acted as bailiffs who assisted the security force with
those who committed crimes within the library.

Manikin

Frequency: Uncommon
No. Appearing: 1-4
Armor Class: 5
Move: 12"
Hit Dice: 2
% in Lair: N/A
Treasure Type: N/A
No. Attacks: 1 bludgeon or by Weapon Type
Damage/Attack: Bludgeon 1d6 or By Weapon Type
Special Attack: Nil
Special Defenses: Immune to piercing weapons. Blunt Weapons do 1/4 Dmg. Any
spell requiring a sentient victim such as charm or sleep has no effect on a maniken.
Note: Fire does double damage to manikins.
Magic Resistance: 10%
Intelligence: Non
Alignment: N/A
Size: M
Language: Manikins can understand only languages that were added to them during
their construction.

Description: Manikens appear as normal humans in regard to size and shape, but
their 'flesh' is simply painted cloth. They are normally dressed in uniforms. They
may be armored.

Ecology: Maniken's are magical constructs formed from a skeleton of wood with
enchanted cloth carefully wrapped around them in the appearance of flesh. They
can be constructed to respond to simple commands but have no intelligence or
sapience of their own. Though they require a skilled mage to enchant they are
relatively cheap and easy to be constructed and are normally built 4 at a time. Their
greatest weakness is fire.

Around the walls facing Location (15.) are hidden firing slots about 5ft from the floor
[10ft from the floor of Location (15.)]. If activated the manikins last command was
to fire upon moving creatures within Location (15.). They have 90% cover if
attacked from Location (15.).

4 Manikens. 12hp, 2HD, AC5 1 attack. Light Crossbow (20 bolts). or 1 attack Club
(their truncheon).

The north door to the room has a massive lock but is relatively easy to open and
anyone attempting to pick the lock gets a 10% bonus.

The door to the east Leading to Location (15.3) has no lock.


Location 16).

The southern door is locked and bolted. The door itself is of very sturdy construction
but is heavily scarred by claw marks which have dug deep furrows in the wood of
the other side Location (15.2). The lock can be picked in a normal way but three
heavy bolts lock it closed as well. Destroying the door will be loud but shouldn't take
a great deal of time with an axe. Swords and blunt weapons will take longer and
piercing weapons will be ineffectual.

The room itself is large and sumptuously decorated. Large carpets and skins are
spread across the floor. A massively big bed is against the north wall (big enough for
5) and the east part of the room has a table that can seat 20. There are several
dressers against the south wall to the west of the door. Nothing seems to be
disturbed except the bed linen is crumpled and the heavy cover blanket made from
the skins of several white tigers is pulled to one side and partially under the bed.

NOTE: The contents of this room are extremely valuable but only to the right buyer.
Most would get only a fraction of their value in the shops or from the merchants of
hammlets, towns and even small cities. Only in larger cities would the characters be
likely to find buyers and the merchants which sell such items are likely to offer very
little to the characters, while the characters are unlikely to move in the upper class
circles where they would find the buyers themselves. These are all high quality
items, but many are bulky or delicate and are easily damaged and destroyed. It is
also unlikely that the characters would recognize the real quality of what they are
looking at. In general they are likely to get only 2 or 3 times the value of a normal
item for such things as plates, goblets, clothes or rugs, if even that.

In each corner of the room are 2 non-functioning Manikens. They are armed with
longsword and trunchion and wear half-plate. Each is 16hp and AC3 in their armor,
but require activation to respond in any way.

The dressers (4 of them) contain expensive clothing and shoes cut for someone
short and slim. The clothes are ornate and heavily decorated but masculine. Selling
them outside of a large city might be difficult, but in a larger more civilized area
they might go for more than scrap cloth prices. Hidden at the back of dresser #3 is
a secret compartment. Inside the compartment is a locked iron door. It is spelled
closed with both a Wizard Lock and Hold Portal spell. If a knock spell is used (twice)
the door to the metal compartment will pop open and a thick steel plate will drop
just behind the opening door. A small catch located in another secret compartment
in dresser #4 must be pushed into place and a knob in a secret compartment in
dresser #2 pulled out to stop the plate from falling. Once the plate has fallen it will
need to be raised by some means (such as knocking down the stone wall around it,
but otherwise it is jammed shut.

Inside the spelled-shut compartment is a small box. If it is removed without first


pushing in a metal bar in a 3rd secret compartment in dresser #1, a guillotine-like
blade slams down. This trap will cause 1d12 Dmg and sever any unprotected non-
metallic item which moved the small box. This blade must be removed to access the
interior of the compartment and the mechanism is set to drop a wedge in place so
that it cannot be lifted. A saving throw will drop the damage by half and save the
item or appendage from being severed.

The small box is wooden and the top lifts off. Inside is a still beating, warm and
meaty heart.
On the south wall east of the south door is a cabinet. Inside are plates, very fragile
and valuable, as well as knives, forks and spoons of silver, enough for 25 people.
There is a carving set with the handles made from the bones of a hill giant. Crystal
goblets are in the upper cabinet. The plates and goblets are fragile but only
valuable in a large city; otherwise they are hard to sell and the silver worth only its
value in the weight of metal.

The three large carpets are very fine, but the quality makes them hard to sell in a
town what they might sell for in a city. The large fur rugs are the pelts of several
griffons sewn together. The work is exquisite.

The cover sheet across the huge bed is made from the fur of albino bears. If the
characters pull at the blanket it first appears to be stuck under the bed. Peeking
under the bed will just show the wadded up end of the huge fur blanket. A strong
pull by a combined 18+ strength will draw the blanket from under the bed and with
it will come a short man dressed in red silk pajamas. He will immediately shout for
the players to "leave!" and attack with a short sword. The blade is very fine, +2 to
hit and enchanted to leave a scar that will not fade even with magical healing where
it strikes. This Delmondo the justice of the library. It was he who passed sentence
upon those caught committing crimes within the upper levels of the library and he
who commanded the Maniken guards. In his left hand he holds a small box with a
button and a dial. Currently the dial is set all the way to attack-kill and he will push
the button as soon as he is pulled from under the bed. The 8 Manikens will
immediately activate. 5 will respond to attack the characters. 2 will attack the other
Manikens and 1 will attack Delmondo.

While Delmondo appears to be a living man, he is actually an advanced form of


Maniken and Man combined. The real Delmondo died long ago but he was such an
effective judge and security officer that his body was hollowed out and filled with
the enchanted cloth of the Manikens. His brain was encased in a crystal skull that is
impervious to damage and his heart was removed and placed in a small box; stored
in the secret compartment in the back of dresser #3. Delmondo can be truly killed
only when his heart is destroyed. He is a Ftr3, 24hp, AC6 due to Dex and
regenerates at 1hp per combat round. If he is completely destroyed his skull will
survive. It will turn to a blue gaseous form and reappear under the bed in this
location only to reform again in Delmondo. He does not leaves this room and unless
drawn out from under the bed or if anyone finds the secret compartments within the
dressers he will remain under the bed.

The door to the north leading to Location (18.) is unlocked but it can be locked and
barred though the key is missing.

The ventilation shafts run across the ceiling of this room on the east and west with
small grated openings obscured by cobwebs.

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