GUBLIN TOWERS

Combine business and pleasure with a trip to Gublin Towers, (Twin town Nexel, Mazteca). A third level D+D adventure for large or well armed Parties of careful Players. This dungeon has NOT been play tested, I dont have a group at the moment, so apologies if its lethal. It does not have any copyright so do what you will with it, as you probably will anyway. If you make any money with it, let me know, I could do with a job.

Wellard A Obbit, Spring 2001, Talysarn. wellardobbit@freeuk.com

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PROLOGUE

"Vlad, I'm tired, hungry and it will be dawn soon. What are you doing now?"

"I'm giving him a decent burial my sweet".

"First you drain a scummy little goblin, and now you want to bury it, Why?"

"Trust me my dear, it'll be hilarious".

*

BIG MANS LAW "I do the killing."

*

ENTER THE PARTY Its thirty years since her father did a tour of the northern province of the Duchy, and she thinks that another is in order. The parties instructions are to observe and reconnoiter the area, not to get involved in any fighting, certainly not to start any wars. To this end they are given a glass steel 3 inch refracting telescope and potions of polymorph to goblin to help them blend in. This polymorph is the same as the magic user spell except that it is permanent until dispelled. They will be posing as farm hands from a local (tame) goblin hamlet, at which they will be spending three weeks to get into the role, and learn the goblin language.

There is a spy from Gublin Towers in the hamlet whose disappearance after the parties arrival will be noted by gossips. Slimey the spy has always been a shady character and mistrusted by the rest of the hamlet. He will head straight for Gublin Towers to alert Big Man to the parties presence and intention.

CLERICS DREAM SEQUENCE After the Party have decided to take on the mission the Cleric will have a dream.

A little girl is chasing a hoop down a cobbled hill in some medieval d+d city. A white light shines onto the scene, and keeps getting brighter, a gale suddenly erupts, and when it dies down with the light a second or so later, the shadow of the child has been burnt into the wall.

The scene changes to a beautiful garden with flowers and a blue bird singing wonderful world, (The Track by Louies Armstrong). You are sat on a log with an incredibly beautiful hippy of the opposite sex, wearing no clothes and with flowers in their hair, rabbits gambol on the lawn in front of you and a Roe deer is licking your ear.

"Hello" Says the Hippy, Giggle. Any characters response will be silenced with a finger to their lips.

"Its OK, everything has been cleared with "Bill, Fred, Tracy", (insert informal name for Clerics Deity)."

The hippy then leans over and kisses you.

Wake up. Whatever the Cleric went to sleep as, they are now a Goblin. Only a God will be able to tell that the Cleric is not a goblin. The character is, on paper, the same. advancing in levels the same way, casting spells, collecting hit points, saving throws etc. The personality and mind are unchanged. This is not meant to disadvantage the PC. (Other than strangers attacking because they think the PC is an evil goblin). Any spells like true sight or other magical divinations will return a goblin normal response, know alignment spell cast at the PC will give a Lawful Evil reading.

OPTIONAL Up to the Player whether to turn the PC back at the end of the dungeon. Only ask the once, and make them answer in thirty seconds. {Count down the last ten seconds out loud with a dice in your hand}. This decision is irreversible.

Where the PC placed their holy symbol before they went to sleep, now lies a big double headed axe, covered in blood. The axe weeps/secretes about a pint of human blood a day, nothing will stop it doing this. Useable as a +1 weapon it does 2D4 +1 damage, wielded two handed. It is still the Clerics Holy symbol, (as used to cast spells etc), it only looks like an axe. The bloody axe is the Unholy symbol of Maglubiyet, the Greater god of goblins and hobgoblins. If a Vampire was to pick it up, it would burn the Vamps hand as it still remains a Holy symbol.

The PC is also covered in Tattoos. Some very ancient and foul language, which if translated turn out to be Unholy symbols and Curses etc. Head to foot, face, hands the lot.

Also on the floor or table top is a lump of black rock with a dull pitch like lustre.

The PC will probably have the dream at the goblin Hamlet, if so the terrified villagers will be able to tell the PC about "the old religion", see Deities and Demi Gods or make it up.

DM's INTERPRETATION The opening sequences is indeed an atomic bomb going off. The garden scene is a meeting with the Hippy Goddess Amber (not in any book so dont bother trying to look her up), she is trying to be helpful by turning the Cleric into a Goblin and this has indeed been cleared with the Clerics Deity, spells etc are awarded as normal. The lump of rock is "pitchblende" an ore rich in Uranium. Mr. Big is only curious about new metals. The Hippy Goddess is just being very careful. The whole atomic reference is a wind up. "Doing" Mr. Big will satisfy her entirely. This should be the end of "the Gods" involvement. If the Party does not have a Cleric (I wish them luck), then ignore the dream.

*

The trek north is through old growth pine forest, growing on large hills up to three or four thousand feet. Gublin Towers is on the southern side of a large sea loch about a hundred miles north of "Civilization". If you need a physical map use a real world one of Scotland. 57 - 58 degrees North, 4 - 5 degrees West.

FOREST RANDOM ENCOUNTERS

1 in 4 chance per 12 hour period

1-9 PICTS On the warpath.
10-15 WOLF Very hungry.
16-22 BOAR Defending its territory.
23-30 KOBALD Looking for people to rob.
31-40 BEAR Defending its territory.
41-45 OGRES Both hung over.
46-47 GIANT Headed for Gublin Towers.
48-50 GHOUL (night only, roll again if daytime)
51-60 SPIDER Very hungry.
61-70 ORCS Going home.
71-80 GOBLIN CATTLE THIEVES on the rob.
81-85 NIGHT STALKER (night only, roll again if daytime)
86-90 HOBGOBLIN Visiting friends.
91-98 WILD CAT Defending its territory.
99-00 BABY GREEN DRAGON

FOUR PICTS, painted blue, demanding to know what the Party is doing on MacGreggor land.ARMOR CLASS 8 MOVE 12" THACO 19 (+1 sword) HIT DICE 2 HIT POINTS 16,16,17,17 TREASURE +1 titanium alloy short swords, 3D6 GP No. ATTACKS 1 DAMAGE/ATTACK D6 +1 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE human ALIGNMENT Chaotic Good SIZE Man size EXPERIENCE 100

WOLVES (common) 3 ARMOR CLASS 7 MOVE 18" THACO 16 HIT DICE 2+2 HIT POINTS 14,15 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK D4+1 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE animal ALIGNMENT neutral SIZE small EXPERIENCE 35 + 3/hit point The wolves are hungry, but not suicidally.

BOAR (wild) 1 ARMOR CLASS 7 MOVE 15" THACO 16 HIT DICE 3+3 HIT POINTS 23 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK 3D4 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE animal ALIGNMENT neutral SIZE man size EXPERIENCE 85 + 4/hit point This boar is bad tempered, hungry and the Party is on its patch.

KOBALD 12 ARMOR CLASS 7 MOVE 6" THACO 20 HIT DICE 1/2 HIT POINTS 4 TREASURE D4 GP No. ATTACKS 1 DAMAGE/ATTACK D6 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE Average (Low) ALIGNMENT Lawful Evil SIZE small EXPERIENCE 5 + 1/hit point Kobalds out on the rob.

BEAR (black) ARMOR CLASS 7 MOVE 12" THACO 16 HIT DICE 3+3 HIT POINTS 23 TREASURE nil No. ATTACKS 3 DAMAGE/ATTACK D3, D3, D6 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE Animal ALIGNMENT neutral SIZE man size EXPERIENCE 85 + 4/hit point

OGRE (2) ARMOR CLASS 5 MOVE 9" THACO 15 HIT DICE 4+1 HIT POINTS 22, 27 TREASURE 10 D4 GP No. ATTACKS 1 DAMAGE/ATTACK D10 club SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE low ALIGNMENT Chaotic Evil SIZE Large EXPERIENCE 90 + 5/hit point Two Ogres on the way home after a night getting drunk. Both hung over.

GIANT One Hill Giant carrying 50 wolf pelts. ARMOR CLASS 4 MOVE 12" THACO 9 (including strength bonus) HIT DICE 8 HIT POINTS 44 TREASURE 500 GP worth of pelts No. ATTACKS 1 DAMAGE/ATTACK D10 +7 club SPECIAL ATTACKS strength gives +3 to hit, +7 damage SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE Large 10' EXPERIENCE 1928

GHOUL (1) ARMOR CLASS 6 MOVE 9" THACO 16 HIT DICE 2 HIT POINTS 15 TREASURE nil No. ATTACKS 3 DAMAGE/ATTACK D3 D3 D6 SPECIAL ATTACKS save vs paralyzation SPECIAL DEFENSES not affected by sleep or charm spells MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE man size EXPERIENCE 95

GIANT SPIDER (1) ARMOR CLASS 4 MOVE 3" THACO 15 HIT DICE 4+4 HIT POINTS 32 TREASURE NIL No. ATTACKS 1 DAMAGE/ATTACK poison 3D8 SPECIAL ATTACKS drop from trees SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE Large EXPERIENCE 467 NOTE poison is not lethal. save for half damage. {Lethal poison is unfair}.

ORCS (2) ARMOR CLASS 4 MOVE 8" THACO 18 HIT DICE 1 HIT POINTS 9,9 TREASURE 2 500 GP gems each No. ATTACKS 1 DAMAGE/ATTACK 2D4 +1 SPECIAL ATTACKS sword SPECIAL DEFENSES chain mail MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Lawful Evil SIZE Man size (armour fits humans) EXPERIENCE 100 total. After a six month stint working as guards near Gublin Towers and with enough money saved to buy a slave, Maggie and Ronnie are on the way home. Both are wearing tungsten alloy chain mail and are using tungsten bastard swords. They carry short bows. They both have doeskin backpacks containing a doeskin tent, water bottle filled with 100% pure alcohol, pound of dried lentils, two pound dried Long Pork, Arctic Wolf pelt blanket, six pounds of chocolate. Five, fifty Gold Piece gems each in a pouch round their necks. They are both wearing silk underwear with labels that say "Renaldos, Paris" and "Marks Spenser" in a human common language.

GOBLIN CATTLE THIEVES (6) ARMOR CLASS 4 MOVE 5" THACO 19 HIT DICE <1 HIT POINTS 5, 5, 6, 6, 7, 7 TREASURE see below No. ATTACKS 1 DAMAGE/ATTACK D6 +1 SPECIAL ATTACKS nil SPECIAL DEFENSES +1 chain mail MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Lawful Evil SIZE Small 4' EXPERIENCE 300 total This band of goblins have come this far south looking for cattle and sheep to sell in town. They consider themselves "armed and dangerous" and will attack the Party on sight. They all wear +1 tungsten chain mail and have +1 short swords.

NIGHT STALKER ARMOR CLASS 6 MOVE ground 6" air 35" THACO 15 HIT DICE 4 HIT POINTS 25 TREASURE nil No. ATTACKS 3 DAMAGE/ATTACK claw D4, claw D4, bite D6 SPECIAL ATTACKS Darkness 10' radius SPECIAL DEFENSES Darkness 10' radius MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Neutral SIZE Man size EXPERIENCE 350 Night Stalker, a type of bat and a new monster. At a wingspan of about two yards this is one of the largest members of the bats. Like other bats it navigates by use of high pitched whistles and squeaks which act as a sophisticated radar giving it a complete 3D model of its environment. Its flying skills are excellent and it is able to fly in quite densely wooded areas. They are carnivorous and under good conditions capable of carrying off a halfling. Its teeth are three inch long points which do D6 damage in a bite. The claws have a powerful 18 strength grip and do another D4 damage. The Nightstalker has the innate ability to cause "Darkness" in a 10 foot radius, as per the spell, at will, as many times a day as it likes. It uses this to attack its prey. It has its radar, the prey is blind, and the invisibility rules apply. -4 to hit the Nightstalker which gets a +4 to hit its prey. Far be it for me to tell you how to kill your players but you only need ONE pass to grab a sleeping halfling (or the goblin sized Cleric), and then get as much HEIGHT as you can, about ten feet a round sounds fair. Not only does it get the PC further away from help but its further to fall when the victim fights back. All done from the inside of a nice large area of Darkness.

HOBGOBLINS 5 ARMOR CLASS 5 MOVE 9" THACO 18 HIT DICE 1 + 1 HIT POINTS 7, 8, 8, 9, 9 TREASURE 50 GP gem each No. ATTACKS 1 DAMAGE/ATTACK D8 club SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Lawful Evil SIZE Man size EXPERIENCE 182 total These are normal Hobgoblins on their way to look for work at Gublin Towers. They have been told the streets are paved with gold.

WILD CAT 1 ARMOR CLASS 6 MOVE 12" THACO 16 HIT DICE 2 + 2 HIT POINTS 18 TREASURE 50 GP worth of pelt No. ATTACKS 3 DAMAGE/ATTACK D2, D2, D4. SPECIAL ATTACKS rear claws D3, D3 SPECIAL DEFENSES 15' leap MAGIC RESISTANCE normal INTELLIGENCE Very ALIGNMENT Neutral SIZE Man size EXPERIENCE 174 The Scottish Wild Cat is equivalent to the giant Lynx in the first Monster Manual. It can hide in the undergrowth 90% of the time and can detect 75% of traps.

BABY GREEN DRAGON ARMOR CLASS 2 MOVE 9"/24" THACO 12 HIT DICE 8 HIT POINTS 8 TREASURE nil No. ATTACKS 3 + breath DAMAGE/ATTACK claw D4, claw D4, bite 2D8 SPECIAL ATTACKS chlorine breath for 4 points damage or half SPECIAL DEFENSES nil MAGIC RESISTANCE no INTELLIGENCE Human like ALIGNMENT Lawful Evil SIZE Large 18' EXPERIENCE 250 This is the Comedy Relief. The Dragon is three years old and has yet to experience the world. After a couple of passes the Dragon will think the Party are Goblins and land. Up till now when ever it has landed in front of a load of goblins it has been fed. The goblins have also learnt that when it does this the dragon can be gotten rid of with a horse or two. When the horses fail to appear the dragon will glare at the Party menacingly and then start picking its teeth with a claw. If food is still not forthcoming it will breath in the air, flap its wings and stamp its feet until its fed. It is smaller than a normal green dragon. DM's be aware of the possibility of the Party capturing the dragon. Some may wish to delete this encounter for that reason.

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GUBLIN TOWERS

"Combine business and pleasure with a trip to Gublin Towers, (Twin town Nexel, Mazteca)"

Gublin Towers Town Plan

A thriving and expanding goblin town whose main product is titanium alloys, quality weapons and armor. The raw alloys are exported all the way to Benthos Deep, the Dark Elfen city below the Black Forest in Germany, and exchanged for coca beans in far off South America. Local farms are protected by Big Mans Law and provide the baulk of the towns food. The extremely high standard of living has lead to vitamin deficiencies in those goblins too rich to eat vegetables. Coronary heart disease is also common.

"Scoff posh food at Paddys five star restaurant"

Paddy the temperamental Irish Leprechaun serves tiny and expensive portions of fried food.

"Experience Chocolate at Renee's Chocolate Palace"

Indeed the production of Chocolate is fast becoming a thriving second industry, recent sales exceeding those of South Americas other popular export available at the drug shop. The pools of vomit found in the street after chucking out time from the pub are often stained brown.

"Visit the Emporia, where goods from far off lands are available for trade"

The Party would be well advised to visit the shops before any hostilities break out. Exotic Poisons are available for open legal trade as are a complete selection of plus one weapons and armor. If the Party are willing to wait D4 months for the next airship from Benthos Deep, even Potions are available at 20 times the price in the book.

"Sleep under arctic furs in a real kings four poster bed"

Marthers four poster bed, (at the Wobbly Buttocks house of negotiable pleasure), belonged (about 200 years ago) to a minor German Prince.

"Or spend a night at the Arena where festivals are celebrated in a blood spattered orgy of violence and torture that lasts till dawn."

Humans destined for the pot and condemned criminals are killed at Roman like games.

"Gublin Towers, Thriving Metropolis of the North"

The town is constructed of dry stone walls, which are basically a pile of rocks and boulders carefully placed to lock together. Even a small wall is at least three feet thick and high ones have a much larger base. Dont be deceived, you can drive a car into a dry stone wall, dislodge a few small stones and be left with a write off car. When the Leprechauns are in town it usually takes all evening to demolish the Dwarfen Wine Bar. Very few buildings have an upper story, and virtually all have a cellar or lower room for living accommodation. The loch prevents them digging down too far. Roofs are usually made of rough planks with a turf covering. This usually sprouts weeds but the Palace is covered in black roses. Photophobic goblins cant see the point in windows. Doors are usually rough planks.

CONVOYS etc

Food from surrounding farms flow into the town. This is mostly Highland sheep and cattle. There is some importation of potato and grain, not much. One convoy (4 wagons) of pig iron arrive per day. Some of the ingots have come a very long way indeed. An 8 wagon charcoal convoy arrives each night. You can see the bald patch of hill north of the Loch that has had its trees cut down. There is a Viking longboat anchored well off shore in the middle of the Loch.

*

FIRST IMPRESSIONS

As the Party approach the town, they will first notice the smell, they will then notice a gang of about twenty kobald and goblin infants (their age in human terms would be around eight years old), rushing towards you shouting excitedly. The Party will be surrounded in one melee round, by yelling children tugging at their clothing.

"Mr. Mr, Wanna buy my sister", shouts one as he tugs at your arm.

"New in town Sir?, need a Guide Sir, Very good rates Sir,"

"This way to the Whorehouse, Whorehouse this way, GIRLS, GIRLS, GIRLS."

"Polish your armor Sir?", this one is waving a very dirty rag.

"Hash for cash, Laudenham for Lucre, Coke for Coin, Good times for Gold, DRUGS, DRUGS, DRUGS."

A fist fight will break out between two toddlers offering guiding services. Then the Party will be spotted by the adult Street Vendors selling a variety of food, drink and drugs. The adult vendors can be got rid of by either ignoring them, not buying anything or swearing at them. The children can only be got rid of by bribes (at least a silver piece each, which they will then set about stealing from each other), or Violence. Careful not to kill any though or the Town Guard will find out. The armor polisher with the filthy rag is especially persistent, giving her money will encourage her, and the Party will need to knock her unconscious if they dont want to be followed. Incidentally hiring a Guide for at least one Gold Piece will prevent the Party being mugged by the children later on.

SHANTY TOWN

Huddled against the town proper is a ragtag maze of lean-toos and benders. Wickerwork and mud walls support canvas and plank roofs. A typical six by eight foot dwelling often contains an entire extended family of Kobalds (Male, Female, three Uncles, two Aunts, eight children). Poor goblins live here as well. Amongst the grinding poverty, Shanty Town is a hive of activity. Everybody is struggling to find money for food. There are no rats in Shanty Town...

Water is obtained from a smelly stream that flows into the Loch. If any water from this gets on a PC's skin, say by splashing through it they must save vs disease or catch Schistosomiasis which will show medical symptoms half way through their next dungeon. It will hurt like crazy to pass urine and when you do there is blood in it. No other gaming effects. Eating the food (except the chocolate, thats cruel), found in the Town will give the PC's food poisoning of some description or other, nothing too serious, the odd fever, vomiting, shakes and belly ache, that sort of thing.

*

TOWN RANDOM ENCOUNTER TABLE

Due to the small size of the town, this is more a list of "set encounters" than true "random encounters", for instance if they havent hired Guides then the Party is going to get mugged. Drop them in randomly or at inconvenient times, up to you.

OFF DUTY MINERS Three Drunken Derro looking for a fight. Past experience has shown that Big Man always finds Miners and Factory workers innocent if they appear in Court. They know this and after a few initial insults will attack the Party. ARMOR CLASS 3 MOVE 9" THACO 18 HIT DICE 3, 3, 4 HIT POINTS 19, 22, 30 TREASURE 2D4 50 GP gems each No. ATTACKS 1 DAMAGE/ATTACK 2D4 +1 double handed axe SPECIAL ATTACKS pull of balance SPECIAL DEFENSES Dragon scale mail and -2 dexterity bonus MAGIC RESISTANCE 30% INTELLIGENCE Very ALIGNMENT Chaotic Evil SIZE Small 4' EXPERIENCE 300, 300, 400 The big one is using a + 1 hook fauchard, which is a six foot long hooked thing that does D4 damage and is 25% likely to pull opponent off balance. They all wear a scale mail made from red dragon scales. Strength bonuses are nullified by them being roaring drunk.

PERSISTENT FOOD VENDORS He has two pounds of Long Pork burgers left and they are going off a bit, so he is flogging them cheap. It will take 3 hit points of damage or 2 GP to get rid of him. If the Party cave in easily then more vendors will appear.

TOWN GUARD More corrupt than The West Midlands Serious Crime Squad, more incompetent than Inspector Cleseau, more liable to put the boot in than the L.A. P.D., your worse nightmare, a Goblin with a badge. They have spotted you and dont like your face. DMs please note that "looking at me in a funny way" is a serious arrestable offence. Big Man rules on the side of the Guard 95% of the time, and hands down Death sentances 85% of the time. (Regardless of the merits of the case). Court held on fridays for saturdays performance in the Arena. At least give the Party a chance by keeping them in the Slave Pens. Bribes start at a thousand gold pieces.

BEGGAR Bobby the Official Town Beggar and has been told he is "entitled to one Gold Piece from all newcomers and tourists". Mr. Big was laughing at the time but then again, His Word is Law. Bobby pays a standing bribe of one ounce of cocaine, a month to the Town Guard which ensures they always take his side in any argument. Due to Bobby there is only one beggar in the town.

MUGGING Mob of about eighteen kobald and goblin children rush at you and steal things from your pockets. Each child gets a pick pockets roll, which if successful results in one item being stolen. They then run off in eighteen different directions. The entire encounter lasting about one melee round. Surprised characters have no defense. If the party are lucky, a grubby kobald toddler will, for a hefty fee, arrange for the party to buy back their property.

DRUNKEN TROLL DECKHAND (1) This Troll is hungry. It wishes to eat a Party member. It is a deckhand from the Viking ship. ARMOR CLASS 4 MOVE 12" THACO 13 HIT DICE 6 + 6 HIT POINTS 44 TREASURE nil No. ATTACKS 3 DAMAGE/ATTACK D4+4, D4+4, 2D6 SPECIAL ATTACKS three opponents at once SPECIAL DEFENSES regenerates 3 hit points/round MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE L 9' EXPERIENCE 876

BEACHED MAZTECAN SAILOR Hose-ay was a deckhand on a South American merchant ship that left without him. Since then he has been busking in the market place with his Pan Pipes. He is a goblin and will be going home when the next Coco shipment arrives in a months time. He wears a big Mexican hat and Poncho (in street gang colours). He is happy, boisterous, extremely friendly and knows everyone in town. He thinks that Gublin Towers is "Uno Mucho Party Town". ARMOR CLASS 8 MOVE 6" THACO 20 HIT DICE <1 HIT POINTS 7 TREASURE 2000 GP worth of gems sewn into his silk underwear. No. ATTACKS 2 DAMAGE/ATTACK D4 SPECIAL ATTACKS nil SPECIAL DEFENSES dexterity bonus MAGIC RESISTANCE normal INTELLIGENCE Medium ALIGNMENT Chaotic Neutral SIZE Small EXPERIENCE 50 Hose-ay gets two attacks a round with his razor sharp Obsidian dagger. With this he fights as a third level fighter.

FACTORY MANAGER The Drowic factory manager is stood in the middle of the road and staring at the Party. He has sensed danger from the Party but cant work out why. Unless he is provoked he will do nothing but stare. He has a 32lb sea trout in his left hand.

*

GUBLIN TOWERS SHOPPING CENTRE

The type of shop is given in capitals, the sign outside the door is given in lower case. Hopefully the undescribed shops shouldnt be too difficult to make up. They all look like the Poison Emporium anyway. The shopkeeper (or a family member) is always in the shop at all times, often asleep.

SMITHY hammer and anvil

LONG PORK TAKE AWAY smiling goblin rubbing its belly

GORDANS FINE CLOTHING STORE hat with feather, (French Parisian Dresses, Chinese silk)

ARMORER suit of armor

CARPENTER chair

IRONMONGER hammer and nails

STINKEY JIMS FISH SHOP fish

BOOTS AND SHOES boot

FRUIT VEG carrot

BUTCHER cow

BREWERY mug frothy ale

DRUGS hash pipe (hookah) The owner is severely affected by amphetamine psychosis, and is extremely Paranoid. He is convinced that there is a Thirtieth level Demon out to get him. Whats more the Demon keeps sending Assassins disguised as goblins who say they want to buy drugs. Getting into the shop is the problem, once inside he sells everything you can think of. Easier to buy adulterated and expensive drugs from the street vendors.

JEWELER crown Inside is a titanium cage similar to the one in the Wine Bar. Three Derro Master Craftsmen are churning out Traditional Derro jewelry of exceptionally high quality. Pieces will cost you ten times the price of similar, local jewelry. If sold in a large city (Rome, Paris, Milan) you can expect ten times the price you paid for it. Depending on size, if a Party Member commissions a piece, it will take about a week to make.

RENEE'S CHOCOLATE PALACE Guarded by a Hill Giant in +1 full plate. A goblin in a hatchway dispenses chocolate at one Gold Piece a pound. Gangs of youngsters hang about expectantly.

ARMOR CLASS 0 MOVE 12" THACO 8 HIT DICE 8 + 1 HIT POINTS 50 TREASURE armor/sword 500 GP gem No. ATTACKS 1 DAMAGE/ATTACK D12 +8 SPECIAL ATTACKS strength +7 damage +4 to hit SPECIAL DEFENSES +1 armor MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE Large 10.5' EXPERIENCE 2600 He is wearing full plate armor and uses a giant sized double handed sword, all of it +1 titanium.

WEAPONS SHOP axe and sword This is a way of getting rid of substandard tungsten weapons that Mr. Big dare not export. The rejects. There is a 1% chance per use, that a weapon will fail or break somehow. A complete range of weapons and armor, all +1 and non magical, are on sale at ten times book prices. Start haggling around twenty times the going rate.

PIPPAS POISON EMPORIUM skull and crossbones A full range of carefully preserved and stored poisons for sale. Fast acting, slow acting, airborne, waterborne, colourless, odourless or the old favorite, stuff to drop an elephant with. You can always have the Town Guard turn the Party over when they get back to civilization.

*

TAVERNS AND HOUSES OF "NEGOTIABLE PLEASURE"

WOBBLY BUTTOCKS Marther runs an orderly house she will have you know. Mistreatment of the girls or boys has before now ended in the arena. The ground floor is a very posh, it has a canvas floor covering, a raging log fire and numerous plush (with cushions), chairs and sofas, on which the Staff recline in various degrees of undress. Dozen Goblins, 4 male, 8 female. Two Orc females. Two Hobgoblin Females, one Hobgoblin male. One female Troll (Grizelda) Downstairs rooms are: Kings Bed chamber. Traditional cave. Ye Mud Hut (tropical theme) Ye Dungeon. Party room is big for tall races and parties of clients, rabbit skin floor and silk pillows.

THREE TITTIED MUTANT Cheap nasty and sleezy. Its "rooms" are small cubicles with wickerwork partitions. Save Vs Disease or catch Pubic Lice, even from walking in the door. Its like fleas.

*

CASINO Owned by Mr. Big, the games are actually fair. You pay a 10% winnings tax to the Town. Card games, Dice and the house specialty Snail Racing makes up most of the betting. There is no special guard as the Town Guard deal with anything.

GROG AND BUCKET Simple tavern. Safe, warm, friendly and expensive as heck. Three times the going rate, but they do stock very nice Bordeaux wines.

WINE BAR dwarfen theme inn This is the fighting pub. Providing no weapons are used and no deaths occur, there are no rules. A titanium cage in the corner houses the stock and the landlord. Its parties are notorious, their excess is measured by the amount of rebuilding to be done in the morning.

PADDY'S RESTAURANT Proudly boasts that NO vegetables are allowed onto the premises.

*

SUBURBIA

This is where the rich goblins etc live. The houses are still made from dry stone walls but have an upper storey. All have servants, except for the brewer who lives surrounded by vomit and empty wine bottles in alcoholic squaller, and Gordon who has a friend called Jeremy. Wealth, 3D6 hundred Gold Pieces in gems, is usually hidden in the walls behind removable stones, and is very difficult to find without demolishing the wall. Furnishings are luxurious. Real wooden chairs, furs, canvas carpets and even crockery. Along with the owner of the house a hobby is also mentioned along with any details.

WEAPONS SHOP OWNER A weapons nut. Particularly into crossbows.

PIPPA Keeps reptiles and snakes in glass cages.

JEWELERS The Derro are sending their money home, and none is stashed in the walls. They are following a Drowic blue print of a simple steam engine and it is very nearly finished.

GORDON Fine art paintings.

RENEE Experimental Cookery. If it moves he will try to eat it.

TOWN GUARD CAPTAIN Hunting, often with Renee.

BREWER Alcoholic.

*

Mr. BIG also known as BIG MAN

This is a Goblin with attitude. A vampiric goblin. A very intelligent, immortal, vampiric goblin that you need a magic weapon to hurt. No wonder he has a chip on his shoulder. Perfectly suited for goblin society (mean, nasty and vicious) it was inevitable that he became first Clan Chief High Goblin, and then Orcish Overlord Bigfist. King of all Hobgoblins was next, followed three bloody years later by Absolute Emperor, Lord Big Man of the Mountains. He will be remembered in the Mountain Kingdoms for years to come as the goblin that introduced the concepts of cooperation, trade and fair play. His capital is Gublin Towers.

ARMOR CLASS 1 MOVE 12" / 18" THACO 12 HIT DICE 8 + 3 HIT POINTS 53 TREASURE Mr. Big does not carry cash. No. ATTACKS 1 DAMAGE/ATTACK D6 + 4 + two levels SPECIAL ATTACKS energy drain, +2 to hit, charm victim SPECIAL DEFENSES immune to sleep, charm, hold, poison and paralysis. Half damage from cold and electric. Only hit by magical weapons, regenerates 3 hit points per round, MAGIC RESISTANCE see above INTELLIGENCE Genius ALIGNMENT Neutral Evil SIZE S 4' EXPERIENCE 4436

Dark Purple Handmade Armani suit. Hand made, lilac Hong Kong silk shirt with ruffles. Gucci, hand made, silver dragon skin shoes. S'Hades, which are sunglasses conferring protection from sunlight to any undead wearing them.

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GUBLIN PALACE A six foot thick, ten feet high dry stone wall surrounds the Palace Grounds, patrolled by a dozen Hell Hounds. Visitors ring a big bell at the gate, and anyone not accompanied by Mr. Big will get ripped to bits.

HELL HOUNDS (12) ARMOR CLASS 4 MOVE 12" THACO 15 HIT POINTS 5D8 HIT DICE 5 TREASURE Dragon skin and Mithril collar 1000 GP. No. ATTACKS 1 DAMAGE/ATTACK D10 SPECIAL ATTACKS Breath fire for D6 damage. SPECIAL DEFENSES Surprised one in six and spots invisible creatures 50% time. MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Lawful Evil SIZE Man size EXPERIENCE 250 + 8/hit point

PALACE LOWER FIRST At the bottom of the stairs is the laboratory. The coal fired furnace in the corner keeps the damp from the walls and the rough hewn room stiflingly hot. There are six packing crates with Norweigian troll writing on, that contain lumps of pitchblende, about a quarter of a ton in all. The table has various assorted glassware on it. The bookcase swings inwards to provide access to his resting quarters. The bookcase contains the following titles: Biggles does it again. Biggles and the Dragon. Biggles at the Sanitorium. Biggles tries again. Biggles Dragon slayer. (all are "Pulp" fictional stories) Quantum Mechanics - The Copenhagen Convention. Nuffields Ordinary Level Chemistry (Alchemy Primer), Nuffields Advanced level Chemistry. There are two walk in vaults that contain the altar and silk lined barrel where he sleeps. These are locked with Derro crafted locks (-25% to pick), he keeps the keys on a chain round his neck. The vaults are simple titanium boxes with foot thick walls and doors. This is one vampire determined not to be caught napping. He sleeps in a silk lined barrel. The candles marked on the map as "C" give off a very high concentration of Nicotine when burning. Save vs poison for half of 3D8 damage. He lights these when he rests in his barrel, they last 12 hours.

THRONE ROOM A ramp from the courtyard leads up to the front door on the upper first level, straight into the throne room. A very long walk over Italian white marble. Battle standards of every major Kobald, Goblin, Orc, Hobgoblin and Giant tribe within 100 miles line the walls. Most are blood stained. The Hobgoblin sized throne is made from 2000 pounds of gold (20 000 gp). When giving audience or dispensing justice he likes to sprawl sideways over the arms. He finds these duties a tremendous bore. He longs for something "interesting" to happen. At such times there are four Town Guards Goblins guarding the throne room.

PALACE GROUND FLOOR The dining room and wine cellar is for "entertaining" guests. Either foreign dignitaries or local tribal leaders. His past guests include the Derro king, who signed the tablecloth, which you can still see. On such occasions "food" is brought over from Paddy's. The spare rooms are filled with an assortment of junk. Battle banners from minor tribes, boxes of odd metal ores and rocks, spare chemistry glassware, a room filled entirely with empty wine bottles, a stuffed Ostrich and a harp. His poor upbringing is showing here, he hates to throw anything away.

THE ARENA Recently built, the wooden amphitheater is a present from Mr. Big to the citizens of Gublin Towers. It consists basically of two elliptical rings of tree trunks with about ten feet of rubble in between. The outer trunks are higher and thicker than the inner ring. These trunks support a platform about fifteen feet above the ground. This has wooden bench seating for the crowd and at the far north end the Royal Enclosure and Mr. Bigs massive wooden throne. On moonless nights four huge oil lamps are lit to provide light. These sit atop tree trunks fifty feet off the ground and about fifteen feet from the outer wall. Condemned prisoners and "contestants" are kept either at the town guard lock up (the drunk tank) or in the slave pens.

Typical nights "entertainment":

SERVICE Reverend Palsy will sacrifice a goat to the great god Maglubiyet in honor of the games.

DANCING GIRLS and Boys from the Wobbly Buttocks proform a rendition of The Dance of The Seven Veils as described by a foreign traveler.

ENDURANCE The ever popular game show where volunteer contestants endure torture and mutilation in the hope of winning a 1000 GP prize.

DANCING GIRLS and Boys from the Wobbly Buttocks preform an encore to their rendition of The Dance of The Seven Veils.

BULL FIGHT. Will El Torro make it a fourth? This months volunteer Bullfighter is an incomer from Derry, Sain O'Donnel. We wish him well. El Torro, who is living the life of luxury with own pen on the outskirts of town is a loved and revered "Celebrity". Reverend Palsy is most distressed that your average goblin thinks more of Sport and the Games than their Religion. Or rather he hates playing second fiddle to a cow. Rumors that Reverend Palsy has placed a permanent "Bless" spell on the Bull are untrue. It was a Drow Trade Delegate and the Bless is twice as good as normal giving El Torro a plus two to hit. Any Party member fancy themselves as Matadors? Sain is having second thoughts anyway.

EL TORRO ARMOR CLASS 7 MOVE 15" THACO 13 HIT DICE 4 HIT POINTS 25 TREASURE 500 GP winners fee No. ATTACKS 2 DAMAGE/ATTACK D4, D4 horns SPECIAL ATTACKS Charge does 3D4, +2 to hit, improved Bless spell SPECIAL DEFENSES none MAGIC RESISTANCE none INTELLIGENCE Animal/Enraged ALIGNMENT Neutral SIZE Large 5' EXPERIENCE 300 Killing El Torro will really spoil the great night the crowd are having so far.

ANNOUNCEMENTS, PROCLAMATIONS and ADVERTISEMENTS from the Town Crier.

FIGHT. Our very own Factory manager takes to the ring yet again, this month against a savage Pictish warrior with traditional club.

BLIND ZOMBIE CHALLENGE. A new game sure to be a titanic hit. A blindfolded zombie will be told to obey the shouts of the crowd when in the arena with a Dwarf tied to a post.

JUDICIAL EXECUTIONS The Town Guard get to execute this weeks condemned prisoners.

THIEF BURNING. Town neir do well, Smelly paul finally gets his comeuppance.

SERVICE Curate Scattios sacrifices a chicken to Kurtulmak in thanks for the games.

After an unfortunate accident (mobbed by the crowd for being boring) the position of Games Compare/Ringmaster is presently open to applicants. Apply, Gublin Town Council.

CART PARK A very thick very high stone wall encloses Tiny Tims 24 Hour Cart Park. Either Tiny himself or one of his two adolescent sons are always on duty. When you park a cart there you pay a weekly fee of 50 GP and receive a wooden token about the size of a credit card. Your description is also noted. To retrieve your cart the token and description must match, or it will be sorted out by the Town Guard. If you loose the token you had better hope that they remember your face. Carts and cargo are considered safe when stored here. The giants have a pack of three Irish Wolfhounds which patrol round, to try and spot anyone invisible. The family live in a giant sized house tacked on to the back of the parks surrounding wall. If you need stats base them on the Chocolate Palace Guard.

IRISH WOLFHOUNDS (3) ARMOR CLASS 7 MOVE 12" THACO 16 HIT DICE 2 + 2 HIT POINTS 13, 15, 16 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK 2D4 SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE semi ALIGNMENT Neutral SIZE M EXPERIENCE 237 total

THE FACTORY

Two Trolls wearing battleship plate and wielding massive 2D8 axes stand guard at the main gates. ARMOR CLASS 0 MOVE 5" THACO 12 HIT DICE 6 + 6 HIT POINTS 40, 42 TREASURE armor weapons D6 50 GP gems each No. ATTACKS 1 DAMAGE/ATTACK 2D8 +1 SPECIAL ATTACKS nil SPECIAL DEFENSES regenerates 3 hit points/round MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Neutral Evil SIZE L 9' EXPERIENCE 845, 861

Ground floor of the big tower is used for storing the processed metal. Upper floor is the office. Access to the tower is by an external staircase up to the upper first floor. Guard room contains nine tin plated goblins three more patrol the walls. The factory runs day and night. The unrefined ore is of loaded at the sea gate from the daily barge. This is then shoveled slowly into the mix. A zombie is used to do this as their time keeping is better than a normal worker. The mix is in a huge adamantite witches cauldron that sits on top of a fire elemental. Liquid tungsten/titanium metal mix is skimmed off the top while the denuded rock is removed with tongs. This is the "bottleneck" in weapon production. A new fire elemental is on order from Benthos Deep and when it arrives overall production will double. This waste still contains recoverable amounts of the metal and is saved for trade with the Drow. The metal is poured into ingot moulds for storage, sale or making into armor and swords. There are two blacksmiths forges against the two westernmost towers. One makes armor the other swords. Both of these use about four zombies each to beat metal. The blacksmiths themselves are Hobgoblins with similar stats to the Hobgoblin forest random encounter.

FACTORY MANAGER A sixth level Drowic Magic User. ARMOR CLASS 3 MOVE 12" THACO 19 HIT DICE 6 HIT POINTS 15 TREASURE D6 50 GP gems No. ATTACKS 1 DAMAGE/ATTACK spells SPECIAL ATTACKS spells SPECIAL DEFENSES -2 AC dex bonus MAGIC RESISTANCE save as sixth MU INTELLIGENCE Very ALIGNMENT Neutral Evil SIZE M EXPERIENCE 400 Ring of Teleport (no error) three times a day. Black Kevlar fishing jacket and trousers. Acts as chain mail. Non magical. MEMORIZED SPELLS - four magic missiles, stinking cloud, invisibility, fireball, lightning bolt. INATE ABILITIES - once a day, dancing lights, faerie fire, darkness, detect magic, know alignment, levitate. His job is to look after the fire elemental but he is very rarely encountered in the factory. He is a keen angler and is usually to be found fishing in the middle of the loch. He does NOT live in town. He teleports back to his room in Benthos Deep each morning. This means his teleport ring has two uses per day available to him.

TOWN GUARD Marked on the main map is the large steel cage which is the drunk tank, for holding prisoners and a firepit. Twenty four members of the watch are split into two shifts of twelve. Night shift, Day shift. Occasionally when they get bored playing darts six of them will go outside on patrol. Unless the DM is going for the kill then I advise you keep any arrested Party members in the Slave Pens on the southern edge of town, they are easier to break out of. If this is the case then there is a VERY drunk and abusive Troll in the drunk tank giving you the excuse not to keep the Party there.

TYPICAL GUARDS GOBLIN "Tin Plated Goblin" ARMOR CLASS 0 MOVE 2" or 3" THACO 19 HIT DICE <1 HIT POINTS 6 or 7 TREASURE D4 50 GP gems No. ATTACKS 1 DAMAGE/ATTACK D6 +1 SPECIAL ATTACKS +1 sword SPECIAL DEFENSES +1 full plate MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Lawful Evil SIZE Small EXPERIENCE 100 +1 Full Plate armor made of Tungsten alloy and weapons also.

TEMPLE OF MAGLUBIYET Daily service Midnight, (goat sacrifice). Human sacrifice on the new moon. An ordinary goblin tends the Temple during the day, while the High Priest is resting in his barrel. The High Priest is 6th level and a Vampire under the control of Mr. Big. (Mr. Big bit the cleric the night he found out about "Turning Undead".) ARMOR CLASS 1 MOVE 12" / 18" THACO 12 HIT DICE 8 + 3 HIT POINTS 49 TREASURE 2D8 50 GP gems, 500 GP mithril Unholy symbol. No. ATTACKS 1 DAMAGE/ATTACK D6 + 4 + two levels SPECIAL ATTACKS energy drain, +2 to hit, charm victim SPECIAL DEFENSES immune to sleep, charm, hold, poison and paralysis. Half damage from cold and electric. Only hit by magical weapons, regenerates 3 hit points per round, MAGIC RESISTANCE see above INTELLIGENCE Genius ALIGNMENT Lawful Evil SIZE S 4' EXPERIENCE 4388

Wide marble stairs lead straight down to a lower floor about 15 feet below street level. A large 2 yards X 1 yard X 1 yard, bloodstained Italian marble sacrificial altar is in the centre of the space. A huge Golden bowl a yard across sits on the altar and contains the blood of the last sacrifice. A ceremonial double headed axe, blades about a foot long, made of solid ruby with ebony haft. If used to hit people by say the High Priest it does 2D8 +2 damage, +2 to hit. (More with strength bonuses). Two doors, one in the left wall the other in the right lead to store rooms. The right hand contains eight goblin sized throne like chairs used by dignitaries during important occasions. About 200 GP a chair. The room on the left contains various Priestly clothing, incense, bowls, sacrificial daggers etc. The secret door behind the altar (covered with a Permanent Illusion), leads to the Priest's private quarters. These are plain and simple. Fur floor, table, comfy chair and fifteen kobald skulls artfully arranged in wall alcoves. Like Mr. Big the Priest was buried in a barrel, which now sits in the corner. It is fur lined.

KOBALD EVIL TEMPLE One room, unlit and with a flimsy wickerwork door. The High Priest, Curate Scattios is third level and sleeps under a pile of sacks at the back. A yard high stainless steel statue of the god stands in the middle of the floor, it was donated by Mr. Big. In its twenty year existence there has been 18 different high priests of Kurtulmak. There has been one High Priest of Maglubiyet (next door) in this time. Whats more no less than nine have committed suicide, some in very ingenious ways. Five simply disappeared and three decided that a life in the new world was for them. The present one hasnt long to live, he is getting dangerously high level. He uses a short sword.

CURATE SCATTIOS ARMOR CLASS 7 MOVE 6" THACO 20 HIT DICE 1 + HIT POINTS 7 TREASURE D4 GP No. ATTACKS 1 DAMAGE/ATTACK D6 SPECIAL ATTACKS none SPECIAL DEFENSES none MAGIC RESISTANCE normal INTELLIGENCE Average (Low) ALIGNMENT Lawful Evil SIZE small EXPERIENCE 50 MEMORIZED SPELLS - Sanctuary, Cure Light Wounds, Hold Person

SLAVE PENS Like the houses it is made from dry stone walls with log and turf roof. Slaves are secured in individual steel cages to which they are also manacled.

SMELLY PAUL Caught trying to rob the drugs shop. A Goblin. ARMOR CLASS 10 MOVE 5' THACO 20 HIT DICE <1 HIT POINTS 3 TREASURE nil No. ATTACKS one DAMAGE/ATTACK D4 fist SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Evil SIZE S 4' tall EXPERIENCE 13

DWARF Johnny "Beerglass" MacGreggor. From the Gorbals, a very dodgy part of Glasgow. ARMOR CLASS 10 MOVE 6" THACO 20 HIT DICE 1 HIT POINTS 7 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK D6 fist SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Low ALIGNMENT Chaotic Neutral SIZE S 4' EXPERIENCE 25

PICT ARMOR CLASS 10 MOVE 12 THACO 20 HIT DICE 1 HIT POINTS 10 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK D4 fist SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Medium ALIGNMENT Neutral Good SIZE M 6' EXPERIENCE 30

CHEAP ACCOMMODATION AND HOSTELS There are three Hostels which provide beds on a nightly basis. They basically consist of a huge room with lots of beds The better ones (one GP a night) have canvas or wickerwork partitions between the beds, the cheaper ones (10 silver pieces) do not, and the beds consist of piles of mouldy blankets. The other buildings in the block are split into individually rentable rooms. Prices from five GP a night upwards. Furs and bedding can be rented for an extra Gold Piece and are full of fleas and ticks.

Davydd the landlord is a Bugbear. He uses a tungsten +1 long sword. ARMOR CLASS 5 MOVE 9" THACO 15 HIT DICE 3 + 1 HIT POINTS 23 TREASURE 6D12 GP No. ATTACKS 1 DAMAGE/ATTACK D8 SPECIAL ATTACKS surprise 50% SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE Low to Medium ALIGNMENT Chaotic Evil SIZE Large 7' EXPERIENCE 227

VIKING SHIP In Port. The Bjorn Bullethead is a traditional Viking longboat. 100 foot long, square sail, shields along the sides. The crew are Trolls. They anchor out in the middle of the Loch and shoot fire arrows at anything coming close enough. They carry iron ingots and furs from northern Norway to trade for weapons.

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THE MINE

When Mr. Big realized what a Captured Dwarfen miner was on about, he spent the next year reading alchemy books and conducting very careful negotiations with a Dwarf like subterranean race called "Derro". After the fifth or sixth ton of ore arrived as a present, the Derro King was curious enough to send a (heavily armed) diplomatic mission to talk to the "Mad Goblin". The Main Shaft was begun the day they arrived. The first airship from Benthos Deep arrived a month later.

The mine is situated on the opposite side of the loch from the Town. There are a dozen Derro Miners at work on the face. One miner controls three Zombies with picks. These picks are made from tungsten alloy. Six Derro control two dozen zombies breaking the ore into fist sized lumps and supervise its loading onto a light railway powered by a further dozen zombies. There are three shifts per twenty four hour period. One shift is typically at work while another is sleeping and the third shift is eating, drinking and partying. As far as the average Derro is concerned this is a very cushy job. Six months of telling zombies what to do and you retire to your own Main Shaft, Very nice.

NUMBERS 18 Derro and 60 Zombies in the big cavern that is the work face of the mine. 18 Derro are asleep while another 18 Derro are enjoying their time off. These are in the accommodation complex half way up the mine shaft. 12 zombies push the ore laden carts up the light railway.

TYPICAL DERRO MINER ARMOR CLASS 3 MOVE 9" THACO 18 HIT DICE 3 HIT POINTS 22 TREASURE 2D4 50 GP gems No. ATTACKS 1 DAMAGE/ATTACK 2D4 +1 double handed axe + 1,2 or 3 from strength bonus SPECIAL ATTACKS +1 or +2 strength bonus SPECIAL DEFENSES Dragon scale mail and -2 dexterity bonus MAGIC RESISTANCE 30% INTELLIGENCE Very ALIGNMENT Chaotic Evil SIZE Small 4' EXPERIENCE 300 The axe is carried everywhere. They only use the fauchard when drinking in town.

ZOMBIE WORKER ARMOR CLASS 8 MOVE 6" THACO 15 or 16 HIT DICE 2 HIT POINTS D8 + 8 TREASURE nil No. ATTACKS 1 DAMAGE/ATTACK D6 +1 pickaxe or D6 shovel or D6 sledgehammer SPECIAL ATTACKS nil SPECIAL DEFENSES nil MAGIC RESISTANCE normal INTELLIGENCE mindless ALIGNMENT Lawful Evil SIZE M EXPERIENCE 20 plus 2 per hit point each

MINE ENTRANCE A three storey round tower, 30' at the base, stands next to the hole in the hillside, at the top is the wheel for a cable car arrangement that ferries ore down to a rough quay on the shores of the loch. The mine entry is a hundred feet above the loch. At midnight every day (except in stormy weather), the ore is rowed across the sea loch in boats. Just inside the mine entry is a 30' by 30' guardhouse with a dozen Guard Goblins in it. Same stats as the Town Guard. A 20' by 40' dormitory house another dozen that are asleep or off duty. No footlockers just personal wealth. A light railway runs off down into the mountain. After a flat bit where the rooms are the tunnel descends at 20 degrees below the horizontal.

UNDERGROUND ACCOMMODATION 5000 feet into the mine The Derro living and off shift accommodation is about halfway down the main shaft. There are three dormitories 60' by 30', one for each shift. These contain 18 beds each arranged along the walls. A big steel footlocker sits at the bottom of each wooden bed and contains D4 50 GP gems in spending money and D4 pints of Derro Liquid Plasma, a fiendish spirit that somehow has five times more alcohol in it than an equivalent volume of pure alcohol. One shot of Liquid Plasma is worth five shots of pure alcohol.

The kitchens are in a 30' by 30' room with a small 20' by 20' store room. Most of the food is brought nightly from Town, and consists of meat, mushrooms and slugs. Kitchens and eating hall are open and running day and night.

The 20' by 30' Common room is decorated to resemble a traditional Derro Drinking Hall. Roaring fire, battle banners, huge axes on the walls, (and drinkers), fist fights, vomiting competitions and songs about Mining. A regular Derro Valhalla. The previous Kobald Priest of Kurtulmak is kept in slavery here. He is secured to the floor, with a very long chain by a collar and forced to serve drinks. The Derro have promised that the Vampiric Priest can have his skull when they have finished with it. If you need to, use the present Kobald Priests stats.

THE FACE 10 000 feet into the mine - a huge cavern about 300 feet in diameter. The tungsten ore is a huge roughly circular lump 400 feet in diameter, with about a quarter mined away. It is a hive of activity and the noise level is very high.

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