
The Black Pyramid of the Ancient Cloakers

A story to use in a fantasy roleplaying campaign


By     R.J.H.A. Broekman
       Tsyrfonalin Sa Innai (Tsyrf)

              Malden, 14 april 1992

-------------------------------------------------------------

                                           Preface


For about six years now, I have been playing AD&D. At first I
started as a player, but soon I began jotting down small
ideas on pieces of paper. The original idea for this story
arose in december 1991. Now, april 1992, the final version is
completed (although it took until November 1993 before it got
translated to English).

Hereby I thank my fellow players for testing the first version
of this story.  So thanks, Andre, Cathy, Edwin, Jeroen, Mark,
Marcel (sessions at Tilburg) and Boris, Jan-Willem, Mark and
Robert-Jan (sessions at Nijmegen).

There are two versions of this story. There is a textfile in
Dutch and a textfile in English (this one). The Dutch version
can be send to you via E-mail (although it's just as big :-(),
just drop me a mail saying that you want it.

This story may, as computerfile or in printed form, be
distributed freely, as long as the total text remains complete
(this goes especially for my name of course). If you decide to
distribute this text then you are NOT allowed to ask any money
for it).

I would appreciate a little note from you regarding this text.
Please send me a short letter with your opinion about this
story. Besides your own opinion please include information
about: 

-    Whether you played this story as player or as a DM.
-    The composition of your group (how many characters, what
     levels etc.).
-    If you liked the story (was it an original idea, was it a
     difficult story etc.).
-    If necessary, other comments, ideas or even your own
     story.



Please send your reaction to:

Richard Broekman
De Haspel 19
6581 WV  Malden
The Netherlands

or E-mail me at: "R.J.H.A.Broekman@kub.nl"
(at least until july 1994)

(As you may have guessed by now, English isn't my native
language, but I hope you will understand this text anyway)

===========================================================
= Disclaimer:  =                                          =
================                                          =
= AD&D and Spelljammer are trademarks of TSR Inc. The     =
= Monster Manual (MM) and Monstrous Compendium (MC) are   =
= copyrighted by TSR Inc. Certain terms appearing in this =
= text (Armor class, Hit Dice) and the lay-out of the     =
= monster-sheets appeared (probably for the first time) in=
= several TSR books. All of these terms are used without  =
= permission. Note however that it is not my intention to =
= bereave TSR of their rights, I only want to conform my  =
= story to a kind of universal rules used by most AD&D    =
= players.                                                =
===========================================================














Explanation of abbreviations used in this text

This story will be filled with different abbreviations to
avoid having to type all those long terms over and over again.
So here follows a list of all abbreviations used along with
the right meaning:

Abbreviation   Meaning

AC             Armor Class         This is the standard
                                   abbreviation as it is
                                   used throughout the entire
                                   gamebooks.

AnC            Ancient Cloaker     This abbreviation will be
                                   used to indicate a new
                                   monster.

AT             Armor Type          This abbreviation indicates
                                   the degree of protection a
                                   character has. e.g.
                                   Leather Armor is AT 8. The
                                   usage of the AT-system is
                                   fully optional.

HP             Hitpoint            Seems pretty obvious.

ST             Saving Throw        Standard abbreviation.

According to this story the Ancient Cloakers originated from
another planet. 
Although I know that there is a campaignworld set in space,
(Spelljammer) I don't exactly know how it works. If you think
the idea of another planet isn't acceptable in your own
world, then please feel free to let the AnC originate from
another plane or something like that. Using planes can be
very dangerous considering the higher level spells that will
send creatures back to their homeplane.

This story can be used in any fantasy setting, although it was
written for the AD&D (tm) game. I think that the best way to
play it is with a party of 4-6 8th level characters.

History

For many ages there has been living a race of mysterious
creatures on this world. These creatures very much
resemble ordinary cloaks, the ones that are being used by
lots of people to protect themselves from bad weather. These
creatures are called 'Cloakers' (how appropriate, MM + MC).
A complete description of these monsters can be found in the
MM and MC volumes.

The origin of these strange creatures is unknown. One of the
many stories being told is that of the cloakers reaching this
world by 'Gating' in from another dimension.

Of course, the above explanation is not quite right. Cloakers
are in fact from this world. Their ancestors on the other
hand are not. Ancient Cloakers (AnC) originally come from
another planet. About 4000 years ago a group of Ancient
Cloakers crashed with their 'spacecraft' in a desert. The
total crew of their 'ship' (the black pyramid) consisted of
12 AnC. Most of them went their own way after the crash
landing, since the ship would never be able to travel 
through space again. Only a few AnC stayed in the pyramid
and they are led by the oldest Ancient Cloaker on this
world, the Chief Cloaker (appendix 3).

The AnC are totally disconnected from their world. The 
pyramid is unable to travel so it is impossible for them 
to return.

Although all AnC have kept their special powers even on
this world, they aren't able to conceive any offspring 
with the same powers. Offspring of AnC on this world are
ordinary Cloakers. Offspring of ordinary Cloakers are also
Cloakers.

Almost ten years ago the wizard Knoedag accidently
discovered the existence of the pyramid. The exact location
of the pyramid however was a total mystery to
him as no human knows it. Yet Knoedag succeeded in creating
a special Teleport spell that would bring him almost 
exactly at the pyramid. Just to be sure, Knoedag made a
copy of this spell on a scroll so someone would be able to
come and help him if things might go wrong.

Ever since the moment Knoedag entered the pyramid he was
marked to die. Because the AnC had a little time to spare,
they let Knoedag live to create some extra defenses for
their home. Now, after about ten years, the time h come for
Knoedag to die. Only a few firm heroes will have a chance to
save Knoedag from dying.

Knoedag knew he was living on borrowed time. During the
first years in the pyramid he worked on dozens of ideas to
escape. But after a while it was evident that escape was
impossible. His only chance seems to be his brother.


Aldari

One year ago the brother of Knoedag, Aldari received the last
letter that Knoedag had written ten years ago.

Based on this letter and the long period he hasn't been
contacted by Knoedag, Aldari has come to the conclusion that
Knoedag is in trouble. Aldari, being a simple furniture-maker
decided to find a group of heroes that would be able to
find his brother.

0      The beginning

0.1    Diner

The characters are placed at an inn. Having finished their
last adventure they wanted to rest and spend most of their
money on food and drinks. The complete party (at least if the
party isn't any bigger than six persons) will spend the night
in room 10. While the characters are eating their diner, a man
enters the inn.

At this point you can read the following text or think of a
better one:
" A man of about forty years enters the inn. He crosses the
entire dining room to go to the bar and talks to the
innkeeper. The innkeeper points in the
direction of your table. The man walks in your direction."

The man walks to the table and asks the adventurers if he
can have a word with them. He introduces himself as Aldari.
Aldari asks the characters to swap their room with his room.
If the characters refuse to do so, Aldari will try to 
persuade them, even by offering money. You see, the problem
is that Aldari's room (3) is much to small for the party
(three people instead of six). When the characters still
refuse to swap rooms Aldari will tell that their room is of
sentimental value to him. It is the room in which his
brother Knoedag spend the last night before his
disappearance. If asked about the disappearance, Aldari
will tell that his brother disappeared ten years ago. One
year ago Aldari received a letter of his brother that was
written almost ten years ago (the letter has travelled a
long time....). In his letter Knoedag explained that he
would be going on a trip. Ever since that day Aldari
hasn't heard anything of Knoedag.

During the entire talk Aldari spoke the truth. In case
the characters seem willing to help Aldari, he will be
glad to show them the letter. Besides that he will try
even harder to convince the characters that their room
has to be searched. If the room (10) is searched the 
'diary' will be found. Of course it is possible that the
characters don't agree with Aldari and in that case the
night will pass as described later on.

If the characters do decide to swap rooms, Aldari will
adress the characters the next morning. At that time he
will have found the diary and by then he wants to hire
the characters to find his brother.

When questioned, the innkeeper will declare that he
can't remember Knoedag and that's the truth (after all
it was ten years ago).

0.2    At night

The following will only happen if there has been no
swapping of rooms and if the diary isn't found yet.
Some time during the night, when the characters are
sound asleep (around 3.00 AM), some fumbling can be heard
at the door. 
Characters that are awake will automatically hear this.
Sleeping characters have a chance to notice it equal to
1/2 their 'hear noise' (if thief) or 10% (if non-thief).
The fumbling is caused by Aldari. He needs about five
minutes to open the door, prying the lock open with his
furniture-makers' tools. In the case of the door being
blocked by a chair or bed or something other, Aldari will
make so much noise that everybody has to hear it. In the
rare instance where Aldari isn't heard during the opening
of the door, there will be a chance of 10% every round
that someone will be awakened by the sounds Aldari makes.
Inside the room Aldari needs 2d4+2 rounds to find the loose
board (see description of room 10). Pulling the board
complete loose will give everyone a chance of 4 in 6 to
awaken. It's very obvious that the chance of Aldari being
caught is very big. Aldari won't resist if the characters
try to get him. It is of utmost importance to him that
his name will not be related to any criminal activities.

Aldari: Human male, lvl. 0, hp 3, Alignment NG, age 43.
Equipment: 5000 gp, some tools (hammer, chisels) and the
letter of Knoedag.

Knoedag's letter

Vanley, 18 Sal (=may) 319

Dear Aldari,

I have finally made it! In my letter of last month I told
you that I was on researching something great, but this
time I have found it!

I have found a still unknown place. It is the most 
confusing place I know. Of course it is impossible for me
to talk about it by letter, except that it is placed in
the midst of the desert. Without a doubt I will be
encountering many dangers there.

Tomorrow I will leave, until that time I will be staying
at the Iron Stomach Inn, in room ten. 'Till my letter of
next month, 

Knoedag

P.S. When I'm not back in two years, please try to find me.

-----

The diary

In a lead pipe (1' long, 3" diameter, of which 1" empty),
two pieces of paper are found.

Paper 1, letter of a diary:

Vanley, 18 Sal 319 (or whatever year you want)

Tomorrow I will be going off. Of course as a real wizard I
will travel by magic. I hope to be back within a year, but
just to be sure I have made another scroll for Aldari, so he
can find me if necessary. Now I will be going to bed,
since tomorrow is the big day.

Paper 2, Scroll:

On this scroll is written the 4th level wizard spell
"Knoedag's Exact Location Teleportation Spell" (KELTS).
Every wizard capable of casting 4th level spells will be
able to cast this one. Copying of the spell will prove to
be impossible.

Knoedag's Exact Location Teleportation Spell

Lvl:  4                   Range:         Special
Casting Time:  1 turn     Saving Throw:  None
Duration:  Instantaneous  Components:    V

When this spell is cast, the caster and everyone he is
holding hands with will be teleported to a preset destination.
This destination will be one kilometer from the pyramid.


0.3    The request

After reading the diary Aldari will try to hire the
characters to find Knoedag. He is willing to pay each
of them 500 gp "all that I have". This is not quite the
truth, since Aldari ownes another 10.000 gp, but he has
left those behind at his shop. If the characters won't
even accept this offer, than it is not likely that they
are the right people for this job (i.e. find another module
to play).

Aldari will strongly refuse to come along with the
characters. He knows very well that his presence will only
be disadvantageous. Besides, he has a shop that has to be
attended.

Rooms of the Iron Stomach Inn

Ground Floor:


--------------------------
|          ===         -b|
|  ======       =      --|
|          ===     ---   |
\               =  -a-   |
|  ======  ===     ---   |
|                        |
--------------------------

Legend:

--     wall (also used to accentuate certain places)
|      wall (also used to accentuate certain places)
\      door
==     table
a      bar 
b      stairs going up

First Floor:

--------------------------
| 1 | 2 | 3 | 4 | 5 | 6|b|
|-\---\---\---\---\---\--|
|                        |
|-\----\----\-----\----\-|
| 7  | 8  | 9  | 10 | 11 |
|    |    |    |    |    |
--------------------------

Legenda:

--             wall 
|              wall 
 1 to 6        rooms for 3 persons
 7 to 11       rooms for 6 persons 
10             room of the characters (where Knoedag
               has been before)
 3             room of Aldari  

All other rooms are totally occupied. It is up to the
DM to decide who these people are.

Room 10: 
(interior of rooms 7 to 11 are the same as this one)

----\----                     Legend:
|=     =|             +       table
|=  +  =|             =
|       |             =       bed
|=x= = =|             x       loose board
|= = = =|             -|      wall
----w----             w       window

Room 3:
(interior of rooms 1 to 6 are the same as this one)

---/--                Legend:
|=  =|         see room 10
|=  =|
| == |
------

1      Outside of the pyramid

The building is of a black color and is shaped like a pyramid,
placed on its 'top' point in the sand (upside down that is).
Total height of the pyramid is about 150 meters, while the
widest point (at the top) is about 75 meters. On the front
side of the pyramid two symbols can be seen. These symbols are
in fact runes and they mean "Scout of Blackness" (a
'Comprehend Languages will reveal this). At circa 5
meters from the lowest point there is a 'hole' in the wall.
This hole is the only entrance.

Both the inner and outer walls of the Scout are made of the
same (heat-proof) material. This material is unknown to the
adventurers and can best be described as 'black, totally
smooth stone that, despite the hot desertsun, feels very
cool'. The floors and ceilings inside are also made of this
material. The material is a synthetic material called
'Quaborum', stronger than steel (+4 vs all categories: as
steel with a bonus of +4).
Although it looks like stone, spells that affect stone,
(e.g. 'stone shape' and 'stone to flesh') don't affect
this material. With regard to spells 1" of Quaborum is
equal to 2" lead. All walls and floors are 4" thick.

If someone approaches the pyramid within 100' (30 meters)
he will hear a deep voice: "Please don't enter our home
or we will have to eliminate you. Leave NOW !". At the same
moment the sand within 100' starts to whirl up, up to a
height of 5 meters. The characters will sense that they are
being watched, but they haven't got the faintest idea as to
who is watching.

The outer layer of the pyramid is 'covered' with a 2" thick
layer of anti-magic. This is the reason that it is impossible
to teleport in or out of the pyramid.

The material Quaborum also affects any other contact between
the inside of the pyramid and the outer world. Spells that
depend on contact with other planes, persons or even gods
won't function as good as normal. When there is a chance
to make contact, the chance inside the pyramid is only 3/4
of the normal chance. If the result of the spell depends on
a die roll then there is a shift of 10% towards a negative
result.


NOTE Regarding maps:

The floors are distributed like this:
Floor 1 (40 * 30 m): in the smallest part (bottom).
Floor 2 (45 * 35 m)

Floor 3 (30 * 25 m)
Floor 4 (60 * 40 (45) m): in the broadest part (top, the
base).

Since the pyramid is placed upside-down, this looks like:

                  Top
                  ----
                  \  /
                   \/
                  bottom
1      Floor 1

Inside the pyramid all rooms are 8 to 10 meters high. There is
a strong, penetrating smell (like desinfectants). None of the
places is lit unless the description of the room states
otherwise. 

Every 'normal' door has got two holes on a height of 1.80
meters (6'). When someone looks into these holes the door
will open by sliding to the side. As soon as the door opens,
a 'Fire Trap' is triggered (damage 1d4+12). This goes for all
'normal' doors unless stated otherwise. 

Doors that belong to the Teleport rooms have got a latch and
they open (seen from inside the Teleport room) to the outside.

1)     Opening to the outside and a room of 6*6 m. (20'*20').

2)     Cage.
This is a room, on three sides closed by ordinary walls of
Quaborum. The fourth side consists of a double door. Every
door is a grated door of iron that is magically held in place.
Inside this cage there is an Ettin (MM p.40). The Ettin is not
moving (is in a state of Temporal Stasis). 

3)     Cage.
This cage is the same as cage 2. Inside this cage is an
Elephant in the same situation as the Ettin.

4)     Buttons
Placed in the wall are four buttons, two red ones on the left,
two green ones on the right: 
       Red 1: open door cage 2
       Red 2: open door cage 3
       Green 1: awakens creature cage 2
       Green 2: awakens creature cage 3

The monsters from cage 2 and 3 will be enraged as soon as they
are awakened and they will attack the characters.

5)     Blackboard room
This room is almost empty, apart from a blackboard on the
eastern wall (a). Attached to the blackboard is a small piece
of white crayon. The crayon is attached with a small wire. As
soon as there is any light in the room, the crayon will start
to move all by itself. It will write on the blackboard:
       "Spell the next line --->"    (The arrow points to an
       opening in the wall. If the characters cast spells
       equal to 10 spellevels into this hole, then an extra
       line will appear:
       31131211131221. This is the only extra line that can be
       gained.) 
Below the first line, the following lines of numbers will
appear:
       "       1
               11
               21
               1211
               111221
               312211
               13112221
               1113213211"

Depending of the extra line has been written already the
answer (the next line) will be:

       31131211131221
       or:
       13211311123113112211

Explanation: At the first line there is a one. On the
following lines you write down the amount and the number
(the first line concists of one 1--> 11). The third line
holds the number of times (2) that a number appears on the
second line (1): 21 (two times a one) etc.

Be careful: Every line the characters write will cause the
crayon to diminish. The characters  will notice that they can
write only four lines before the crayon will be gone.

If the right line is being added, the blackboard will fall
from the wall. Behind the wall there is a small niche in which
a 'Rod of Smiting' (Dungeon Masters Guide) and a 'Scarab of
Limited Stone Golem Protection' (new magical item, see below)
can be found.

       -----
       Scarab of Limited Stone Golem Protection:

       This magical object looks like an ordinary Scarab vs
       Stone Golems (DM-Guide). If the wearer of a Scarab of
       Limited Stone Golem Protection is attacked by a Stone
       Golem he will suffer no damage from the first five
       (and only these) attacks caused by the Golem. Received
       hits don't deliver any damage, the slow-capability of
       the golem does not affect the wearer, but it does count
       as an attack. After five attacks, the wearer can be hit
       by the golem just as normal. 
       Such a scarab only functions for five attacks per Stone
       Golem. Against another Stone Golem it would protect for
       five times, but it can never be used against the same
      golem twice.

       GP value: 2,300
       XP value:   500
       -----

6)     Supplyroom.
This is a storageroom, containing different kinds of supplies.
The total content of this room is as follows: 5 blankets, 3
barrels of water (20 liter), 2 bags of flour (25 kilo's) and a
barrel of salted meat (10 kilo's).

7)     Repair-room.
Scattered around this room are pieces of iron parts of armor.
In a corner (a) stands an armor (splint), carrying a
two-handed sword. The armor is filled with a green slimy
substance. The green slime seems to be mouldable and it can be
seen at those places where the armor is incomplete. The armor
is being controlled by the slime. It will attack within 1d4
rounds after someone enters the room. If the armor is 
destroyed, the slime will try to crawl to room 9. It has only
5 hp and no form of attack (AC10).

8)     Teleport room.
The most distinguishing feature of this room is that its door
contains a latch. The moment someone enters this room he will
be teleported to floor 2. Teleportation can only take place if
the door is closed. Everything in the room will disappear, to
appear in the teleport room at floor 2. In case of
experimenting (as with my test-party) than you should count on
anything that is part in and part out of the room (like a
piece of paper being placed under the door) beign ripped in 
half. If this object is a living creature or a magic object,
then a ST vs. deathmagic or desintegrate has te be made. 

9)     Slime room.
This room contains to containers (a and b) which contain more
green slime. The containers are filled to the edge, but this
slime isn't moving. Burning the slime results in a big cloud
of smoke: ST vs poison (this goes for everyone in room 8,9 or
10) or 1d4 hp/round damage.

A flag hangs on the west wall of this room. The flag is a row
of coloured (vertical) banners. The colours are:
blue-yellow-black-blue-red-green (read from left to right).
This flag is important for it is necessary to open the barrier
in room 29.

2      Floor 2

10)    Teleport room.
This room is the same as room 8, but the person entering this
room will be teleported to room 8. People teleporting from one
floor to another will notice nothing different, so they can't
distinguish on which floor they are from the inside. 

11)    Study.
This room contains a table (circa 2 1/2' high, 1 1/2'*2 1/2').
On the table there are two green candles. Both candles are
fixed onto the table by molten tallow. What remains of the
candles is barely enough to burn for another hour. On the
table a piece of paper can be found. Besides the paper is an
open pot of ink with a feather.

In the east wall a small door (1'*1', (a)) can be seen.

The note bares the following text: " Day 3307. Although all my
notes are being destroyed, I still keep writing to chase away
the insanity. I hope an Ancient Cloaker will read this". When
someone reads the text to this point a 'Sepia Snake Sigil' is
triggered. If this snakelike creature hits the character
(THAC0: 9) than the character has to make a ST vs spell or be
immobilized for 1d4+12 days.

Beneath the table, the most important object of this room can
be found. This object is an invisible chest, containing a
'Staff of Curing'. The commandword ("Tommy") is written
invisible on the bottom of the chest. A 'Detect Invisibility'
spell will enable the characters to read this commandword.
The chest is closed with a lock. A thief trying to open
the chest while it is still invisible gets a penalty of 25%
on his open locks. On top of that 'find traps' is impossible
and this will prove to be fatal. The chest is protected by a
poisoned dart. Every attempt to open the lock without
discovering the dart will result in touching the dart. The
poison of the dart will cause the character to loose 2d4 hp
(ST vs poison for 1/2 damage). These hitpoints can't be
restored by healing proficiency or cure wounds spells. Only
rest of a whole day will recover 1 such hp.

The little door in the eastern wall can be opened by pulling
it. The wall behind the door contains an opening of 1'*1'. It
is possible for a character to put his head through this
opening. The window-frame is about 1" thick. If someone looks
from the outside into the whole he will notice a somewhat
bigger space lying behind the wall. This space seems to be
1/2 meters deep and to every side endlessly long. 

When someone actually puts his head through the window-frame
it will be possible for him to look around (at least when he
has got some sort of light). To the left, right and up there
is +/- 1 meter of empty space. This space is totally empty.
Downwards there is only 4" of space. After that a mirror can
be seen (or felt). This is not an ordinary mirror of course. 

     -----
     Mirror of reflection-trapping

    If a person looks into this mirror then the reflection of
    his face will be stored in the mirror. The first person
    that looks won't notice anything. Once someone has looked
    in the mirror, as is the case in this story, then a face
    is already stored in the mirror. The next person looking
    will see another face looking back. The image will react
    as the character would expect his own face to do (e.g. if
    the character winks, the image will wink also). But, there
    is a good explanation for this.
    If someone else sees the character, or if he sees himself
    in an ordinary mirror, he will notice that the face of the
    character has indeed changed to that of the image. Only
    the facial features (eyes, nose, mouth and skin) and the
    ears have changed. The hair will stay the same (only
    moustaches or beards will change also). Thus, it is
    possible to give a human female the face of a dwarf
    (including the beard).

    The mirror is 8" on every side.

    But here comes the problem: the same person looking twice
    in a row will NOT change. So it requires three persons to
    restore matters as they should be.

 -----

A possible solution for the mirror-problem is the following:
 Suppose the face that is already stored is called K.
Suppose the characters that are working together are 1,2 and 3
with the faces A,B and C (i.e. 1A,2B,3C). Analysing the case
we come to the following table:

Character watching   Receives face       Face in mirror
(number with face)   (until now stored)  (the one looking
                                          character will
                                          receive)            

                          K
1A                        K ===> 1K           A
2B                        A ===> 2A           B
3C                        B ===> 3B           C
2A                        C ===> 2C           A
3B                        A ===> 3A           B
2C                        B ===> 2B           C
3A                        C ===> 3C           A
1K                        A ===> 1A           K

 After this method all characters are back to normal.

The effect of the mirror can only be negated with help of the
mirror or by means of a 'Wish'. In case the mirror is
destroyed, the persons who's original image is contained
inside the mirror receives 5d4 damage (no ST). On top of that
a System-Shock has to be made. Failure will cause the
character to accept this face as his own and he will never
want to change it again.

The face that is contained in the image to which the first
character will look is that of a human male, about 65 years,
rotten teeth, squinting eyes and a big scar across his head.

12)    Empty room.
This room is indeed empty. Both doors are locked like all
other door, but they don't contain a 'Fire Trap'. As soon as
one of the doors is opened a spell will be activated (the
spell functions like a Glyph of Warding). After 1d4+2 rounds
the floor of the room will act as if a 'Reverse Gravity' spell
was cast on it. Everyone standing in the room at that moment
(or enters it at a later moment) will shoot up in to the air.
Since the ceiling is placed at 8 meters height, it will be hit
almost instantaneous. But the ceiling turns out to be
illusionary.

Above the illusion of a ceiling is an open space of 2' before
the real ceiling can be seen. This space is filled by metal
spikes. Someone hitting the real ceiling takes 3d6 damage
('falling')., plus there is a chance he gets hit by 2 spikes
(THAC0: 5), damage 1d4+1. 

13)    Pool room.
This room is dominated by a pool filled with green water.
Section (a) is a stone edge. Section (b) is the pool of green
water. Section (c), this is a heightened piece of stone, lies
a green gem (5000 gp) In the water lives an electric eel (MM
p.36), dmg: 3-24 jolt of energy. The pool has a depth of 50'.

14     Dark room.
Contrary to the rest of the pyramid this room isn't dark by
the absence of light, but this darkness is caused by a
'Darkness' spell. At position (a) an AnC can be found. This
Ancient Cloaker will attack the first person entering the
room. (b) Is a magical mace +1, taken from one of the earlier
victims of this AnC.

Ancient Cloaker: HP: 50, for further statistics, see appendix
1.

15)    Door.
At the hight of 6' there are two holes in the door (as with
almost all other doors). The door will open just as all the
other doors (by looking through the holes). Before the door
will open however, two riddles have to be solved. Some
riddles are already printed below (for the lazy DM or if you
just think these are great riddles):

- "I can't be killed because I don't live
  and when I kill you, you won't die
  please tell me, who am I ?"
  Answer: an undead. You can also count any specific type of
  undead as a good answer.

- "With every tear I drop
  my life grows shorter
  Tell me what I am
  and you may pass."
  Answer: Candle (every drop of tallow is a piece of the
  candle).
  I believe I have read this one (or a similar one) in a
  magazine before.

- "Seven times three eyes that don't see a thing
  maybe you know what I am?"
  Answer: A (six-sided) die.

- "I don't distinguish between races or classes"
  Answer: Death.

- "I come from beneath your feet
  bringing you light and heat."
  Answer: Oil.

When a wrong answer is called out, a door will come down at
place 16. The amount of air contained in the remaining room is
enough for ten hours for one person, five hours for two
persons etc. Every incorrect answer following the first one
results in spraying of a powder. This powder will get into the
lookers eyes unless a ST vs. Breath Weapon is made. If the ST
fails, the character is blinded for 1d10 rounds.

17)    Teleport room.
This teleport room is just like all the others, only this one
teleports to the third floor (room 21).

18)    Rust monster paradise.
This room is strew with numbers of old clothings, made of
ordinary cloth or leather. Besides that dozens of pieces of
wood, mostly handles of weapons can be seen. As soon as the
door opens the 'rust monster' (MM), that was resting beneath
the pile of rubbish, becomes active. This monster will try to
hit metal weapons or armor with its tentacles. Metal that is
hit will start to rust very quick. Between the rubbish there
is also a latch, made of the same material as the rest of the
pyramid. This latch is essential to open the door of room 33.

19)    Prison.
The western wall contains two shackles at a height of 5'. At
this moment, the prison is empty. For the last two days
Knoedag was held captive here.

20)    Magic armor!?
In this room there are two bodies of human adventurers. Only
the bones and equipment are left.

Body 1:  Magic plate mail (for someone of about 1,70 meters).
This plate mail seems to be +2, but is actually a Plate Mail
of Vulnerability (cursed). There can also be found a flail and
a backpack, containing a wineskin, 2 pieces of parchment,
1 feather and 1 gem (Pearl of Wisdom).

Body 2:  Splint mail (for someone of about 1.60 meters). Long
sword, backpack containing 5 flasks of oil and 50 gp.

3      Floor 3

21)    Teleport room.
This room will teleport to room 17.

22)    Dressing room.
In this dressing room, 17 cloaks can be found hanging on a
rope (a). Every cloak has got two red eyes and a tail. These
are the remains of a couple of ordinary Cloakers. One of the
Cloakers is an Ancient Cloaker, playing dead until he can
surprise the adventurers.

Ancient Cloaker: hp 59, other statistics, see appendix 1.

23)    Dangerous painting.
This room is totally empty, apart from a painting hanging on
the northern wall. The paining depicts a garden. A lawn can be
seen, surrounded by bushes, that are cut in shapes of animals
and trees (dogs, hares). In the garden, six statues can be
seen.

The statues form a group: a statue of a man, enveloped by a
Cloaker (A). Surrounding this man, there are five men with
weapons that are attacking the other statue (A): 
    C   D
   B  A  E

All statues of humans look like bigger versions (circa 7' to
9') of humans without armor, dressed in robes. The statues are
armed with
 the following weapons (also made of stone):
 B:      Hammer
 C:      Spear
 D:      Sword
 E:      None, this one is acting like a spellcaster.

When the painting is examined a bit closer, a small button can
be seen in the right part of the frame. If the button is
pushed, the statues appear in the room. All statues will
radiate magic if detected. After 1d4 rounds the Cloaker starts
to discolor, from a gray stonecolor to black. The Cloaker
starts to live and attacks! When the players declare so, they
can attack the Cloaker once between the moment the
discoloring starts and the moment it attacks. Eight rounds
after the death of the Cloaker, statue 'B' will start to live
(in case 'B' is attacked before these rounds are over, the
statue will start to live also). Statue 'B' is a Stone Golem.

Stone Golem: HD 10, hp 64, for further statistics see MM or
MC.

At the moment the statues appear, they will disappear from the
painting. In case the button is pressed when the statues are
standing in the room, all characters that don't save vs. spell
will be transported into the painting, together with the
statues. The only option to leave the painting is by making a
mental save (base 20, modified by the mental save
modifications of WIS) and the level (multiclass = highest
level). E.g.: 5th level Magic-User, WIS  modification of 2=
20-5-2=13. This ST may be checked once a day.

24)    Lit room.
This is the only room inside the pyramid that is already lit.
The wall at point (b) radiates light according to the drawn
lines. Point (a) is placed in the shadow. In this shadow
stands an Ancient Cloaker. At point (b) is an ordinary Cloaker
waiting. The ordinary Cloaker can be seen right away and will
attack immediately. A few moments later the Ancient Cloaker
will take part in the fight.

Ancient Cloaker: hp. 63, further statistics can be found in
appendix 1.

Cloaker: hp. 39, further statistics can be found in the MM or
MC.

25)    Bedroom.
This place is arranged to serve as a bedroom. Until now,
Knoedag could either be found here or in room 26. At this
moment though, Knoedag has been captured and he is being
prepared for "Transformation". (a) Is a bed, made of a couple
of boards covered with a bag of hay. (b) Is a chest and (c)
a closet. Inside the closet (c) only a clean set of clothes
can be found. The chest contains 10 gp, 3 sp, a broken
feather, an ivory comb and a copper cup.

26)    Laboratory.
Dominating this room is a large table (a), surrounded by some
stools (b). Against the northern wall a shelf can be found, on
top of which stand all kind of jars. The south-east corner
contains some material components (for 1st level wizard
spells).

On top of the table, five bowls with powders can be found:

 Bowl     Color of the powder       Explosion-number

   1            red                          1
   2            yellow                       2
   3            white                        3
   4            blue                         4
   5            brown                        5

On the shelf four jars with fluids can be found:

 Jar            Color of the fluid   Explosion-number

  A              white                      0
  B              green                      6
  C              yellow, troubled           7
  D              blue                       8

The white fluid is milk. If one of the powders is eaten, or if
someone drinks one of the fluids, than a ST vs poison has to
be made. If this fails, the character receives damage equal to
the explosion-number. So drinking of the blue fluid results in
a loss of 8 hp. 

Mixing the fluids with other fluids or with powders results in
the following: There is a chance (equal to the
explosion-number of the fluid * the explosion number of the
powder) that it will explode for 2d8 hp of damage (area of
effect, 10'). The damage will be halved in case of a succesful
ST vs wands. E.g.: yellow powder + green fluid = 2*6 = 12%
chance to explode. In case no explosion occurs, the result
is still a non-usable matter. When more fluids or powders are
being mixed then the explosion-numbers have to be totalled,
e.g.: red + brown powder + green fluid = (1+5) * 6 = 36%
chance to explode. If the blue fluid is being used also: (1+5)
* (6+8) = 6*14 = 84%.

27)    Surprise!
In the centre of this room a circle of green dust can be seen.
If checked for, the circle will radiate magic. Although the
characters won't know it, this is a protective circle made of
very valuable dust (1000 gp/flask, 20 flasks are used). The
empty flasks are placed in a corner (b).

Since the circle radiates magic it is impossible to
distinguish the magical part that is placed in the centre of
the circle. In this centre is a Dao (MM) held captive. This
creature has used its 'Change Self' ability to vaguely
resemble a large man (7' tall). After that the Dao made itself
invisible.

At first the Dao won't let the characters know that he is
present. It hopes that the characters will foolishly disturb
the circle. If the characters seem to want to leave the room
without disturbing the circle, then the monster will make his
presence known. It will claim that it is an innocent man,
being held captive by Knoedag.

In case the magic circle (1/5 of an inch) is disturbed (even
so much as by a hair falling on it), the Dao will be released.
Everyone standing in the room will be subject to his revenge.

Knoedag summoned the Dao three days ago so that it could fight
the Cloakers for him.

Dao: HD: 8+3, hp. 36, AC 3, MV 9"/15" (6", Man. Class B),
#att 1, dmg 3-18, AL: NE,size L (8'-11'). A Dao has a number
of innate abilities. To play this creature at its best, it is
advisable for the DM to first read the description in the
books.

28)    Torture-room.
The centre of this room contains a big examination-table (a).
The table is empty, except for a few spots of blood. At the
ceiling hangs a glass tube of 1' length. This tube can be
aimed at every place on the table. At point (b) is a little
wheel fastened to the wall. By turning the wheel, the tube can
be aimed. Pushing button (c) results in a beam of 'fire'
originating from the tube (like a laser-ray). The  beam of
fire is only 1/5 of an inch thick but the damage is 5d6
(THAC0: 8).

29)    Bridge.
This room used to be the controle-room of the spaceship. (a)
Is a set of vertically placed beams of light in the colors:
white-yellow-green-red-blue-orange-black-purple-brown. These
beams turn out to be solid. If the beams are touched in the
sequence of the flag that can be found in room 9
(blue-yellow-black-blue-red-green) the beams will disappear,
after which the characters can pass.

The wall at point (e) is covered by a mirror. (b) and (c) are
thrones made of the same material as the rest of the pyramid.
(d) is a white-colored skull. Instead of eyes, the sockets of
the skull are filled with two blue gems (750 gp). The skull is
floating at 2' above the ground. This skull is magical. The
skull will only function correct if there are two AnC placed
on the thrones (one AnC on each throne). These AnC don't have
to be alive.

    -----
    Skull of Control

    By touching the skull it is possible to see every room of
    the ship 'at will'. With the skull it is also possible to
    control the slime.
    But the slime can only be controlled by real Ancient
    Cloakers. The person touching the skull will receive 2d8
    hp healing if he has a CN alignment, or else 2d8 hp
    damage.

    If the skull is activated (i.e. two Ancient Cloakers on
    the thrones and someone touching the skull) it starts to
    radiate red light and to spin around (10 rounds a minute).
    Outside the pyramid, the skull has no effect at all.
    -----

30)    Bugbear zombies.
This room contains two closets (c) filled with empty glass
bottles. Behind the closets two Monster Zombies of Bugbears
are hiding. These Bugbear Zombies will cause the closets to
fall, filling the floor with sharp shards of glass. Those
characters that don't wear any strong shoes (full-plate, plate
mail or similar) get 1d2 hp damage unless a Dexterity-check
succeeds.

Monster Zombie, Bugbear 1:    HD: 6, MV: 9", AC: 6, HP:23

Monster Zombie, Bugbear 2:    HD: 6, MV: 9", AC: 6, HP: 32

Both: size L (7'), #att 1, dmg: 4-16.

31)    Use the key.
This is a door (wow). To the right of the door there is a
little excavation that looks like a key. The key from room 39
has to be inserted in this excavation to open the door.

32)    Nuthouse.
In the corner (a) are an elf and a dwarf. The elf is dressed
in a robe (with purple and yellow stripes) and he wears a
pointed hat. The dwarf wears a leather armor. On top of his
head is a helmet, placed backward. The dwarf is armed with a
hand-axe, and on his belt he has five more hand-axes.

Both the elf and the dwarf are totally insane of fear.
Constantly they rave about "big flying black blankets with red
eyes". They even claim to see Cloakers when no-one else can
see them (in fact these Cloakers aren't really there).

Once in a while the dwarf throws one of his weapons in a
random direction (trying to hit an illusionary Cloaker). Both
nutters are afraid to leave the room. Even when they are cured
from their insanity they won't leave the room, unless they are
sure they can quickly leave the pyramid.

Zhimelda: Elf, mage, lvl 5, only able to cast spells of level
1-3. HP: 17, AC: 10, THAC0: 19.

Jardoel: Dwarf, fighter, lvl 6, HP: 25, AC: 6, THAC0: 14.

33)    Teleport room.
This room is kept closed by a door that has to be opened with
a latch. This latchcan only be found in the room with the
Rustmonster (room 18). When some-one enters this room, he will
instantly be teleported to room 36.

34)    Transformation room.
This big room is lit by a soft glow, coming from the ceiling.
This is the room that contains, among others, Knoedag.

(a)=    table with hand- and foot-chains.
(b)=    dwarf besides a drilling machine (2m tall). This
        machine will be used to drill open the head of
        Knoedag. The drilling machine can be operated by
        turning a wheel.
(c)=    dwarf, busy restraining Knoedag.
(d)=    dwarf, busy restraining Knoedag.
(e)=    Knoedag, tied to table (a).
(f)=    pool filled with acid (2d4 hp damage per round). The
        pool is 5 m deep.
(g)=    atop a scaffolding is a tank from which a pipe
        emerges. The tank is filled with green slime. The
        meaning is to let the slime drip into Knoedag's head.

If you don't want to spent a lot of time describing this room,
then just read the following description:
"In the right part of the room is a pool with a yellowish
liquid (f).
The major part of the room is at the left. You can see a body
lying on a table. Besides some sort of drilling-machine, to
the left of the table, stands a dwarf. The dwarf is wearing a
white robe, covered with bloody spots. To the right of the
table stand two more dwarfs."

If the dwarf's can't be stopped within ten rounds, they will
have drilled Knoedag to death. After another four rounds they
enter the green slime, whereafter Knoedag will be alive again,
but this time as a 'robot':

Knoedag robot: AC: 10, HP: 35, AL: CN. The robot will never 
speak and it will only follow orders of Ancient Cloakers. This
condition can only be ended by using a 'Wish'. As a robot
Knoedag has the same spell-capability as when he was a mage.
After five rounds, Knoedag is instructed to attack the
characters. For complete statistics of Knoedag, see appendix
2.

At point (h) is an invisible Ancient Cloaker. This AnC will
attack the character that looks the toughest.

Dwarfs: AC: 10, HP: 3,2,5 Thaco: 20, dmg: 1-2

Ancient Cloaker: HP: 70, for further statistics, see appendix
1.

35)    Golden door.
This huge door consists of two parts. Each part is 2 meters
wide and 3 meters high. The door is magically locked and can
only be openend by using force (1/2 chance to 'open magically
locked doors').
It is to be hoped that the characters will be smart enough to
leave this door alone. 

Should the characters leave after freeing the wizard Knoedag,
they  will be able to leave without trouble. Knoedag will urge
the characters to help him defeat the chief cloaker. The
characters should decide against this (they will be warned if
they try it, see below).

In case some-one asks Knoedag, he will gladly tell him that a
very big monster, along with a number of Ancient Cloakers can
be found in room 40.

As soon as the characters try to open the golden door, they
will hear the same voice as they heard outside the pyramid (at
the beginning of the adventure): "Halt mortals! You have done
enough damage. Leave to where you belong, or die like moths in
a bonfire!"

40)    Chief Cloaker Headquarter.
In the western part of this room a pile of hides can be seen.
The hides are those of animals, humans and dead Cloakers. On
top of the hides lies the Chief Cloaker (see appendix 3).
There are three more Ancient Cloakers in this room. 

Should the fight seem to turn against the Chief Cloaker, it
will use its Teleport-ability to get to the exit. From there
it will teleport to a save place in the desert. After twenty
days the Chief Cloaker will return. In case his pyramid is
still occupied, the Chief Cloaker will try to kill all
enemies.

If you want to give your players any chance to get out of here
alive, then it is probably best to let the Chief Cloaker start
with its "Starball". Throwing the dice to determine this
damage will probably tell your players all they need to know
:-)

Ancient Cloakers: HP: 70, 61, 42. For further statistics, see
appendix 1.

Chief Cloaker: see appendix 3.

4      Floor 4

36)    Teleport room.
This room will teleport creatures to room 33.

37)    Storage room.
This room contains a number of objects:

-   Book, written in an unknown language consisting of strange
    symbols.
    The text itself can only be read by employing magical
    means (such as 'Comprehend Languages'). The contents of
    the book can only be understood by characters with an
    Intelligence of 17 or greater and the Astrology non-weapon
    proficiency. Only a Sage studying the stars or Astrology
    has a chance to be able to use the contents of this book.
    The book deals with a part of (another) galaxy.
-   Rope, 6 m (20'), made from a special material. To be
    exact, the rope is made from the hair of Nereids. It is
    not magical, but it is very tough (ST +2 and it can hold
    twice the normal weight). The sales value of the rope is
    about 1000 gp. The rope is 1/2 cm (1/5 inch) thick.
-   Bronze plate mail (AC 5).
-   Long sword.
-   3 Maces.
-   10 Arrows.
-   2 Silver arrows.

38)    Bone-room.
Lots of bones can be seen in this room. Most of the bones are
smashed, so they can't be identified.
There are 10 skulls (7 human-sized and 3 dwarf-sized). Besides
the skulls the remains of 10 humanoids can be found.

39)    Key room.
(a)   pool of acid: 3d4 hp damage per round, 1/2 if ST vs.
acid is succesfull (poison). The pool has a diameter of 5 m.
(b)   rope. Fixed to the end of the rope is a keyring with a
key. The ring is connected to a little hook. In case someone
tries to hit the keyring (e.g. by trying to shoot an arrow
through it) the ring will be AC 4. A 'Called Shot' will be
needed ofcourse. In case the 'to hit' thrown is a '1' the key
will drop into the pool. The key can be found and taken out of
the pool in 1d3 + 1 round. After 7 rounds in the acid the key
will be ruined.

Should the to hit be 1-4 to low, there is a 1-in-6 chance of
the key falling into the pool.

-------------------------------
-----------------------------------------


Appendix 1: Ancient Cloaker, description

The Ancient Cloaker is an adapted version of the Cloaker (the
Cloaker can be
found in the Monster Manual and the Monstrous Compendium).

Name:     Ancient Cloaker (very rare)
Armor Type:     8
Armor Class:    1 (-3 if invisible)
Movement:       1, fly 18 (man. class D)
Hit Dice:       10
THAC0:          11
No. of Attack:  2 + special
Damage / Attack:  1-8 / 1-8 / + special
Special Attack:   See below
Special Defense:  See below
Magic Resistance: Standard
Intelligence:   High
Alignment:      CN
Size:           L (8')
XP Value:       1800 + 10/hp

Attacks:

-    2x per round with tail (1d8/1d8)
-    'Wrap', after (first) succesful attack the opponent is
     enveloped by the AnC. After that the opponent suffers
     1d4+AT damage. So: a character in chainmail suffers
     1d4+5hp damage. 
-    'Howl': the AnC utters a howling sound. This sound can
     take on three different intensities, with three differend
     effects, each with its own 'casting time'. 

1)     "Hold Person" 
This effect can only be directed at one person. The victim may
throw a ST vs. spell with a -5 penalty. The duration of the
hold is 5 rounds. This effect can only be used 5 times a day.
It will take 5 segments before the effect starts (so the AnC
has to howl for 5 segments).

2)     "Starball"
After howling for one round, a small star-shaped force will
shoot out of the AnC's mouth, aiming upward. When the star
reaches 3' above the AnC, it will explode into 2d10 little
stars. These stars will (evenly devided) attack all living
creatures (including the one wrapped 'inside' the AnC, but
excluding the AnC itself). Damage is 2d4 hp per star (1/2 by
ST vs. spell). To determine wether a star hits, throw 'to hit'
(THAC0 11). This effect may only be used 3 times a day.

3)     "Deathhowl"
This howl will grow in intensity over a period of 5 rounds. At
the end of the 5 rounds, one of the characters (the most
dangerous one, as the AnC will have noticed that one by now)
has to make a ST vs. deathmagic. Should the ST be succesful,
the victim suffers 5d10 hp damage. During 5 segments the
victims whole body will be trembling. In case the ST wasn't
succesful, the victims body will tremble for a full minute,
after which the victim will be turned to dust. If the
character is wearing any armor, this should also make a ST
(15-AT) to prevent it from falling apart. This howl may only
be used once per day.
 
A character that has been reduced to dust, can only be
resurrected by a complicated procedure:
All the dust has to be put into a bowl of water (approximately
one liter of water). To this mixture, a 'potion of
extra-healing' is mixed. The mass that is formed by this
process, can be formed like clay, until it resembles a little
puppet. A wizard of at least 9th level has to cast an
'Enlarge'. Finally, the use of a 'Resurrection' (spell or
item) will return the person to life (if the Resurrection
Survival roll succeeded). The cost of this procedure: the
combined costs of a potion of extra-healing, an enlarge-spell
and a resurrection spell.

Abilities Ancient Cloaker:

The Ancient Cloaker can use some extra abilities that
distinguish it from the ordinary Cloaker (as if the
above-mentioned characteristics weren't enough).

-   Regenerate 2 hp/round (starts 2 rounds after the first
    wound).
-   Darkness at will (50' diameter), can be used once per
    round, duration is ten hours.
-   Invisibility. The Ancient Cloaker lacks the ability of
    'Shadow-shifting'.
    An extra ability of the Ancient Cloaker enables it to turn
    invisible. In this state, the AnC is able to keep on
    fighting (Improved Invisibility). The invisibility is NOT
    magical: a change takes place inside the body of the AnC
    that makes its whole substance transparent. Victims
    wrapped inside the AnC stay visible.

Ancient Cloakers live to be 8000 + 5d100 years.

Psionics:
If you want to incorporate this story into a campaign that
uses psionics it is important to assure that the Ancient
Cloaker gets psionic abilities. Whether you decide for psionic
abilities or not, the AnC should get 2 attack and defense
modes.

------------------
-------------------------


Appendix 2: Knoedag

Human mage, level 12

Str:    7    AC:     7 (see Dex.)
Int:   15    THAC0: 17
Wis:   13    Alignment:   CN
Dex:   17    Weapons:     none
Con:   12    Armor: none
Cha:   11

Spells:

Level 1:    Level 4:
- Protection from Evil              - Ice Storm
- Magic Missile                     - (already cast)
- Comprehend Languages              - (already cast)
- (already cast)                    - (already cast)

Level 2:                            Level 5:
- Strength                          - Teleport
- Ray of Enfeeblement               - Transmute Rock to Mud
- Invisibility                      - (already cast)
- (already cast)                    - (already cast)

Level 3:                            Level 6:
- Dispel Magic                      - (already cast)
- Fly
- Feign Death
- (already cast)

These are the spells Knoedag has studied. Entries that say
'already cast' are spells that Knoedag has used. 

More than a year ago, Knoedag lost his spellbook, so this are
his only spells. The spellbook was burned by a fire-elemental
that couldn't laugh at Knoedag's attempts to summon him to the
Prime Material Plane.


----------------------------
---------------------------------------


Appendix 3: Chief Cloaker

The Chief Cloaker is the oldest still living Ancient Cloaker.
Because of its high age, this creature possesses a number of
powers not available to ordinary Ancient Clakers.

Name:                 Chief Cloaker (Unique, at least on
                                     this world)
Armor Type:           6
Armor Class:          -1 (-5 if invisible)
Movement:             1, fly 18 (man. class D)
Hit Dice:             14 (HP: 93)
THAC0:                7
No. of Attack:        2 + special
Damage / Attack:      2-12 / 2-12 / + special
Special Attack:       See below
Special Defense:      See below
Magic Resistance:     Standard + spell-reflection
Intelligence:         Genius
Alignment:            CN
Size:                 L (10')
XP Value:             3000 + 14/hp

The Chief Cloaker can only be hit by magical weapons (+1 or
better). Spells targeted at the Chief Cloaker have a 75%
chance of being reflected on the caster.

Attacks:

-   2x per round with tail (2d6/2d6)
-   'Wrap', after (first) succesful attack the opponent is
    enveloped by the
    AnC. After that the opponent suffers 1d6+AT damage. So: a
    character in chainmail suffers 1d6+5hp damage.
-   'Howl': the AnC utters a howling sound. This sound can
    take on three
    different intensities, with three differend effects, each
    with its own 'casting time'.

1)   "Hold Person" 
This effect can only be directed at one person. The victim may
throw a ST vs. spell with a -5 penalty. The duration of the
hold is 25 rounds. This effect can only be used 5 times a day.
It will take 5 segments before the effect starts (so the AnC
has to howl for 5 segments). 

2)     "Starball"
After howling for one round, a small star-shaped force will
shoot out of the AnC's mouth, aiming upward. When the star
reaches 3' above the AnC, it will explode into 5d8 little
stars. These stars will (evenly devided) attack all living
creatures (including the one wrapped 'inside' the AnC, but
excluding the AnC itself). Damage is 2d4+2 hp per star (1/2 by
ST vs. spell). To determine wether a star hits, throw 'to hit'
(THAC0 7). This effect may only be used 5 times a day.

3)     "Deathhowl"
This howl will grow in intensity over a period of 5 rounds. At
the end of the 5 rounds, one of the characters (the most
dangerous one, as the AnC will have noticed that one by now)
has to make a ST vs. deathmagic. Should the ST be succesful,
the victim suffers 6d12 hp damage. During 5 segments the
victims whole body will be trembling. In case the ST wasn't
succesful, the victims body will tremble for a full minute,
after which the victim will be turned to dust. If the 
character is wearing any armor, this should also make a ST
(18-AT) to prevent it from falling apart. This howl may only
be used once per day.

A character that has been reduced to dust, can only be
resurrected by a complicated procedure: All the dust has to be
put into a bowl of water (approximately one liter of water).
To this mixture, a 'potion of extra-healing' is mixed.
The mass that is formed by this process, can be formed like
clay, until it resembles a little puppet. A wizard of at least
9th level has to cast an 'Enlarge'.  Finally, the use of a
'Resurrection' (spell or item) will return the person to live
(if the Resurrection Survival roll succeeded). The cost 
of this procedure: the combined costs of a potion of
extra-healing, an enlarge-spell and a resurrection spell.

Abilities Chief Cloaker:

The Chief Cloaker can use some extra abilities that
distinguish it from the Ancient Cloaker (as if the
above-mentioned characteristics weren't enough).

-   Regenerate 5 hp/round (starts 2 rounds after the first
    wound).
-   Darkness at will (50' diameter), can be used once per
    round, duration is ten hours.
-   Invisibility. The Ancient Cloaker lacks the ability of
    'Shadow-shifting'. An extra ability of the Chief Cloaker
    enables it to turn invisible. In this state, the Chief
    Cloaker is able to keep on fighting (Improved
    Invisibility). The invisibility is NOT magical: a change
    takes place inside the body of the AnC that makes its
    whole substance transparent. Victims wrapped inside the
    Chief Cloaker stay visible.

Ancient Cloakers live to be 8000 + 5d100 years. A Chief
Cloaker is an Ancient Cloaker that has lived for at least
7500 years.

Psionics:
If you want to incorporate this story into a campaign that
uses psionics it is important to assure that the Chief Cloaker
gets psionic abilities. Whether you decide for psionic
abilities or not, the Chief Cloaker should get 4 attack and
defense modes. As for Disciplines, give special attention to
the Telepathy Discipline.

------------------------
----------------------------------


Appendix 4: Maps

Floor 1

 -----------------------
 -8 =   b-            a-
 ---     -             -
 -   9   -      7      -
 -a      \             -
 ------------\-------\--
 -    -    \   \       -
 - 2  =    -   - 5    a-
 -    =    -   -       -
 -    -    -\-------\---
 ------    -      -   c-
 -    =    -      - 6  -
 - 3  =    -  1   -d   -
 -    -    -      -a  b-
 -----------      ------


Floor 2

 ------------------------
 -10-      a--       -17-
 -=--  11  ---   19  -=--
 -  \      -------   -  -
 -  -      - 20 --   -  -
 -  -      -      -  \  -
 -  --\-------s-------  -
 -  \   bbc-    \    \  -
 -  -   bbb-    -    -  -
 -  -   bbb-    ------  -
 -  -13  bb- 18 -    --\-
 -  --------    - 14 -15-
 -  \    ---    -    -  -
 -  -    ----------\--  -
 -  - 12 -     .        -
 -  -    \     .16      -
 ------------------------

Floor 3

 --------------------------------
 -c   \  a   -       --         -
 -    -      \   22  --         -
 - 24 -  23  ----   a-- a   40  -
 -    -      -21=    --         -
 -    -----------\-----------==--
 -""""\              --      35 -
 -"a""-              --      cd -
 -""""----\-------\---- b eee   -
 ------a   -ccc      --    a    -
 - 27 -b  c-    b    --         -
 -    \    -  aaaa   --         -
 - ...- 25 \  b  b  d--  34     -
 - .a.----\------------         -
 - ...\  28   -  -    ------    -
 -b   -       -  - bc -  31\   f-
 ------b  a   -  a    -    -  ff-
 -    -c  a   -  - d  -    - fff-
 -    \       \  -    \ 30 -ffff-
 - 32 ------------eee------------
 -    \33-
 ---------

Floor 4

 ------------------
 -  39    \       -
 -  ....  -  37   -
 -  ..b.  -       -
 -  .a..  -       -
 -  ....  -------\-
 -        -36=    -
 --------\----\----
 -                -
 -                -
 -    38          -
 -                -
 ------------------


--                    5 yards

-
-                     5 yards

Legend:

-                     Wall
\                     Door with eyeholes
=                     Door with latch 
"                     Darkness
.                     Special, see description of room
s                     Secret door
