





                    The Dungeon Wrecking Crew
                          presents


                       Law vs. Chaos


  A unique dungeon for one or two competing parties of  adven-
  turers, levels 5 to 12.


                         Written by

                        Frank Giles
                        Wade Guthrie
                     David L. Markowitz
                       William Rothe

                        6th Edition




Copyright (c) 1988.  David L. Markowitz & Wade Guthrie.  All
rights  reserved,  except for the following: 1) You have the
right to make and distribute copies of this module  as  long
as  each copy contains this copyright notice without change.
2) You have the right to perform (play) this module, and  to
make derivative works for your own use.

You do not have the right to distribute derivative works, or
to  distribute  incomplete  portions  of this module, but we
welcome any submissions of suggested changes you may wish to
make.

If you find this module to be worthwhile, you  may  wish  to
mail a donation to the authors at the address below.  If the
donation is $8.00 or more, the authors  promise  to  mail  a
complete  printed  copy  of Law vs. Chaos, including the Map
(this is especially useful), the Menu at  Sven  La  Guido's,
the  Spell  of Junque Fude Summoning, and artwork of various
high points in the  dungeon  (including  the  Succubus,  the
Judge,  the Dungeon Wrecking Crew, and others).  Also avail-
able for an additional fee  are  Dungeon  Wrecking  Crew  T-
Shirts (if demand warrants).

    Dungeon Wrecking Crew
    c/o David L. Markowitz
    1200 Marble Lane
    La Habra, CA 90631


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____________________________________________________________


Overview

0.1.  Dungeon Masters' Overview

     The last age of this world  ended  in  a  great  battle
between  Law  and Chaos.  This battle resulted in an land of
Law,  `floating'  in  the  mists  of  Chaos.   This   land's
integrity  is  preserved  only by the age-long dedication of
one of the lawful  lords,  Lord  Habeas.   Lord  Habeas  was
assisted  by the sword of power, Juris Est.  This sword con-
tains the greatest powers of the other  Lords  of  law,  and
enabled Lord Habeas to resist the encroachment of Chaos.

     The Lords of Chaos had not been idle during this  time.
They  developed  a  weapon capable of neutralizing Juris Est
and sent it to destroy Lord Habeas.  This weapon, the Orb of
Chaos,  was  able to invade the Castle of Law in secrecy and
kill Lord Habeas.  Juris  Est  was  enraged,  and  attempted
immediate  vengeance!   The  powers of the two artifacts are
almost equal, however, and the two weapons locked into  com-
bat.   Unfortunately for Law, this left the land undefended.
The forces of Chaos have begun destroying the edges  of  the
land, and will soon devour the Castle of Law.

     The Lords of Chaos know that their weapon  cannot  hold
out  for  long, so they are sending in help.  With Juris Est
destroyed, the battle will be won.  The Lords  of  Law  know
only  that  their land is being destroyed, and are trying to
regain control of the situation.  They are  sending  aid  to
the  castle  to  attempt  to destroy the weapon of Chaos, if
possible, and to help Lord Habeas, if he is still alive.

0.2.  Overview For the Lawful Party

     Many centuries ago, in the  last  age  of  this  world,
there was a great battle between the forces of Law and those
of Chaos.  The battle was fierce and lengthy, with the Lords
of  Law gaining a minor advantage.  We managed to resist the
encroachment of Chaos, but only by the ultimate sacrifice of
one  of  our greatest, Lord Habeas.  Lord Habeas has managed
to secure an island of Law surrounded on all  sides  by  the
swirling mists of Chaos, assisted by a great weapon that was
the work of all the lawful lords, the sword Juris  Est.   He
stands  his vigil in a well defended castle near one edge of
the land, bringing justice to all in the realm.

     Unfortunately, very recently  his  influence  seems  to
have  disappeared,  and  signs  of battle are evident in his
castle.  Chaos runs rampant across the land!
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                           Page 3                   Overview


     We fear the worst, and have summoned you to the aid  of
Lord  Habeas.   If  he still lives, you must help him in the
battle that now rages.  If he does not, then you  must  find
and  defeat  those  that  have  defeated  him.   Law must be
defended, and Chaos driven from the land.

0.3.  Overview For the Chaotic Party

     Many centuries ago, in the  last  age  of  this  world,
there  was  a  great  battle between our forces of Chaos and
those of Law.  The battle was fierce  and  lengthy,  but  we
were  driven  into  retreat  by  the  greatest of the Lawful
Lords, Lord Habeas.  He wielded an  incredible  weapon,  the
sword  called Juris Est.  We were not defeated, however, and
have returned from our  exile  with  greater  strength  than
ever!

     We have been working for eons on a weapon  superior  to
Juris Est.  This device, the Orb of Chaos, was sent into the
castle of the accursed Lord Habeas to destroy  him  and  his
sword.  Unfortunately, it does not seem to have been enough.
The Orb has had some effect, but the power of  Law  has  not
yet been broken.

     We have summoned you to go to the aid  of  the  Orb  of
Chaos.   You  must  infiltrate the Castle of Law, find Juris
Est, and destroy it.  If Lord Habeas still lives, he must be
disposed of too.  Chaos will rule the universe!

____________________________________________________________


How To Run This Dungeon

     This scenario was designed to be run as a race  between
two  parties  of  player  characters,  one  Lawful,  and one
Chaotic.  It may, however, be run with only one  party  com-
peting  against  an  oppositely  aligned group of Non-Player
Characters.

Two Parties

     Both parties should  be  aware  that  this  is  a  race
against another party, in addition to being a battle against
the inimical forces of the castle.  Do not overstress  this,
however.   After  all, the artifacts may be hidden anywhere.
Many characters may try to skip over the best parts of  this
module in an attempt to "get there first", while planning to
return after disposing of the other  guys.   This  will  not
happen  of  course, so try to get them involved on their way
through.

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How To Run This Dungeon    Page 4


     Ideally, the parties should not fight each other to the
death until late in the game.  If one party runs away from a
confrontation, remind the other party that they have a  lim-
ited  time  to  reach  the  destination,  and should do that
rather than spend time trying to kill the other  party.   If
both  parties  reach the endgame without dying at nearly the
same time, you will have done well.

     Some techniques we have  developed  include  using  two
dungeon  masters,  one for each party.  The two parties must
be in separate areas to  avoid  any  clues  passing  between
them.   This can be handled with only two DM's, if they have
some means of private communication like radio headsets or a
third DM.

     When the two parties meet, the DM's should control each
party so that each party has a full "turn".  The party which
wins a reaction roll goes first, and  ALL  members  of  that
party get one action.  The other party may then act.

     Do NOT attempt to bring both groups of players together
to speed things up.  This way lies true chaos.

One Party

     To run one party through this module alone, the  oppos-
ing  party  in  essence  becomes a group of NPC's.  Create a
group of adventurers from the ones given  with  this  module
that  is about the same strength as your party.  Give them a
small chance of meeting in the dungeon, using  the  modified
wandering monster table in the wandering monster section.

     Assign a time limit to the  group,  about  4  hours  of
dungeon  time should be sufficient.  If they don't finish in
that time, play out the endgame for the other party.

Module Layout (Section Headings)

     The description for each room follows this format: out-
side  description,  inside description, further description,
dungeon masters' description, monsters, treasure.   Not  all
rooms will have all these sections.

     The outside and inside descriptions are designed to  be
read  to  the  players  at  the  appropriate  time.  Further
descriptions may also be read aloud after certain actions or
time  limits.  The dungeon masters' description contains all
the details and background  information  necessary  for  the
masters to run things.  This section is not to be read aloud
to the players.  Monster and treasure descriptions are  kept
in their own sections.

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                           Page 5    How To Run This Dungeon


Dungeon Layout

     Due to the encroachment of Chaos, the  physical  layout
of the Castle of Law has become very unpredictable.  Many of
the rooms are actually  in  other  multi-dimensional  places
(see  the description of "Rope Trick"), and while the inter-
connections stay the same, the real locations are constantly
changing under the chaotic influences abounding here.  Char-
acters  attempting  to  passwall  or  dimension  door,  even
through  the ceiling or floor, are apt to find themselves in
totally unexpected places.  Treat this as  a  random  chance
for  each  room on the current level, with a small chance of
ending up on the other level.  Note that  returning  by  the
same  method  may  not get you back to where you started, if
the passwall or dimension door has closed.

     The map that comes with this module is only a best-case
approximation  that  can be put on paper.  It is intended to
illustrate the normal connections  between  rooms,  not  the
actual  physical  layout.  Feel free to re-arrange things to
suit you.  Just remember, the only reliable way upstairs  is
by the rat poles.

Indexes

     There are indexes for rooms,  monsters,  and  treasure.
The  room index refers to the page on which the room starts.
The others refer to the page containing the best description
of the monster or item, but not necessarily the first.

Legal Matters

     Room #15 is a courtroom, and many other  rooms  in  the
dungeon  have  built-in laws.  When and if these are broken,
the offending character is dematerialized and transported to
the defense stand of the courtroom.  The player will then be
dealt with as described in room #15.  After  sentencing  and
punishment,  he  will  be sent back to where he came from by
the same method.

Further Comments

     A dagger|- (except for that one) indicates  an  included
item  like the menu.  Footnotes[1] are spread throughout the
text and are usually notes to the DM, even when they  appear
in player's descriptions.

____________________________________________________________

____________________
9   [1] Like this one.



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How To Run This Dungeon    Page 6


Juris Est

     Juris Est is an artifact that was created by the  lords
of  Law.   It  was  many  years  in the making, and has many
wonderful powers.

Powers:

     Intelligence of 20.  Ego of 20.  Communicates telepath-
ically  with  wielder.  Lawfully aligned.  +5/+5 vorpal bas-
tard sword.  Does triple damage to chaotic creatures.   Pro-
tection  from  Chaos (wielder).  Detect Chaos (twenty feet).
Acts as a mace of disruption.  Lightning bolts (6d6 once per
melee  round).  Resurrect (as a twentieth level cleric) once
per week.  Psionic ability:  400  points.   All  attack  and
defense  modes.   Major psionic disciplines: telekinesis and
energy control.  Minor disciplines: ESP, empathy, levitation
and precognition.

____________________________________________________________


Orb of Chaos

     The Orb of Chaos is an artifact that was created by the
lords of Chaos to counter Juris Est.

Powers:

     Intelligence of 20.  Charisma of 22 (Jewel-like).   Ego
of  20.  Communicates telepathically.  Dissolves anyone that
touches it.  Energy beam 6d6 per melee round.  Animate  dead
(as a twentieth level cleric) once per day.  Psionic ability
400 points.  All attack and defense  modes.   Major  psionic
disciplines: Energy control and mass domination.  Minor dis-
ciplines: Hypnosis, levitation, molecular agitation and dom-
ination.

____________________________________________________________


Wandering Monsters

     Roll a d6 once every turn.  If a 1 is rolled,  roll  on
this table.


     Table of Wandering Monsters
8_____________________________________
01-45   6d6 Jilings
46-55   3d4 Groupies
56-70   1d2 Ogres



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                           Page 7         Wandering Monsters


71-80   Mississippi Smith and Company
81-90   1d2 Dilithium Hamsters
91-00   1 Succubus



     Modified Table for 1 Party
8_____________________________________
01-40   6d6 Jilings
41-55   The Other Party
56-65   3d4 Groupies
66-75   1d2 Ogres
76-85   Mississippi Smith and Company
86-90   1d2 Dilithium Hamsters
91-00   1 Succubus


Jilings

     Jilings (AC:special, HD:1/2, HP:2, XP:5,  SA,  SD)  are
small  creatures  averaging  about  8 inches in height, with
some being as tall as 12  inches.   No  two  are  the  same,
although  they  are  obviously  all  of the same race.  Each
being carries an object, including cooking  utensils,  pots,
pans,  and  condiments.   One  of  the group always brings a
small pot and some firewood.  They use these  to  cook  food
that  they  encounter  in  the  dungeon.   Not being finicky
eaters, they usually don't bother to  kill  or  clean  their
catch first, but instead just cook it alive.

     Jilings are always hungry, and will take any  opportun-
ity  to  obtain  food.   (If  by some freak chance they have
eaten recently, they try to sell what  they  catch  to  Sven
La'Guido's restaurant.)

     Their favorite tactic is to  build  a  fire  under  the
nearest  extremity of the nearest raw meat.  They don't usu-
ally bother to cut it off first.  This means that any adven-
turer  standing  still  for  a while is likely to get a hot-
foot!  If you start moving, they  will  grumble  loudly  and
pack  up  their  gear, while allowing the party to get away.
They only pursue non-moving prey.

     If they have the time while waiting for their  food  to
cook,  they  will  attempt  to  cut  new  clothing from con-
veniently located pieces of leather and other  cloth.   They
prefer  magical materials whenever available, and have scis-
sors sharp enough to do in the best elven cloak in  seconds.
Sometimes  they  do  this  before starting the cooking, if a
particularly choice piece of cloth is easily available.

     Jilings are very quick on their feet, and have  a  dex-
terity  high  enough to make them almost impossible to kill.


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Wandering Monsters         Page 8


The only way to injure one is to roll a natural 20.  This is
almost  assured  of killing them, since they have only 2 hit
points each.  Unfortunately, there  are  plenty  more  where
they  came  from.  They have a tendency to show up in groups
of 6d6.  They are very quiet, and the players are not likely
to  notice  them  until  their  feet start getting hot.  Any
inattentive character's clothing may have suffered  somewhat
before the Jilings are noticed.

     Jilings speak only their own language.

Groupies

     Adventurer groupies (AC:10,  HD:1/2,  HP:2,  XP:2)  are
gangs of young females of various species.  They are fans of
great and brave men (and women, too).   They  may  be  found
wandering  through  the dungeon while autograph-hunting.  If
they meet up with a party of adventurers,  they  will  start
giggling  and  asking  for  autographs.   They  will use any
excuse they can think of to  keep  a  particularly  handsome
fighter  near  them.   Unfortunately, they are so noisy they
attract more wandering monsters.  Roll  for  wandering  mon-
sters  twice  as  often  while they are around, and assume a
fifty percent  chance  of  any  extra  monsters  being  more
groupies.

     Groupies will run away if attacked or frightened.

Ogres

     Ogres (AC:5, HD:4+1, XP:90 + 5 per HP)  are  the  stan-
dard,  run  of  the  mill variety.  For some strange reason,
though, most of them seem to  be  female  (90%).   If  ques-
tioned, they will admit it's because the smell of Ogre Shave
coming from the castle is drawing female ogres like flies.

Mississippi Smith and Company

     A dusty-looking fellow with a floppy hat and a bullwhip
(AC:5, HD:5, HP:24, SA) comes running through the party from
behind.  He continues  running,  but  looks  back  over  his
shoulder  as he passes by.  Closely following him is a large
group of humans wearing black clothing  and  wielding  large
scimitars  (AC:6,  HD:4, HP:21 each, XP:200 each).  They are
determined to catch the first fellow, and  will  not  bother
the  adventurers  unless  attacked.  They will then fight to
the death.

     The second time this group is seen,  Mississippi  Smith
will stop just past the party and pull out his gun.  He will
shoot the biggest guy chasing him before running again.  The
characters  had  better stay out of his way!  Note that if a
character tries to get Smith's gun he will get shot too (for










                           Page 9         Wandering Monsters


6d10!).

Dilithium Hamsters

     The Dilithium Hamster (AC:-2, HD:2, SA, SD) is  a  rare
and  exotic  beast.   It  evolved  on the radioactive planet
Krapton in one of the harshest environments  known  to  man.
This creature can withstand unbelievable amounts of heat and
energy.  It travels around by expelling ionized  gas  plasma
from its mouth to propel itself backwards at warp speed.  It
can phase through material objects when  flying  to  prevent
being squished on the wall.

     It can travel incredibly quickly  (movement  infinite),
and  never bothers to attack when it can fly away.  Its mode
of travel can be very harmful to those in front of it,  how-
ever.  The ionized gasses cause 3d6 points of radiation dam-
age and 6d6 points of heat damage.  Only one such attack  is
ever  made,  because  the hamster is then thousands of miles
away.

     Dilithium Hampster fur is extremely valuable due to its
high  resistance  to temperatures and radioactivity.  Anyone
wearing a coat made from  dilithium  hamster  hides  is  75%
resistant  to heat and flames and 95% resistant to radiation
damage.  A single hamster is worth 500 gold pieces dead, and
3 alive.

Succubus

     The Succubus (AC:0, HD:6, HP:25, XP:2250, SA, SD) is  a
tall  blond  woman  who wanders the hallways wearing nothing
but a cigarette tray and a dazzling smile.  She is  incredi-
bly  beautiful, and at least 15 seconds will pass before the
party notices that she also has large,  beautifully  irides-
cent, bat-like wings.

     She will see the party immediately and slink over, pur-
ring:  "Cigars?  Cigarettes?  Ogre  Shave?"  Her  wings sway
gently as she walks.

     She will not attack the party, but  will  try  to  sell
them  things.   She  will  try  with all her charms to get a
sale.  (She will use her "Charm  Person"  (once  per  round)
ability  for  this  purpose.)  If  she succeeds in selling a
party member something, she will try to thank this person by
kissing him or her, thus draining an energy level.

     Packs of cigarettes are 1 sp each.  Cigars  are  5  cp.
Ogre  Shave is 1 gp per bottle (1 in 20 chance of charm mon-
ster perfume instead of Ogre Shave by accident).   She  also
has  gum  of  various  flavors  (Elf Ears, Dragon Breath and
Dwarf Tongues) at 1 cp per pack of five sticks.










Wandering Monsters        Page 10


     An appearance in court will be gained by  stiffing  the
Succubus.   The  charge is Succubus stiffing (the penalty is
eternal  exile  from  the  planes  of  Hell).   She   wasn't
motivated enough to work in the restaurant, so she opted for
this easy job (there isn't much traffic around  here).   She
is  just trying to pay her bills until that handsome Vampire
on the next plane decides he can't live without her.

     Ogre Shave contains pheromone of ogre.   The  smell  is
pleasant,  and  does tend to discourage other monsters, (who
wants to follow an ogre in heat?), giving 50% less probabil-
ity  of  wandering  monsters  every turn.  Anyone wearing it
will have a 25% chance of attracting a large  female  ogress
every turn.  This chance is cumulative if more than one per-
son is wearing it.  Chances of over 100% result in the  pos-
sibility  of more than one ogress.  (i.e. 6 characters wear-
ing it will have at least 1 ogress show up every turn, and a
50%  chance  of having another show up in the same turn.) It
must be washed off completely to cancel this effect.

____________________________________________________________


Dreadit

     Dreadit tokens are found all over the  dungeon.   These
tin coins have a picture of Dread Rated on one side, and the
slogan Not good in bars or gun shops on the other.

     Dreadit is the legal tender of the castle.  Don't leave
home without them!

____________________________________________________________


Hallways

     These  poems  are  found  in  dungeon  hallways.    The
appropriate  locations  are marked on the map.  Each sign as
presented here will actually be seen as four or five plaques
spaced out about five feet apart on the wall of the passage.
Note that these are magical signs which read in  the  proper
order regardless of which side you approach them from.


                         Hallway A
8                ___________________________
                When you dungeon,
                Make your save,
                Or you'll smell better with
                       "Ogre Shave"




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                          Page 11                   Hallways


                         Hallway B
8                    ___________________
                    You are fuzzy,
                    Blond and brave.
                    Wash your face with
                       "Ogre Shave"



                         Hallway C
8                 __________________________
                 You've been in the dungeon
                           weeks and weeks.
                 Your clothing and armor
                              really reeks.
                 If you wish
                         your hide to save,
                 Cover your trail with
                        "Ogre Shave"



                         Hallway D
8                    ____________________
                    Dryads and Succubi
                    Rant and rave,
                    When they smell your
                       "Ogre Shave".



                         Hallway E
8                 _________________________
                 Don't be scent
                 To an early grave,
                 Charm those monsters with
                       "Ogre Shave".



                         Hallway F
8           ______________________________________
           Dungeoning, dungeoning, ah what fun!
           Killing monsters by the ton.
           Hacking, slashing, covered with sweat,
           Don't let your odor be a threat.
                       "Ogre Shave".



                         Hallway G
8                    ____________________
                    The Queen of Sheba
                    Will be your slave
                    When she smells your











Hallways                  Page 12


                       "Ogre Shave".



                         Hallway H
8                    ___________________
                    Don't let a monster
                    Eat your knave!
                    Cover his odor with
                       "Ogre Shave".



                         Hallway I
8                     __________________
                     If you use Rods,
                     Wands or Staves,
                     Try magic potions:
                       "Ogre Shave".


































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                          Page 13                   Entryway


____________________________________________________________


1.  Entryway

1.1.  Outside Description: Lawful Entrance

     There are large double doors made out of iron.  A  han-
dle on each door beckons.  The doors have ornate keyholes.

1.2.  Outside Description: Chaotic Entrance

     You are in a narrow chasm which becomes a  tunnel  just
ahead.   After  almost a mile in the dark, a large iron door
becomes visible.

1.3.  Inside Description

     The castle's doorway opens into a 10  foot  wide  stone
corridor  with  a narrow red carpet running down the center.
The corridor opens into a large waiting room  with  a  small
entryway,  through  which  the carpet runs.  The entryway is
marked by a shiny metal bar inset  into  each  side  of  the
doorway.   A  conveyor  belt runs through a small opening to
the right of the main doorway.

     Two translucent beings attend the doorway.  Their  uni-
forms say Multiversal Industries.

1.4.  Dungeon Masters' Description

     This description is for  both  main  entrances  to  the
dungeon:  one  for the lawful party, and one for the chaotic
party.  The doors for the lawful party are not locked.   The
doors  for the chaotic party are locked, but can be picked 5
out of 6 times by a thief, or 3 out of 6 by a non-thief.

     The entryway has a permanent force field  which  prohi-
bits  all  magic  items  from passing through.  This barrier
exists inside the walls that  surround  the  entire  castle.
Magic items cannot cross it using any type of teleportation,
probability travel, or dimensional travel.  Planar gates can
bypass it.

     This  restriction  applies  to  all  devices,  weapons,
clothing,  potions,  scrolls,  etc.,  but not to ``magical''
characters (like centaurs).  Exceptions may be made  by  the
attendants  for special circumstances, like a character with
magical fingernails.  These will generally be scanned  by  a
portable device equivalent in all respects to the one around
the conveyor belt.

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Entryway                  Page 14


     The conveyor belt runs one way only,  allowing  charac-
ters to leave the castle through the door only if they leave
all their magical goodies behind.  The far end of  the  belt
cannot  be  seen  from the waiting room.  The opening of the
conveyor belt is  a  magic  item  eliminator,  allowing  the
Dungeon  Masters to equalize, and perhaps lower, the overall
power of the parties.  This is also  used  as  our  personal
reaction to Munchkinism (that property best exemplified as a
12-year-old with a 16 page character sheet).   We  drain  or
dis-enchant  50%  of  all  rings,  and 1% of all other magic
items (rolled at random).  Note that the characters will not
notice the change in their drained items unless they specif-
ically use them or attempt to detect magic in them.

1.5.  Monsters

     The translucent beings are Customs  Agents.   They  are
merely  projections,  and can have no physical effect on the
characters.  The agents are completely impervious to attack,
and  will  not attack even if attacked.  They are there as a
source of information only, and when  asked  will  tell  the
party  that  the  only way through this room is to place ALL
magic items on the conveyor belt and walk through the  door.
The  party  can  pick up their belongings on the other side.
Of course, they will not tell the characters that  this  may
be  harmful.   As  a character walks through the doorway, an
attendant will hand him a small slip of paper which reads:

    The management is not responsible for articles lost,
    stolen or damaged. (DWC)

Remember that most characters cannot read!

     The customs agents may  be  willing  to  manually  scan
minor  magic  items  like  fingernails of spell turning that
cannot be removed.  These items will then be allowed to pass
through the force field.

     The agents can be  bribed  if  they  players  have  any
Dreadit.  The agents may even make this known (corruption is
rife).  They are not interested in anything else (like  gold
or magical treasures).

____________________________________________________________


2.  Lizard Man Room

2.1.  Outside Description

     There is a warm door in front of you, and an alcove  on
your left.
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                          Page 15            Lizard Man Room


2.2.  Inside Description

     As you open the door, you hear a large trap  door  open
up  in  the  ceiling  of the alcove on your left.  The horse
that was standing on it falls through.  The noose around its
neck jerks once, and the horse hangs still.

     The room through the door  is  hot  and  the  floor  is
covered with sand.  In the center of the room stands a tall,
thin Lizard Man.  His squinting eyes stare out at  you  from
beneath  a black, wide-brimmed hat.  He is wearing a striped
poncho and is smoking a thin cigar.

     There is a strange breeze in the room, and you can hear
a  faint  whistling  in  the distance.  A tumbleweed emerges
from a trap door to your left and rolls across the room.

     The Lizard Man whispers from the  side  of  his  mouth,
"That  was  my  horse you killed!" The tumbleweed disappears
through a trap door on your right.  Throwing the poncho back
with  a dramatic gesture, he draws his sword and starts for-
ward.

2.3.  Dungeon Masters' Description

     This is the home of The Lizard Man with  No  Name.   He
dislikes distractions, and will attack almost anyone.

     The tumbleweed trap doors are  extremely  difficult  to
find,  even  after  seeing  them open.  If found and opened,
they lead only to small rooms filled with dusty tumbleweeds.
There  also seems to be some kind of mechanism for automati-
cally pushing tumbleweeds around.

     The door that the horse fell out of  is  also  hard  to
find  before  used,  but  does  not close after the hanging.
There is nothing up there except the other end of  the  rope
and the cross-beam it is tied to.

2.4.  Monsters

     The Lizard Man with No Name (AC:4, HD:8, HP:34, XP:125)
gets  both  a  sword  attack (Lizard Sword, see below) and a
bite (1d8) once per round.  He is wearing the Lizard Armlet.
He is alone.

2.5.  Treasure

     The Lizard Sword is +5 to hit and +5 damage,  but  only
+3  and  +3 against reptiles.  It can only be wielded by the
wearer of the Lizard Armlet.  This sword has a very  strange
property:  after  each battle it refuses to be sheathed, and
instead turns into a Mithril Alligator Lizard (8 inch  body,










Lizard Man Room           Page 16


8  inch  tail)  with 5 hit points, AC -6, and a speed of 4".
This alligator lizard will attempt to crawl  away  from  its
owner.   It will attack anyone that tries to capture it as a
1 die monster +5 (or +3) for 1d2+5 (or +3) points of damage.
In  addition,  if  the alligator lizard is killed it will be
trapped in lizard form forever, never  to  return  to  sword
form.   After  ten  minutes it will return to its sword form
and allow itself to be sheathed.

     If someone tries to wield it without wearing the Lizard
Armlet,  it  will  go into lizard form immediately.  It will
never stay in sword form while being held by someone without
the Lizard Armlet on.

     If it is hiding in a crack, the  sword  may  be  almost
impossible to recover.

     The Lizard Armlet gives its wearer two  abilities:  The
ability  to wield the Lizard Sword, and the ability to speak
to any lizard.

____________________________________________________________


3.  Obsidian Room

3.1.  Outside Description

     The door to this room is completely black.

     Next to the door looms a sign[2].

3.2.  Inside Description

     This is a large room housing an obsidian pedestal  with
a  silver ball resting on it.  The ball is completely smooth
and spherical, having no markings and no apparent  openings.
An  obsidian  mouse  can  almost be seen scurrying with some
obsidian cheese across the obsidian  floor  towards  a  dark
hole in the obsidian wall.

3.3.  Treasure

     The ball is actually a Wand of Cold, and if the players
pick it up, they will see the word Fnerdlik inscribed in the
rock of the pedestal on which the ball sits.   If  they  say
"Fnerdlik",  the  ball  will fire off one cone of cold (10d6
damage) which will go off in a random direction.  (To deter-
mine which direction, roll a d20 and see in which way the 20
____________________
9   [2] See Hallways, sign C.



9







                          Page 17              Obsidian Room


points.  That is the direction in which  the  cone  will  go
(i.e.  if  you roll the 20 up and to the left, the cone will
go up and to the left.) The ball doesn't fire  in  the  same
direction  each time it is used, so the user cannot gauge by
the previous direction.  Be sure to find out where all char-
acters  are standing in relation to the wand user before you
roll.  The ball has 25 charges.

____________________________________________________________


4.  Hastur Garage

4.1.  Outside Description

     This door has grease on it.

4.2.  Inside Description

     This room contains a '59 Chevy Nomad low rider  painted
puce, with air-brush murals depicting a black velvet matador
and the words "Love Machine." The car has 4 inch  thick  fur
on  the  dashboard, dingle balls, a dog with a bobbing head,
and personalized license plates which  read  "HASTUR".   The
seats are covered with magenta crushed velvet and the steer-
ing wheel is made of chromed chain.

4.3.  Dungeon Masters' Description

     The door has no lock.  A small ring made out of a  soft
material  with  a  tab on one side is lying discarded in the
corner of the room.

     It should be mentioned here that  anyone  speaking  the
word "Hastur" aloud is likely to invoke the wrath of the god
Haster in "Deities and Demi-Gods." The  name  "Fnerdlik"  is
also the trigger word for the ball of cold from the obsidian
room (room 3).

     The glove compartment of holding  contains  95  parking
tickets (all are overdue), 27 speeding tickets (23 are over-
due), a pink slip, and one pair of gloves.  The pink slip is
made  out to "Fnerdlik J. Hastur" of Encino, California.  If
anybody takes a ticket or the pink  slip,  he  will  have  a
tough  time  explaining  it  in  court the next time he gets
there.

     Too bad there is no gas and the battery  needs  a  jump
start.  A 25 point lightning bolt just might do it...

     The car is mounted on 2 by 1 by 1 foot platinum blocks,
and  has  no  tires.  The blocks have written on them Hastur
garage.

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