


Dreaderated               Page 34


blood of two pigeons or a large chicken.[23]

     He does not like to fight, but will do so if necessary.

12.4.  Monsters

     Dread Rated (AC:9, HD:14, HP:65, XP:5000, SD) is a mas-
ter merchandiser.  He can (and will) sell anything.

     Despite his education as shown by the diplomas  on  the
wall,  he  is  a high level fighter / mage / investor with a
spell of complete invulnerability memorized.

     Miss Oligax (AC:10, HD:2, HP:7, XP:50) is  studying  to
become  a  vampire,  and is whiling away the years until her
death by earning an advanced  degree  in  Predation  on  the
Helpless from the master, Mr. Rated.

     The chief collection agent is a small  (in  size  only)
Purple  Worm  (AC:6,  HD:15, HP:72, XP:6340, SA) who wears a
panama hat.  He is fiercely loyal to Dread.

12.5.  Treasure

     The potted palms aren't  worth  much,  but  the  Wicker
Chair might bring 25 Dread-its.

____________________________________________________________


13.  Sven La Guido's

13.1.  Outside Description

     You are confronted by double swinging doors.  There  is
a tantalizing smell coming through them.

13.2.  Inside Description

     As you enter this room, you see that it appears to be a
restaurant  of some sort.  A sign just inside the door reads
"Sven La Guido's Mexo-Texican Szechuan Barbecue Moo Shu  Rat
Kabobs  and  Soul  Food Emporium." This epicurean outpost of
fine cuisine is known throughout the castle.   Most  of  the
tables  you  can see are occupied by a strange assortment of
creatures enjoying the atmosphere.

     The waitress, a petite but well groomed Shambling Mound
in  a blue gingham dress, shows you to a table and hands you
____________________
9   [23]  Available  at  the  pharmacy.   Miss  Oligax   will
volunteer to get it.


9







                          Page 35            Sven La Guido's


a menu|-.  The drink list|- is on the table.

     At that moment, you see a large Bulette come out of the
kitchen  and  grab  a  giant  anchovy  that had been sitting
quietly at the counter.  The Bulette carries the anchovy  to
the front door and throws it outside, saying "We don't serve
your kind here!"[24]

     The waitress then takes out her order pad  (trying  not
to  drop  much decayed vegetable matter on the table and not
succeeding) and asks you what you would like to drink.

13.3.  Further Description

     After a few minutes she returns with your drinks, which
because  of her droppings, are hard to distinguish from your
salads.  She then asks, "Well, gents, what will it be?"  She
takes  your  orders,  then turns and goes to the kitchen.  A
moment later you hear a big commotion with much noise coming
from  the kitchen.  Suddenly, you see a Giant Sheep Rat come
running from the kitchen, with the white-garbed Mind  Flayer
Chef  in a floppy hat in hot pursuit wielding a cleaver.  He
chases the rat around your table  and  out  the  door.   The
waitress rushes back out and says "I'm sorry, but we've just
lost, I mean, run out of your order."

13.4.  Dungeon Masters' Description

     This joint is the hot spot of  the  dungeon.   Everyone
comes  to  Sven's!  If they're lucky, they come in the front
door.  If they're even luckier, they can leave!

     The restaurant is large enough that both parties can be
here  simultaneously, with only 1 out of 6 chances of seeing
the other.  Even if they do see the other  party,  they  may
not recognize it[25].

     If the characters do wish to order something  from  the
restaurant,  the  waitress will take their order and deliver
something so foul that anyone eating it will have to make  a
constitution  roll at -4 just to keep from losing their pre-
vious meals immediately[26].  If they miss their  roll  they
drop  their cookies on the table.  The chef will just happen
to be coming back from chasing the rat  at  that  time,  and
will  say, "Ah, you like'a de food, eh?  Good!" He will then
____________________
9   [24] Refer to the last line on the menu.
   [25] You see a large, obnoxious group of humanoids at one
table.  They are trying to eat a disgusting, quivering  mass
of something.
   [26] See the menu notes for exceptions to this rule.



9







Sven La Guido's           Page 36


start wiping off the table into his skillet, while  mumbling
under  his  breath  about  the  cost  of good food nowadays.
Eventually he will wander back into the kitchen.

     If the adventurers send their compliments to the  chef,
both  he and Sven La Guido himself will come out and talk to
them.

     If they wish to order food to go, small white Boxes  of
Holding  (limited)  are available that will hold anything on
the menu.  The boxes are about 4 inches on  each  side.   It
may  seem  difficult to get a Mongolian into a box, but they
can do it.

     After their meal the waitress will bring  them  a  bill
for  their  food.   It  will be 600 Dread-its because of the
planar tax, federal tax, state tax, county  tax,  city  tax,
dungeon  tax,  and carpet tacks.  She will also bring them a
freebie: A Scroll of Junk Fude Summoning.|- This sheet (or  a
reasonable facsimile thereof) should be given to the players
if they decide to pick it up and/or read it.  If  they  read
it,  follow  the directions on the scroll on what to do.  If
they do not, make them keep  it  rolled  up  until  they  do
decide  to  read  it.   (They  are  allowed to read just the
title.) Do not give them the spell description.|-

     If they try to walk out without paying the  bill,  they
will  be  instantaneously  transported  to the courtroom and
charged with vagrancy, non-payment  of  bills,  dressing  in
public  strangely  (not  dressing  strangely in public), and
regurgitating in a public place.

     If the characters decide to attack anyone in here, con-
sider  it  a  normal  attack.   Bear  in mind, however, that
fighting in a restaurant is also an offense that is tried by
the courts.  The NPCs that fight will get sentenced too (the
law is the law, after all).

13.5.  Drink List Notes

     Zombie: 6 foot tall glass: zombie inside,  rimmed  with
salt

     Kamakazi: a Jiling wearing  a  white  headband  with  a
large  red  spot  on  it flies out of the kitchen in a paper
airplane and  crash  lands  on  the  table,  destroying  it.
Climbs out and commits Seppuku with his own tiny katana.

     Black Russian: Large black guy in fur hat:   Say  what,
comrade?

     My Tie: Sven comes out and gives them his own  lavender
tie with orange polka dots.  (He has plenty more in a box).










                          Page 37            Sven La Guido's


     Wines: All are served with a whine (awwww).

13.6.  Menu Notes

     Most of the items on  the  menu  are  self-explanatory.
You  can make up anything amusing you want if it is ordered.
We have suggestions on a few of the dishes.

     If an order is placed for "Kung Fu Chicken", an  Orien-
tal  Warrior/Monk will come charging out of the kitchen with
the order in his hands.  He will slam the food on the  table
and threaten the party with his karate  chops.[27]  Then  he
will  pause for a moment and notice that he is threatening a
bunch of fighters.  Seeing he is outnumbered, he  will  turn
around  and  bolt  back  to  the kitchen.  The waitress will
sigh, and exclaim "What a chicken!"

     The singing tacos do  a  tap-dance  show.   Their  last
engagement  was  at the stage (room 20), and was so bad they
got sent here.

     The tweezers for the special are necessary because  rat
flank steaks are so small.

13.7.  Monsters

     The  Shambling  Mound  Waitress  (AC:0,  HD:11,  HP:49,
Exp:2290)  is  really a nice girl.  She is only working as a
waitress to put herself through acting school.   She  really
wants to play the part of "The Garbage Dump That Ate Cincin-
nati."

     The Mind Flayer Chef (AC:5, HD:8+4, HP:39, XP:2268, SA)
is working here because he can't get a better job.  You see,
he was kicked out of Bordon Cleu for allowing his  tentacles
to hang in the soup.  (He thinks it adds to the flavor.)

     The Giant Sheep Rat (AC:3, HD:4, HP:20, XP:200) is just
an overly large rat with wooly fur.

     Sven La Guido (AC:9,  HD:4,  HP:12,  XP:10,  SD)  is  a
strange  creature.   He  is  a "Franchiser." If attacked, he
will not defend himself.  If he is killed, he multiplies  by
four.   His  duplicated selves will then be able to open new
branches of his restaurant.

     Sven likes to hire students who  are  willing  to  work
hard for very poor wages.

____________________
9   [27] Appropriate sound effects are helpful here.



9







Sven La Guido's           Page 38


     The Bulette (AC:-2, HD:9, HP:50, XP:2900,  SA,  SD)  is
Sven's bouncer.  He is really a nice fellow and hates throw-
ing people out, but he needs to raise  enough  cash  to  get
into  "Baterpillar  Tractor" school, so he can learn to be a
tractor.

     The Oriental  Warrior/Monk  (AC:5,  7th  level,  HP:21,
XP:450)  is an excellent fighter, but he's a chicken (ego of
3).

13.8.  Treasure

     A Box of Holding (limited) (Value:  1000  gold  pieces,
Exp:  120)  acts like a bag of holding in terms of size, but
has no effect on the weight of the objects inside.   It  can
hold  the  volume  of  one  medium sized human (with sauce).
Unfortunately, an object that large could get squished going
through the 4 inch opening.  It might be quite painful hold-
ing a box this full by the little wire handle, too.

     They are not available separately.

     The Scroll of Junque Fude Summoning is of little  value
(perhaps  250  GP  outside this dungeon, nothing inside it).
It bestows 100 experience points on the first time user.   A
complete description is included with the spell.

____________________________________________________________


14.  Train Crossing

14.1.  Description

     Here, a 20 foot wide passage crosses the hall  in  both
directions.  The floor of the passage has two parallel metal
bars imbedded in it.  A small red lantern hangs 6' up on the
right hand wall.  The side passages go back for 40 feet, and
then dead-end at a stone wall.  The main  hallway  continues
on.

14.2.  Dungeon Masters' Description

     If the players take any notice of this area and  decide
to wait or explore it some, a 3 in 6 chance exists each turn
that the red light will start to flash and a bell will begin
ringing.   If the characters listen, they will hear the slow
chugging of a train far off in  the  distance.   This  sound
will  get  louder and faster.  If the characters continue to
wait a few rounds, a train will appear down the  left  hall.
It  is  as  black  as night, and moves at about 55 miles per

9

9







                          Page 39             Train Crossing


hour[28].

     Any character dumb enough to be in the hallway when the
train  comes  through  will be hit for 5d10 points of damage
(saving throw for half damage).

     If examined, the train will appear to  be  filled  with
demons,  trolls,  and all sorts of unsavory evil types.  The
train is moving quite fast as it is going on a tour  of  the
planes  of  Hell.   If  any character trys to get on he will
have to make a dexterity roll at -4 just to  catch  up  with
the  train as it swiftly moves down the corridor.  Note that
once it leaves the corridor area, no one can reach  it  from
this plane.

     Once the train has left the corridor all will be  quiet
again.

     For anyone who gets on the train, the next  stop  is  a
substation  before  the  train  reaches hell plane 116.  The
train will gate through the end  of  the  hall,  taking  the
unfortunate  character  with  him.  For the purposes of this
dungeon, the character should be considered  lost  or  dead.
He  certainly  will  not  be able to get back soon enough to
help in this battle.  Of course, the creative DM can  always
figure out a way around this!

     One possibility is not having the  train's  gate  spell
affect  the  character.   If  this happens, each car (1d8 of
them) that is behind the character  would  hit  him/her  and
smash  him/her against the wall, causing 1d6 of damage.  Can
you say "Saving Throw?"  For each crushable item?  For  each
car?  I knew you could!

____________________________________________________________


15.  Lightning Rod Room

15.1.  Outside Description

     This door is warm to the touch, and smells  vaguely  of
ozone  and  ionized  water  vapor.  A crackling sound can be
vaguely heard coming from inside.

15.2.  Inside Description

     When you open the door, you see  a  long,  narrow  room
stretching  from right to left.  It is 10 feet wide, 40 feet
long, and is recessed 1 foot into the floor.   The  recessed
____________________
9   [28] 55 - It's not just a good idea, it's the Law!


9







Lightning Rod Room        Page 40


area is filled with hot, steaming water.

     Just after the door is opened a loud "CRACK!" is  heard
and a blue-white bolt of lightning strikes the water halfway
across the room.  The  water  boils  madly  at  the  strike,
hisses and steams, and then quiets down.  You can easily see
why the room is so warm and humid.

     Now you notice a long  metal  rod  running  almost  the
length of the ceiling.  It starts about 8 feet from the door
at each end.  It is embedded deeply into  the  ceiling.   As
you  watch, a light-blue nimbus starts flickering around the
rod.  It looks like  another  lightning  bolt  is  about  to
strike!

15.3.  Dungeon Masters' Description

     This room contains a continually  recharging  Lightning
Rod.  The electricity seeks the shortest route to the water.
This means that anyone wading out into the water  is  likely
(98%)  to  be struck by lightning.  And don't listen to that
bunk about lightning never striking the same thing twice!

     The lightning rod can throw an  8  die  lightning  bolt
about once every 2 minutes.  If it discharges into the water
when no characters are in the room, it only  uses  half  its
charge  (4d6).   Thus, it can strike the water every minute.
If a route of less resistance is available (like  some  poor
guy  wearing armor), the rod will discharge completely (8d6)
and require 2 minutes to recharge.  It can, however,  strike
with  only  half  its  charge (4d6) every minute if an armor
clad person is still in the room.  This gives  opportunistic
adventurers a chance to capitalize on their fellow's misfor-
tune.

     A character can only move through the water at 1/3 nor-
mal  speed  without  running  a large risk of falling in the
(scalding hot) water.  Even if they can stay on  their  feet
they may be burned from the boiling water.[29]

     Of course, there is a way past this nasty  trap.   Just
go  back  to the pharmacy and buy a pair of Rubber Galoshes.
A character wearing these will not attract a strike (even if
wearing  plate  mail!), but if this character is in the room
while a random discharge takes place, there is  still  a  5%
chance of being struck (only 4 dice).



____________________
9   [29] 1 out of 3 chance, for 1d6 damage.



9







                          Page 41         Lightning Rod Room


15.4.  Treasure

     The Lightning Rod is a valuable  treasure,  but  it  is
difficult  to  remove  and  transport.  It was made in place
eons ago by the charming Mage Tesla, as  a  defense  against
adventurers  who  might  seek  to  gain  access  to the more
private parts of this castle.

     A combined strength of 50 (5 men with strengths of  10,
etc.) is required to remove each end of this 1 inch diameter
iron rod.  They can be removed one at a time.   During  this
effort  it will continue striking.  In fact, it never stops.
Touching it (even with Rubber Galoshes on) causes 1d6 points
of damage every other round.  The only way around this is to
purchase Rubber Gloves from the pharmacy.

     Once removed, the Rod has a value  of  10,000  GP,  but
remember that the characters will have to cart around a con-
tinually active 24 foot long Lightning Rod.

     For information about the Rubber  Galoshes  and  Rubber
Gloves, refer to room #9, the pharmacy.

____________________________________________________________


16.  Rat Poles

16.1.  Description

     In this room you can see two metal poles.  They  go  up
through  two  holes in the ceiling.  Around the base of each
pole is a rubber disk.  Each pole has a  sign  on  it.   One
says  Bruce,  and  the  other says Dick.  Nothing is visible
through the holes.

16.2.  Dungeon Masters' Description

     This is the only sanctioned way to get upstairs.

     If a character steps on the disk at the base of a pole,
he will rise up into the ceiling with a hiss of carbon diox-
ide and special effects.  As he passes through the  ceiling,
he  feels  invisible  forces manipulating his body.  After a
seemingly endless journey (of about  30  seconds),  he  will
exit  at  the  top  of  the  pole  into  a small library.  A
bookcase will close behind him, covering the poles, and  the
disks will slide back to the bottom.  Refer to the Library.

     If anyone tries to go back down the poles, he is  faced
with  a  few  difficulties.  First he must find and open the
secret door in the bookcase (plus  2  for  wererats).   Then
there  is  a  chance of a collision with other people coming










Rat Poles                 Page 42


up.  If there is a collision,  each  person  will  take  2d6
points  of damage.  In addition, the one going down will end
up at the top, and the one going up will end at the  bottom.
Each will also suffer the full effects from the trip.

     If anyone succeeds in getting back  down,  either  from
the  top  or  by  a  collision, he will end up at the bottom
wearing an even more outrageous  outfit  than  that  in  the
Library.

     The person sliding down the Bruce pole will be  wearing
brown  tights,  a  funny  looking brown belt, a long cape, a
long tail, and a mask.  The  mask  has  a  long  snout  with
whiskers,  and  floppy  ears.   On  the  chest is a stylized
design of sharp teeth gnawing on wood.

     Anyone unlucky enough to go down the Dick pole will end
up  wearing  lime  green  tights, a magenta cape, a hot pink
belt, and a mask.  On the chest of this outfit is a stylized
drawing of a metal spool with thread wrapped around it.

     These are the hides and threads of Ratman  and  Bobbin!
(There  is  more  than  one  of each costume stored, so each
party member can get one).

16.3.  Treasure

     The Ratman and Bobbin  costumes  are  useful  for  Hal-
loween.   They  do  contain some interesting things in their
belts.


     Each belt has five pouches.   Ratman's  belts  con-
tain:

8               ______________________________
                Pouch   Contents
8               ______________________________
                    1   20 Dreadit tokens.
8               ______________________________
                    2
7                        50  feet  of   thin,
                        strong rope.
8               ______________________________
                    3   A grappling hook.
8               ______________________________
                    4
7                        Photographs  of  the
                        rats back home.
8               ______________________________
                    5
7                        A sack lunch (cheese
                        yogurt and a persim-
                        mon).
8               ______________________________
7              |7|7|7|7|7|7|7|7|7|7|7|7|











                     |7|7|7|7|7|7|7|7|7|7|7|7|











                                            |7|7|7|7|7|7|7|7|7|7|7|7|


















9







                          Page 43                  Rat Poles



Bobbin's belts contain:

8            ___________________________________
             Pouch   Contents
8            ___________________________________
                 1   10 Dreadit tokens.
8            ___________________________________
                 2
7                     50 feet of  thin,  strong
                     thread.
8            ___________________________________
                 3   A grappling pin.
8            ___________________________________
                 4
7                     Photographs   of   award-
                     winning quilts.
8            ___________________________________
                 5   A granola bar (squished).
8            ___________________________________
7           |7|7|7|7|7|7|7|7|7|7|









                  |7|7|7|7|7|7|7|7|7|7|









                                              |7|7|7|7|7|7|7|7|7|7|













____________________________________________________________


17.  Library

17.1.  Inside Description

     Having just exited from the poles,  a  bookcase  closes
behind you as the disks slide back to the bottom.

     You find yourselves dressed in a strange  ensemble.   A
cardigan  sweater, open collared shirt with ascot, 100% cot-
ton slacks, dreadit loafers (with  one  dreadit  stuffed  in
each)  and  argyle  socks  make up the outfit.  Fortunately,
they fit perfectly[30].

     The room is covered by oak bookshelves, except for  the
doors in the north and east walls, and the huge fireplace in
the west wall.  There is a fire burning  in  the  fireplace.
There is a sign above the firepace.  It appears to be a pic-
ture of a funny-looking mushroom with a red circle around it
and a red slash across the middle.

     On close examination, most of the books turn out to  be
comic books bound in leather.

17.2.  Further Description

     The "No-Nukes" sign means that fighting is not  allowed
in this room.  Any attempt is cause for a court appearance.
____________________
9   [30] This will be true for any  character  or  companion,
including  dwarves,  elves,  familiars,  and  the  paladin's
horse.











Library                   Page 44


     In a few minutes, Alfrat the Butler will enter the room
carrying  a  large  bundle  for each character.  The bundles
will include all the goods that the  characters  had  before
going  up  the  poles.   All  clothing  will  be cleaned and
pressed, armor and weapons will be polished, and  water  and
food supplies will have been replenished.

17.3.  Monsters

     Alfrat the Butler (AC:9, HP:25, HD:5)  is  a  spry  old
gentleman.   If attacked, he will drop whatever he is carry-
ing and run away.  (He is not carrying anything that  didn't
already belong to the party.) He knows all the trap doors in
the castle, so he is hard to catch.  Those chasing him  will
end  up  in  the  room  of The Lizard with No Name, entering
through a tumbleweed trap door.  Alfrat will be  nowhere  to
be  seen.   Once Alfrat is gone, it will take ten minutes of
searching to find where the belongings of  those  using  the
poles are stored.

17.4.  Treasure

     The Strange Ensemble is worth 25 gold pieces a set.  It
has no special properties (but is extremely well tailored).

____________________________________________________________


18.  Kangaroo Court

18.1.  Outside Description

     This door is made of finely tooled  rosewood,  and  has
teak handles.  It has no visible lock.

     Directly opposite the door is a funny looking sign[31].

18.2.  Inside Description

     As you look into this room a voice on the right  shouts
"Guilty!   He's  guilty!" The voice belongs to a 3 foot tall
grey Wallaby wearing a silver star.

     Twelve Gerbils in the jury box behind him nod in agree-
ment.   Immediately, the person who opened the door is taken
firmly on both arms by two tall, thin,  red  furred  boomers
with large feet and long tails.  This person is dragged for-
ward to face the Kangaroo judge.  In fact, this  whole  room
is full of Kangaroos.
____________________
9   [31] See Hallways, sign F.



9







                          Page 45             Kangaroo Court


     The judge speaks sternly: "What are the charges against
this human?"

     "He's a witch!  Burn him!!" screams the prosecutor!

     The judge continues more calmly: "Does the defense have
a statement for the court?"

     Before the Kangaroo Rat at the side  of  the  defendant
can  collect  his  notes  the  prosecutor shouts "Objection!
Your Honor, I Object!"

     "The objection is sustained" says the judge with a  rap
of  his  gavel.   Cheers,  applause, and boomerangs from the
large audience  greet  this  display  of  judicial  prowess.
Several  News-Roos  take  flash  pictures  of  everything in
sight, and in a corner a joey takes bets on your punishment.

     "Order in the court!  Order in the court!!"  yells  the
judge, beating a bailiff senseless with his gavel.

     The judge delivers sentence: "Throw this  vagrant  into
the hopper!" The crowd screams with glee.

     Two burly bouncers drag your leader to a side door  and
toss him out through it.

     "Court adjourned!" says the  judge,  while  sideswiping
another  bailiff.   The  audience  rushes  to  the door, and
crowds you out of the room.

18.3.  Dungeon Master's Description

     This  is  a  Kangaroo  Court.   Everything  moves  very
quickly  here,  and  no semblance of justice is to be found.
Should any party member attack a  kangaroo  he/she  will  be
teleported across the hall to the real courtroom and charged
with 13 counts of voluntary Roo-slaughter, 2 counts of  con-
spiracy  to  obstruct injustice, 14.14 coulombs, contempt of
court, criminal rudeness, and feeding the animals without  a
license.

     After the party leaves the courtroom, the  person  con-
victed  in the kangaroo court will be returned to them via a
trap door in the ceiling.  He  has  been  shaken  for  three
minutes  in  the hopper and will suffer from motion sickness
(-2 on  dexterity  and  all  rolls  involving  any  kind  of
motion).  The character will recover in 1d6 turns.

18.4.  Monsters

     The Gerbils and Kangaroo Rats are  (AC:9,  HD:1,  HP:5,
XP:2).










Kangaroo Court            Page 46


     The Wallaby, News-Roos and Joey are (AC:7, HD:3, HP:17,
XP:50, SA:2x1d10).

     The Boomers, Judge, Bouncers and Prosecutor are  (AC:6,
HD:5, HP:25, XP:75, SA:2x1d10 + 2x1d2).

18.5.  Treasure

     The Wallaby's Star is worth one gold piece.

____________________________________________________________


19.  Jail Cell

19.1.  Outside Description

     This is a strong, heavy wooden door.  It is locked.

19.2.  Inside Description

     This is a damp and musty stone room.  A  lifeless  body
lies  sprawled on the floor adjacent to a broken stool.  The
body is clad in the simple livery of a servant to the  Lords
of Law.

     Immediately visible against the back wall is  a  series
of vertical bars characteristic of holding cells.  There are
two of these cells separated by a solid wall.  Each cell has
a  door.   The door to the right cell is hanging open, and a
dust covered, cobwebbed, chain supported bench  is  evidence
to the chamber's years of vacancy.

     The left chamber is quite  different  from  the  first.
The  door  is closed, and quite obviously locked to sturdily
contain its inhabitant.  An old, emaciated man sits  huddled
in the corner of his cell.

     As the door clangs open, the old man is  seen  scooping
up  an unfortunate rat and raising it to his mouth.  On see-
ing you, however, he merely bites  it  on  the  neck  for  a
moment  and  throws  the  dead  body in a corner filled with
bodies of other rats in various stages of decay.

     He then gets up and slowly starts moving  towards  you.
It  is  then that you notice the shackles binding him to the
wall.

19.3.  Dungeon Masters' Description

     The old man is really a vampire who has been living off
the  blood from his friends, the rats, which he summons.  He
was held here by the lords of law, but  since  the  fall  of










                          Page 47                  Jail Cell


Lord  Habius and the almost simultaneous death of his guard,
he has been trying to get  free.   Unfortunately,  (or  for-
tunately,  depending on which DM you are), there is a power-
ful magic item on the dead  body  which  prevents  him  from
going to gaseous form, and the magic manacles conform to any
solid shape he can assume.  The ring they are attached to is
extremely  strong, and he cannot remove it.  It is a perfect
trap, unless he can get the party to remove the  amulet,  or
let  him  out.  If they take the amulet, but don't free him,
he will go gaseous and hunt them down.  If they free him, he
will  insist  on  destroying  the  amulet (and fight if they
demure!).  There is nothing to stop him from destroying  it,
once he is free of the manacles.

19.4.  Monsters

     The Vampire (AC:1,  HD:8+8,  HP:30,  XP:4160,  SA,  SD,
Int:7,  Wis:5),  Twitamir  the dense, was caught a few years
ago while trying to put the bite on Lord Habeas' girlfriend.
Habeas  was  in the process of deciding Twit's fate when the
orb got him, so the unfortunate batbrain has been here  ever
since.   He  figured out what the manacles do pretty quickly
(for a Twit), and just yesterday realized  that  the  amulet
the  guard  has  is what is keeping him trapped here.  He is
not at all happy about being  stuck  here,  and  might  even
refrain from attacking the party if they are nice to him and
release him (25% chance).

     He is forced to use the space under his cot as a coffin
and  thus  is rather weak.  His attacks only do 1d6+1 points
of damage, and he only drains one level per touch.

19.5.  Treasure

     The Amulet of Mists is on a  fine  silver  chain.   The
amulet  is  a  hollow  quartz crystal in the shape of a five
pointed star.  The center is filled with  a  swirling  mist.
This item prevents any and all creatures within a 20' radius
from going gaseous.  It is valued at 25,000 gold pieces.

     The Manacles of Binding, which are being  worn  by  the
vampire, are made of two wrist cuffs and a connecting chain.
The wrist cuffs will immediately conform to any  size  wrist
they  are  locked  onto.  They are very useful for confining
shape changers like vampires.  The key (on the jailor)  will
change  size  to  fit  the manacles.  The manacles attach to
each end of a piece of mithril chain, which goes through the
ring  on the wall.  They are worth 5,000 gold pieces (if you
have the matching key and the chain).

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20.  Magtape Worm

20.1.  Outside Description

     Set into the corner is an un-assuming door.  It is  not
locked.

20.2.  Inside Description

     As you enter this room, you see what appear to be  hun-
dreds of loops of a thin, brown material lying strewn about.
It is about 1/2 inch wide, and extremely thin.  The floor is
covered  with  the stuff, and it is piled into deeper mounds
in the far left corner.  A door is  barely  visible  through
the mounds on the right.

20.3.  Dungeon Masters' Description

     This is the home of the Magtape  Worm.   If  the  party
enters  the  room  and  attempts to go to the other door, it
will come alive and try to entwine  and  strangle  a  random
member of the party.

20.4.  Monsters

     Genus Wormus Magtapus, or the Magtape Worm, (8  HD,  43
HP,  AC:0/6, SA: strangling, SD: 50% magic resistance, other
below) lies in wait for unwary travelers who cross its path.
This  one  has  been here for many years, and has grown long
and fat (for magtape, anyway).

     It can attack many persons at a  time,  but  will  only
attack one until it itself is attacked.  It will then try to
strangle up to 1d6 persons simultaneously.   Anyone  wearing
the  Right  Ring  is  immune to attack, and has the right to
order the worm to rewind.  Once rewound, it is powerless.

     The Magtape Worm, consisting of about 2000 feet of tape
connected to a hard chitin reel, can move through the air of
its own volition, and is extremely strong and durable.   The
armor  class  of  the tape is only 6, but crushing blows and
relatively dull weapons will have no effect on it.  A vorpal
blade  or  equivalent  (like scissors from the pharmacy) are
the only things that can cut the magtape  worm.   Flame  can
easily  damage  it also, but cold based attacks will have no
effect.  Burning or cutting the magtape worm will  cause  it
to  withdraw  the  remaining  portion (that part between the
reel and the cut) back into its reel, which is buried  under
the  deepest pile of tape.  The dead section of magtape will
be left behind.  On a successful attack, roll percentile die
to  determine how many feet have been cut off.  One point of
damage is caused to the monster for each 100 feet cut off.
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                          Page 49               Magtape Worm


     The reel is the real life form in the magtape worm, and
is  armor  class 0.  Its main defense is hiding below mounds
of dead tape.  Note that the Magtape Worm will  do  ANYTHING
it needs to do to protect against a threat to its reel.

     If the tape hits a player in an attack, it wraps itself
around  the neck.  This causes no damage by itself, but once
on, it starts squeezing.  The tape can choke a  player  into
unconsciousness  in  1d4  rounds,  with  death  following in
another 1d4 rounds.  Each such round also causes 1d6  points
of  damage.  This may be modified if the character makes his
bend bars/lift gates roll while  trying  to  pry  it  loose.
This  will  gain  him an additional 1d4 rounds of conscious-
ness.

20.5.  Treasure

     There are 42 dreadit scattered around the  room  under-
neath the Magtape Worm.

     There is also a fine suit of +3 Dwarven Chain Mail hid-
den  by the coils of that nasty creature.  It still has some
traces of the dwarf that  used  to  occupy  it  (before  the
Magtape Worm got him).

____________________________________________________________


21.  Dwarven Church

21.1.  Outside Description

     Set into the angle of the wall are  a  pair  of  finely
carved doors.  The engravings look like typical Dwarven fan-
tasies.

21.2.  Inside Description

     An aisle leads from the open door between  many  simple
pews  to  a large petrified wood altar.  Behind the altar is
emblazoned a carving of a  dwarvish  monk  leading  a  large
group of dwarves to salvation.  In front of the altar sits a
large silver bowl on a twisted  iron  stand.   You  can  see
something glittering inside the bowl.

     On the side walls, at the end of each pew, are  beauti-
ful  frescoes  of the dwarvish saints Sloppy, Sleazy, Empty,
Sickly, Silly, Messy, Bones, and Bruce.   Behind  the  altar
are  two  four foot tall wooden doors, over which is written
an inscription in Dwarvish.


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