Level 1
Table of Contents

KEY TO LEVEL I: HIVE ENFORCERS, SERVANT QUARTERS AND HIVE-WHISPERER WARRENS

Wandering Monsters:

Encounter occurs on a roll of “1” on a d12. Check every 10 minutes.
1. (EL variable) 1d8+8 Squamoids with 1d4+1 Pinchers
2. (EL 5) Hive Servant Stats Here
3. (EL 5) 1d2+1 Crawler Beast http://www.dandwiki.com/wiki/Medium_Monstrous_Spider_(3.5e_Creature)
4. (EL 6) Chuul http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/chuul
5. (EL 7) Strange Monstrosity http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-flesh/golem-flesh-faceless

Southern Hemisphere:

1. (EL variable) 1d8+8 Squamoids with 1d4+1 Pinchers
2. (EL 5) Hive Servant; see http://www.dandwiki.com/wiki/Dire_Half-Dragon_Ape_(3.5e_Creature)
3. (EL 5) 1d2+1 Crawler Beast http://www.dandwiki.com/wiki/Medium_Monstrous_Spider_(3.5e_Creature)
4. (EL 6) Chuul http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/chuul
5. (EL 7) Strange Monstrosity http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-flesh/golem-flesh-faceless
6. (EL variable) 1d8+8 Squamoids with 1d4+1 Pinchers (http://www.dandwiki.com/wiki/SRD:Riding_Dog)

Northern Hemisphere:

1. (EL 6) Chuul http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/chuul
2. (EL variable) 2d6+12 Squamoids ; see Appendix I: New Monsters
3. (EL variable) 1d4+1 shadows; Monster Manual, p. 221
4. (EL t) Hive Servant http://www.dandwiki.com/wiki/Dire_Half-Dragon_Ape_(3.5e_Creature)
5. (EL variable) 2d6+12 Squamoids; see Appendix I: New Monsters
6. (EL 6 or 8) 1d2 will-o’-wisps http://www.d20srd.org/srd/monsters/willOWisp.htm

UNNUMBERED ROOMS (Warrens)

These bowel-like rooms resemble caves. The mouth-like doors of these room hang partially open, and inside one can see the mucky interior which almost resembles a limestone cave. Some form of soil grows on the floor here, anchored by a network of strange molds, slimes and mushrooms that grow through the tattered, time-worn metal and rimetallow fragments of whatever these rooms once contained.

DINING ROOMS (Feasting Halls)

The two large Feasting Halls remind one of being inside the ribcage of a long dead whale. About a dozen tubes hang from intestine-like networks in the ceiling. The tubes are or were once living, their clear linining replete with veins, liverspots, and abormal cysts and growths probably caused by the unusual fungii that seem to hang in glowing chandeliers from some of the rougher looking ones. And most of them are rough looking.. The tubes have been badly mangled and chewed up. A few of them drip with curdled gray goo that has made the floor in here greasy and spongy.

There are three smaller rooms that are in slightly better condition than the main feasting hall. They contain turgid sacks of goo around which the wreckage of ancient furniture can be seen. Bizarre chandeliers of glowing fungus have overgrown from the ceiling, covering the room in a softly growing 'ivy' of strange mushrooms the shape of a dried apricot. From these, ethereal worm-like creatures dangle weedy and desiccated, seemingly feeling around for some form of nourishment.

KITCHENS (The Abattoirs)

The smell in here is indescribably horrid. The Abattoirs are larger rooms filled with strange semi-transparent sacks of liquid, similar in form to an aberration or ooze. Many of them have ruptured or seem to be under the influence of some sort of disease or infection. This area looks freshly ransacked, and a number of darker puddles of slime on the floor stink like feces. Only one of the sacks of goo appears to be operational. The very top undulates like an anemone's mouth, chewing do1wn on what very clearly looks like a large leg of some kind. Beneath the mouth through a transparent gut, one can see the leg deteriorating into the semi-opaque slurry. It resembles translucent, semi-opaque oatmeal. An elephant snout-like protrusion is wrapped around the creature, complete with a bony handle for lugging it about. The oatmeal seems to be slowly dripping from it.

Somebody or something has hung a bunch of fetishes around this infernal machination. Carved ornaments rest on leathery thongs about its circumference, and a number of dried mushrooms and other objects have been placed in shallow bowls around its base. Stacked just behind these offerings are a number of rusted bronze containers shaped like flat ovals. Each box has rusty, unreadable markings on it and a sophisticated opening mechanism. Somebody has crudely decorated them with pigment.

ROLLS:

DC 20 USE MAGIC DEVICE: The rusted bronze container , they contain long defunct Quandlo confections housed in Rimetallow. They appear to be candied squid with small, ornate shells. They smell strongly of dried dung and musty saffron and have crystalized sugar on the outside. The Squamoids will go mental for opened Quandlo food and will try to get it before they do anything else, literally mobbing whoever has it or dogpiling eachother to get it.

There is also a 20% chance that a surviving nutrient dispenser will dispense food, and a 50% chance that it’s poisonous. Throughout the kitchen area there are 2 functioning dispensers, each capable of dispensing about one meal worth of food. If Squamoids are encountered in a kitchen area they ill fight with a +2 morale bonus to attack, thinking their food supply is threatened.least one will immediately return to their home area and gather the whole tribe to battle the ‘invaders’.**

Characters eating poisonous food must succeed at a DC 14 Fortitude save or take 1d4/1d4 temporary Strength damage.

GAME ROOMS (Sensation Coccoons)

This room houses a series of rib-cage like 'coccoons' that extend out of the sealing that can be pulled down to the floor, creating a sealed environment. Some Quandlo corpses illustrate the nature of these devices, apparently having been interned in them for centuries. Most of the hives are mummified and ruined.

A DC 15 search check will turn up a personal diary on one of the corpses, which contains the hopeful account of the 'First Children' or 'Quandlo' uprising against 'Those Eldest', apparently some sort of accident or act of war caused this place to crash here in this place the message is unclear.

LOUNGES (Reverence Pits)

A pale candle-light light intermittently from broken effigies that adorn hexagonal stalactites with images of worship carved into them. They are slightly translucent, leading to a jumble of perceived images of creatures deep within prayer. Many of them are partially or completely smashed, laying in heaps of rubble the floor. Empty containers which seem to have once contained food are littered about. This area seems to have caught fire at some point, and ashes cover a number of unusual remains equipped with once fine, but now shredded adornments. These vestments once had intricate metal wreathes and stone carvings, the remains of which lay soiled and ruined around their ancient mummified hosts. Shattered pieces of no doubt once fine gemstones can be seen and felt underfoot.

There seems to be an inscription on a number of items in this area which say, “BEHOLD THE MOST ELDEST”.

ROLLS
Characters must succeed at a DC 15 Search check to find anything amid the clutter of the pits. If the search check is successful, consult the table provided in the adventure. Potent serum ampules act as if a remove disease spell was cast on the character injected, poisonous serum ampules act as a potion of poison (DMG p. 276) if injected.
1 - notes on escaped intellect devourer on level II OR a brown emblem is the notes have already been found.
2 - 1-3 ampules of serum which will cure any disease if injected or poison the user (70% potent, 20% nothing, 10% poison)
3 - 1 piece of ancient Quandlo jewelry worth 300 - 1,800 g.p.
4 - 3 pieces of ancient Quandlo jewelry worth 1,000 - 4,000 g.p. each
5 - jet black emblem
6- violet emblem or orange emblem (50%/50%)

MEETING ROOMS (Navigation Chambers)

These areas contain various long, fixed tables, chairs and broken instruments that some adventurers might recognize as astral cartographical equipment. The long calcified remains of a beholder-like creature seems to be permanently attached to the ceiling.

OPEN AREA (Unmarked)

Nothing useful in this area. It seems unusually vacant, as though a large object was once housed here that has since been removed by someone. Skeletons and other remains are piled in heaps along the walls and the main floor is surprisingly clear of debris.

Medical Room (FLESHWARPING DEN)

Ghostly tomes with a single, magically changing page clutter a series of laboratory-like work areas here, their single, translucent page flickering gently with the images of strange and grisly arrangements of organs. A table clearly meant to restrain subjects is in the center of this complex. A dislocated, ghostly voice speaking an ancient dialect of Aklonian says a series of seemingly nonsensical words about 'The Greatness of the Eldest One', the voice is distorted by intermittent flickering of the biolumescent lights that seem to slowly pulse across the ceiling. There are three undisturbed tables here that seem to have orderly tomes and vivisection equipment. Careful search has a chance of turning up a yellow emblem, but as soon as a desk is touched an alarm will sound, and an Hive Servant will appear 1d4 rounds thereafter. This will only happen once. Other equipment in the place is either non-functioning or of small value.

Restraining boards for human-sized subjects are stacked along the walls.
Rolls: A DC 20 Search check is required to discover the yellow access emblem.

Medbay 1 (FLESHWARPING CHAMBER 1)

A sarcophagus-like bed filled with a green fluid sits in this room, the image of a Quandlo on its lid. The pod will automatically treat any wounded person who enters, using a healing mist which heals 2d12 hit points per application. A series of fragile looking, anemone-like tubes will also painlessly work their way into the host over several minutes, removing any affliction, including a poison, disease or radiation. Once the device is used, a glowing pentagon on the side shows a circle in the middle and then turns into a square, indicating there are only four uses remaining. It then turns into a triangle, an apex, and finally a line before disappearing completely. If any attempt is made to sever the tentacles, they will retract into the lining of the bed, spewing a foul smelling gas into the room while doing so.

ROLL: DC15 FORT or be sedated by gas from the liquid.

Medbay 2 (FLESHWARP CHAMBER 2)

Inside this chamber is a shambling creature whose flesh has long since mummified up against its stone and metal skeleton. Gems of power glow amber from beneath its mottled, ancient skin, and a long oily hose extends from where a normal face would be into a churning, fleshy sack on its back. Contraptions of Dwarf-like ingenuity support its lich-like limbs. The Fleshpriest Defiler has a Strength of 19 and will attempt to grapple, pin, and then anesthetize any character it manages to successfully hit. Characters may succeed at a DC 18 Fortitude save to shake off the effects of the anesthetic. Characters that fail will be unconscious for 1 min./2d4 hours. Creatures being operated on take 1d4 points Constitution damage every round.

Creature (EL 6): Fleshpriest Defiler, hp 58.

Laboratory (ALCHEMICAL LABORATORIES)

These rooms contain all manner of alchemical and arcane tools and substances. Strange, bloated corpses of small animals seem to be frozen in cylinders of foul smelling chemicals, slowly peeling apart. Discs containing a crusty, mucus-like substance seem to be scattered around the work surfaces and floors. Rusty old cages seem to have long since been smashed open by whatever once lived inside.

(lab A) REPRIEVE ROOM

This room contains an Hive Servant still mindlessly going about whatever task he was once told to do, countless years ago. He has worn a substantial furrow in the floor moving around the room. If a party member has a yellow emblem or better, the Hive Servant will completely ignore the party. On the a counter top are 2 ampules of poison antidote, 3 of disease cure, and a cannister of healing spray (2d12 hit points of damage healed per charge, 3 charges left), see the end of this module. If no proper color emblem is shown, OR party interferes with the Golem’s work, OR they attack the Golem OR are destructive, the golem will broadcast a high frequency screech which will bring additional Hive Servants from arouind the ship to attack the players.

The poison antidote acts as a neutralize poison spell, the disease cure likewise mimics a remove disease spell. The canister of healing spray will heal 2d12 hit points per application.

Creatures (EL 0 or 9-12): Hive Servants (1d3), hp 75 each; see Appendix I: New Monsters.

(lab B) Harvesting Room

(roll 1d3) Hive Servants in this room attempt to extract the vital compounds from what appears piles of plant-matter infested with russet mold. The corpses of once-living creatures are scattered about the lab, gently pulsing with mold-colonies. Spores float through the air in thick clouds.

ROLL: If any Use Magic Device rolls have been attempted on the equipment in the laboratories, a malfunctioning device will have pumped nutrients into this room. In this case, when any maw to the place is opened, an avalanche of mold will pour over the 10’ square (100 square feet) area outside; everyone covered by the stuff or within 3’ of it, must save versus poison DC10 or become irradiated and be a mold culture medium. The victims will die in a few hours without medical attention, but within 21-24 hours a Squamoid creature will arise from the mess (it will not recall any other existence, and it will be hostile to anything other than its own kind).
This is a trap that can be sensed. a reflex check of DC 20 avoids the mold.

Any covered by or within 5 ft. of the russet mold must succeed at a DC 15 Fortitude save or suffer 2d6 points primary and secondary Constitution damage. People who fail the check still take 5d6 energy damage from the mold.

Hazard (EL 6): Russet mold

(lab c)

Regent Storage: A number of alchemical components are stored here, and the smell is obnoxious. The floor here has been warn away in some places by ruptured hives, and unpleasant pools of fierce looking liquids sizzle away at the bases of slowly-leaking containers. Many of the hives here have long since broken down and denatured with exposure, but a good 20 or so containers seem to still be sealed. Their labels have long since been warn away by the caustic and acidic compounds that have been released over the ages.

ROLLS: a reflex roll (DC10) is required to retrieve a chemical without suffering the effects of an adjacent ruptured hive. Roll on the table to find both the retrieved container and any container which might accidentally be ruptured while trying to fish a good one out of the mess.

1. A ruby colored container inset with some manner of bone which has a greenish liquid flecked with smoking blue motes. It smells like rusty metal and tastes like blackberries. Side-affects may include headaches and dizziness: This greenish liquid will add 2d4 temporary hit points to creatures with the plant type. Otherwise, it acts as a plant growth spell in a 10 ft. by 10 ft. area. The Squamoids can smell this liquid at 30 feet, which causes them to enter a berserk rage to get to it (as a Barbarian rage: +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC).

2. Blue-green with brown swirls and smoking, contained in a plain flask. The potion smells spoiled and tastes odd. Side-affects may include hunger: Highly corrosive acid without a taste or smell. Causes constitution damage if imbibed and the player is not able to eat for several days. The substance will pass effortlessly through skin and only produce minor burns, but will severely disrupt the skeletal system. FORT save DC 20 o 2d6 hp and 1d10 constitution damage. Will burn clean through the floor or can be used a grenade weapon.

3. Beige with silver sparkles and boiling, contained in a flask with strange decorations. The potion smells frightening and tastes somewhat like hot pitch. Side-affects may include a temporary loss of the sense of taste: A highly flammable oil that will explode on contact with a host as though it were an alchemist’s grenade. Does fire damage and is very difficult to extinguish. Also very slippery as though the spell ‘grease’ were cast in the area.

4. Pale gold powder with brown swirls. It feels very cold to the touch and is, contained in a small cylinder inset with shining metal bands. The powder smells like freshly cut grass and tastes like rusty metal. Side-affects may include discolored teeth: Defoliant which causes 10+4d6 hit points of damage to vegetable life forms (ie. shambling mounds, treants, etc.) or will absolutely wipe out a 20’ square area of vegetation; a total of 10 handfuls of powder are in the bottle.

5. An ornate onyx jar which contains a whirling dark red substance that smells like rotten carrots and iron. The fluid is full of lumpy brown islands that seem to grow and dissolve at random: If consumed, this substance will either grant a random vampiric power as a ‘use once per day’ ability to a vampire-blooded PC, or turn a PC of another race into a dhampir while retaining certain racial traits.

6. Black and Green Ceramic Jar of Green Powder: Highly poisonous chemical. If the powder is touched, the creature touching must succeed at a DC 16 Fortitude save or take 1d6 primary Constitution damage and 2d6 secondary Constitution damage. If the powder is ingested, the save DC rises to 20.

7. Blue-green with blue flecks and bubbling, contained in furred vial. The potion smells like the sea and tastes somewhat like champagne. Side-affects may include light-headednes: Highly caustic ultra-cold liquid. DC FORT save 20 vs. death for either the consumer or target of grenade-like attack. Will freeze targets instantly if DC save is failed. Will destroy the floor by freezing it and breaking it into pieces when used in such a mannter.

8. Violet with spots of another color and floating chunks of something, contained in an oddly-stained vial. The potion smells like cinnamon and tastes hellish. Side-affects may include a strong aftertaste: A potion of resist energy.

9. Clear crystal jar with clear fluid that resembles water: Highly corrosive acid without a taste or smell. Causes constitution damage if imbibed and the player is not able to eat for several days. The substance will pass effortlessly through skin and only produce minor burns, but will severely disrupt the skeletal system. FORT save DC 20 o 2d6 hp and 1d10 constitution damage. Will burn clean through the floor or can be used a grenade weapon.

10. Constantly shifting colors and warm, contained in a bronze flask. The potion smells alcoholic and tastes heavenly. Side-affects may include insomnia and mild paranoia: This is a Kanshai stimulant roughly analgous to coffee. Gives cat’s grace to whoever drinks it.

11. Sea green with white swirls and multicolored bubbles, contained in a steel flask. The potion smells like freshly cut grass and tastes somewhat like champagne. Side-affects may include tingling in extremities: This turns the person temporarily into a plant-like creature similar to a Squamoid.

12. Silvery with silver sparkles and very foamy, contained in a dirty vial. The potion smells great and tastes like fish. Side-affects may include numbness and tingling in extremities: A potion of haste.

13. Beige and gold bubbles, contained in a bronze flask. The potion smells like pea soup and tastes like pinecones. Side-affects may include numbness of extremities: A potion of heroism

14. Violet with metallic swirls and bubbling, contained in a silver vial. The potion smells like vomit and tastes strongly of nuts. Side-affects may include irritability: potion of gaseous form

15. Opalescent white with gold flecks and phosphorescing, contained in a flask inset with iron. The potion smells safe and tastes hellish. Side-affects may include pain and dizziness: a
potion of neutralize poison.

16. Semi-transparent blue with yellow-orange swirls and nearly ice cold, contained in a tall tumbler. The potion smells like pepper and tastes like garlic. Side-affects may include fatigue: A potion of magic vestment

17. Dark brown with brown swirls and fizzing slightly, contained in a silver vial. The potion smells metallic and tastes like snow. Side-affects may include temporary ability to percieve auras: A potion of magic weapon.

18. Sapphire with brown swirls and smoking, contained in a plain vial. The potion smells frightening and tastes acidic. Side-affects may include slowed reaction time: A potion of shrink item.

19. Light red with yellow swirls and boiling intensely, contained in a vial with droplets running down the sides. The potion smells somewhat like fine wine and tastes like rat droppings. Side-affects may include insomnia: A potion of keen edge.

20. Light brown and giving off plumes of smoke, contained in a dirty vial. The potion smells like strawberries and tastes frightening. Side-affects may include sneezing and coughing: A potion of bark skin

21. Amethyst with gold flecks and very cold, contained in a large flask. The potion smells like pears and tastes like peaches. Side-affects may include a slight aphrodisiac affect: a potion of water breathing

22. Dark silver jar of pink powder that smells like plums and cinammon. - It contains 30 doses of a powerful alien narcotic that will put a creature to sleep for several hours that fails a DC25 fortitude save.

LIBRARY (Spinner Repository)

This place is not in terrible shape because there is nothing in it to interest the Squamoid folk - the worst looters, of course. It holds many small, fixed tables with rancid water inside them, as well as a number of egg-like devices covered in intricate grooves. A large stalagtite of decaying biological material hangs from the ceiling with a number of pounches adorning its leathery, translucent skin. One of the eggs still spins in the current of water, playing a series of images that show the deck of the ship. To see it, players have to be smart enough to stick their face in the water. If they do this the players are allowed to ask 6 questions and get about one minute of explanation per level. After each question and explaination, the projecting device ceases working 20% of the time.

ROLLS:

A mummified Quandlo in once resplendent garb is here. It seems to have been trapped by falling debris. The debris can be moved with a DC 15 strength check.. Lodged in the creature's hand is a gray emblem. To find it, the players must say they are searching the remains.

If the players attempt to get any other viewer working with Use Magical Device, it will show unintelligible writing, diagrams, and strange creatures for two minutes before shorting out. A DC 18 Search check is required to find the grey access card in the tunic of the human-like corpse.

POLICE HQ (Atonement Temple)

Writing all over the walls of this room speaks of the authority of the Kanshai Overlords and the various punishments for disobeying their orders aboard the 'hive'. Three large, lumbering creatures made of mishappen flesh and metal stand at the ready with energy spears, guarding a number of bodies in a series of cells in the back of the temple. It is apparent that this part of the ship is mostly abandoned by living things. A thick coat of dust and refuse lies overtop of ancient equipment and torture machinery still complete with the remains of some Squamoid creatures unfortunate enough to venture this way. It does not appear they were tortured, but rather simply placed in restraints and left to rot. Beneath some sort of martial shrine there is an ornate metal chest that somebody has attempted to pry open.

ENCOUNTER: There will be 1d3 Hive Servants in the entrance to the Atonement Temple. They will inquire as to what disobedience the party is reporting for. The language will be totally unintelligible without some scientific or magical means of understanding, although the Servants can translate the characters’ speech in 1 turn. The Servants will then attempt to apprehend the characters and place them in the atonement chambers (six 10’ x 10’ rooms to the north) - as few per cell as possible - for punishment and realignment by an ”Overseer" unless the party has a red, gray or orange emblem to show. The Servants will attempt to strip the prisoners of all items and equipment. Of course, there are no “Overseers” left anymore, and prisoners will starve to death, as the feeding tubes in the chambers turn out unpleasant but drinkable liquids and totally rancid indigestible food. The locks (located in the maws) operate by any of the emblems mentioned (gray, red, or orange).

At various times Servants will leave, so at some point within 12 turns there will be only 1 Golem there, but there is a 1 in 12 chance of another entering each turn.

Creatures (EL 9-12): Hive Servants (1d3), hp 75 each; see Appendix I: New Monsters.

Locked metal chest

Can be opened with a successful DC 30 Open Lock check. The chest has a hardness rating of 10 and 15 hit points. Break DC 25. Characters trying to remove the red access emblem from a disabled Golem must succeed at a DC 10 Dexterity check to do it. Failing the check destroys the emblem.

Small Arms Locker (Arcane Armory)

There is an armory full of seemingly arcane devices behind a Rimetallow gateway (hardness 15, 120 hp/10 ft. section; Break DC 80, Climb DC 25). The weapons and armor stored in the locker are detailed in Appendix II: New Magical Items and Equipment.

Stores:

There is a storage room here with food for prisoners, equal to approximately 100 individual meals. They take the form of stale, extremely dense tablets of bread that have been carefully covered in a thin layer of bronze leaf that peels off very easily. Who knows why creatures would go to such dramatic extent to gild the food of a prisoner.

Cells (Atonement Chambers)

The atonement chambers have walls on three sides while across the front there is a row of short 'teeth' on both the top and the bottom. In the center tooth is a locking mechanism similar to those found on other maws. When a cell is in use, the force screen will be turned on and a soft amber light will flicker across the ‘wall’ between the tooth-like studs. The chambers have force field shells, so magic will not function beyond them, but cold has a 10% chance of causing a lock to malfunction, fire balls (from outside and distant, hopefully ) and magic missiles have a 50% chance, and lightning/electricity a 10%chance per die of damage.

A locked metal chest in the corner farthest from the cells contains:
2 gas masks (give total immunity to all gasses on the hive),
12 sleep gas grenades, and 2 needler pistols with 1 clip of ammunition for each. (Weapons are detailed at the end of the module.) The chest can be opened with a key or broken with a DC30 strength check.

Computer Central (Strange Altar):

A strange altar sits here, creating incomprehensible and scrambled pictures. Occasionally it shows a series of dots that seem closer or further away from a character interpretable as 'here'. There are 120 runes on the altar, 8 levers, 10 squamous dials that float in goo, 6 cogs, and 10 softly glowing spots. If anything is touched, the russet mold culture at lab b will be fed, and one of the following will result (roll d12):

1. A small fire will break out. (EL 6) an Crawler Beast will arrive in 10 – 30 minutes to repair any damage.
2. If a sleep period is in progress, the lights will dim automatically in 10 minutes.
3. (EL 9-12) 1d3 Hive Servants and an Crawler Beast arrive in 10 – 30 minutes.
4. cargo displacement/unloading ordered: Hive Servants discharge cargo (a bulette). The image the altar produces shows dusty and inert Hive Servants resume unloading a large ornate box. Inside is a Bulette. It destroys the Hive Servants and escapes somewhere off-screen.
5. Gravity reverses, characters may be subject to 1d6 points of damage from the fall up as well as the fall back down to the floor and then 1 happens.
6. close and lock all doors: this is a security alert measure which will bring 4 Hive Servants to the computer central room unless 7 or 10 occurs. They get there in 1d4 rounds..
7. unlock maws: security alert cancelled; pink and amber biolights go out
8. all power to Fleshpriests shut off/on
9. all power to Crawler Beast shut off/on
10. all power to Hive Servants shut off/on
11. drop tubes sealed: all power shut off/on for tubes and lifts full alert: all maws and sphincters shut and locked: biolights begin to flash red, alarm sounds at 10 second intervals; sleep gas will be pumped into the central complex of rooms in 1 round; 4 Hive Servants and 2 Crawler Beasts will enter the control room in 2-8 rounds; only a gray emblem slipped into a slot into a goopouch will cause condition 7.
12. The Small Arms locker opens. It contains 1d4 items of Kanshai equipment.

(EL 13) Creatures: Hive Servants (4), hp 75 each; see Appendix I: New Monsters.
Crawler Beasts (2), hp 68 each; see Appendix I: New Monsters.

Trap (EL 7): Sleep gas: mechanical; touch trigger (pushing the buttons); automatic reset; gas; never miss; onset delay (1 round); gas (sleep gas DC 18 Fortitude save resists; 1d3 Dex/unconsciousness 1d3 hours); multiple targets (all targets in a 20 ft. by 20 ft. room); Search DC 30; Disable Device DC 30

South Room (Oracular Chamber):

Note that this area can be entered only by a red color emblem. It is the Oracular Chamber of the former Hive Overseer. His mummified body is in the corner of the room. One of his arms (and his emblem) is missing. A padded cushion in the middle of the room, now soiled and rotten, sits in a wondrous arrangement of crystal orbs held aloft by a web of thin tissue. The crystal orbs seem to show images, some of locations the party has previously visited within the Forbidden Monastery. Others seem to be magical landscapes. In one orb, alien-looking fish swim in intricate patterns around the bloated body of an immense and still creature surrounded by clouds of slime. In another orb, hordes of Squamoids sleep at the feet of strange and wondrous plants. In other orbs, decaying and dank spaces filled with rubble or dozens upon dozens of ornate metal boxes can be seen. Two raised pedestals with bowl-like repositories of rotten jelly flank the cushion, greatly resembling the same mechanism used to open the hive's maw-like portals.

The room also has the personal locker of the Overseer. A successful DC 30 Open Lock check is required to open the locker. It contains the following items:

1. Quandlo Platemail
2. An energy spear
3. Ornate rags containing 3 gem encrusted medals worth 1d4x1000 GP each.

The Quandlo Platemail armor functions as follows (roll a d4):

1. The suit works normally and grants +4 strength to the user.
2. The suit short circuits causing 3d6 points of electrical damage per round to the wearer. If the suit is destroyed, removing it causes 2d6 points of electrical damage to the wearer and anyone assisting him in removing the suit.
3. The suit is working minimally and functions as platemail that counts as 'light' armor for all spell check penalty purposes
4. The suit has a ruptured hive. If the gas is inhaled, the wearer must succeed at a DC 17 Fortitude save or take 1d4 primary Con damage and 2d4 secondary Con damage. If the suit is removed, creatures in the area of effect must succeed at a DC 14 Fortitude save or take the aforementioned damage.

NUMBERED ENCOUNTERS:

1. Strange Monstrosity (Sweeper)

AC 6, HD 10, hp 59, #AT 1, D 1-6, smothers all victims in 2-5 rounds (check for each separately). Surprises 4 in 6. The floor beneath the creature is covered with bits of rags, bones of various creatures, Squamoid husks, and a violet emblem.

Creature (EL 8): Strange Monstrosity (Sweeper), hp 95; see Appendix I: New Monsters.

2. Damaged Crawler Beast:

This Endless has been battered, and its main biocircuitry is broken. Small hand tools scattered around it can be used to open its chest plate where 2-5 intact gem bearings can be pried out at a one in six risk of taking 1-6 h.p. electrical discharge damage per gem. Each is worth 50 g.p.

3. Hive Servant AREA:

This is a repository where the Hive Servants go to get food and rest. The accomodations are very spartan and seem to be in disarray. Very little of value here.

From 1-6 Servants will be in this area, but they will not question any character displaying an orange, red or gray color emblem. Possession of a emblem will not allow characters to command the Servants.

Creatures (EL variable): Hive Servants (1d6), hp 75 each; see Appendix I: New Monsters.

REPAIR PARTS AREA: There are 12 power discs here amidst numerous parts, and locating them will require five rounds of searching. Locating the power discs requires a successful DC 18 Search check.

DISABLED Servants AREA:

There are 11 Hive Servants here in various stages of repair, and a worker will be busily engaged in fixing one. There is nothing of value here. Trashing these Hive Servants will reduce all further encounters with Hive Servants by 1 per encounter.

Creatures (EL 6): Large Repair Scarab, https://dnd-wiki.org/wiki/Giant_Scarab_Beetle_(3.5e_Monster) but also equipped with a cutting torch (+1 halberd of Electricity (1d10+1d6 extra flame damage)

ARSENAL: (Endless Arsenal)

This area contains 1d4 random magical weapons.
1. A long, thin, warped blade with a pitted, dark brown metal. The head is an eye, inlaid with pearl and turquoise of a brilliant blue. A Ukkurium Scythe (Medium) (+2 weapon, 13 DR. Bane (abberation)) (18330 gp)

2. A heartwire wrapped mithral halberd made to look like the intricate strands of exposed muscle, complete with ivory insets of connective tissue. It's blade is heavily etched as though marred by electricity. (15 DR, considered a light weapon for the purpose of throwing.) (Medium) (+3 weapon, Shock) (sheds light) (32310 gp)

3. A simple looking golden blade with a handle made from the petrified horn of a monophant. The handle is carved with the visage of a bat attacking a cricket. Aurium Gladius of Life Stealing (25715 gp) (Small) (8 DR, Cannot be corroded or rusted.)

4. A pair of (14DR, cannot be corroded or rusted can be sundered by sonic attacks, double crit range and confirmed crit range.) (Medium) (+2 weapon) (8303 gp)

4. MOTIONLESS FEMALE FORM

This is a seemingly unconscious beautiful human female, but in reality it is a berserk, malfunctioning Fleshpriest - Motionless Female Form: Assume the Fleshpriest is taking 10 on a Bluff check. Allow the PCs time for a Sense Motive check to detect the Fleshpriest’s ruse. Those that fail are surprised.

Creature (EL 6): Fleshpriest, hp 58; see Appendix I: New Monsters.

Possessions: Metal bar, paralysis pistol w/ full power disc.

5. 5 Crawler Beasts

There is a 60% chance that the beasts will flee unless they have been surprised. Once engaged, they will fight to the death. Amidst the litter of their nest area is a brown color emblem.

ROLL: A successful DC 15 Search check is required to find the brown access card in the beasts’ nest.

Creatures: Crawler Beasts (5)

6. PHASE SPIDERS

There is a leaking bioconduit here that creates a pool of fresh water. A seemingly ethereal web is here, holding up a jet black emblem. A pool of water is beneath it.
Creature (EL 5): Phase spider, hp 42; Monster Manual, p. 207

7. HIVE OVERLORD'S QUARTERS

This is a five room area that was once adorned with beautiful ethereal tapestries, bone carvings, and interdimensional finery. Now, it's trashed. Tapestries flicker indiscriminantly, lighting unusual bone carvings that adorn the wall. The floor is covered in detritus, and it's clear this area has been ransacked several times. A handful of Squamoid corpses that appear to be have been sucked completely dry lie in piles on the floor.

++++a. Errata

A successful DC 15 Search check will find the grey access emblem in the rubble. The magical lock on the closet/storage area is keyed to the Overlord’s hand and cannot be picked. The lock can destroyed (hardness 15, 30 hp), but he simplest way to get into the storage area may be to break the door down (hardness 10, hp 90; Break DC 30). The contents are 1 'chainmail +3'.

If a character swallows the cyanide capsules in the lavatory, he must succeed at a DC 16 Fortitude save or take 1d6 Con damage/2d6 Con damage.

The Rimetallow security safe (hardness 15, 120 hp) can only be opened by breaking the locking mechanism (hardness 20, 30 hp), or breaking open the safe itself. If the trapped packet is opened, it will explode inflicting 4d6 points of damage to all in a 10 ft. radius (all in the blast radius except the opener may make a DC 20 Reflex save for half damage).

Trap (EL 5): Exploding packet: CR 5; mechanical; touch trigger (opening the packet); no reset; 4d6 fire (DC 20 Reflex save for half damage); multiple targets (all targets within 20 ft. by 20 ft. area); Search DC 25; Disable Device DC 25.

b. Treat the contents of the 1st (poisonous) flask as a potion of poison (DMG p. 276). Characters drinking from flasks 2 – 4 must make a Willpower save (DC = 15 – Character’s Wisdom modifier) or spend the next hour drinking. Flask number 5 gives the drinker a +2 enhancement bonus to Dexterity for 10 minutes after drinking. Flask number 6 will cause double vision (any character drinking the potion will suffer a -2 penalty to attack rolls, and loose any Dex bonus to AC) within 10 minutes of drinking. The effect lasts for 30 minutes.

c. A successful DC 15 Appraise check will indicate the hive on the table is valuable.

d. A successful DC 15 Search check is required to find the grey card in the shoe.

A. Personal chamber of the Overlord

Besides his bedroom furniture and effects there is a small desk. Inside are a full set emblems (jet, brown, violet, yellow, orange, red) save a gray which is shoved into a stack of papers. The small room to the southeast is a
locked closet/storage area; in it are clothing in fair shape, a needlerwith four clips of ammunition, and much worthless junk. The lock works on the Overlords hand print. The lavatory cabinet contains two capsules of cyanide (instant death, no save). A locked plasteel security safe in the desk can be opened only by means of lasering the lock mecha-nism for six charges, for the lock was keyed to the thumb print of the Overlord. Inside are orders regarding the hive’s destination and activities, 100 Rimetallow encased diamonds worth 100 g.p. each (these are
emergency coins), and a packet which will explode for 50 h.p. damage in a 10’ radius if it is opened
(opener gets no save, others in the blast radius will). This packet is also keyed to the Overlord’s thumb print.

B. Private Lounge and Dining Area

Private lounge and dining area which is nicely furnished and appointed. All is intact. On a side board are six crystal flasks of rare spiritous liquors. #1 is now deadly poison (-4 on saves), #2-4 are still excellent and intoxicating (delay party for 6 full turns if any one is sampled!), #5 gives a +1 on dexterity reactions for 1 full turn after consumption of 1 ounce (flask holds 20 ounces initially), and #6 tastes excellent but will cause double vision (-2 on attacks, + 2 to be hit) in 1 turn to anyone tasting it (the effect lasts for 3 turns).

C. Bedroom

This room is an unremarkable master bedroom. There are many drawers of clothing and the like, but there is nothing of value here, except that which appears to be a tin spacehive on a table is actually a 1,000

D.

This is the Murklord prime's private chambers. A skeleton lies on the divan. Behind the dressing table is a jewelry case with 4 rings (value 2,000, 750,300, and 50 g.p. respectively), 6 bracelets (2 are worth 1,000 and 600 g.p. respectively), and 3 necklaces (one set with 7 aquamarines worth 500 g.p. each, jewelry value 4,000 g.p.) A shoe near the skeleton hides her grey color emblem.

8. SECURITY CHIEF’S QUARTERS

This place is also basically intact. The main room is a living/reception room. There is one skeleton in the place, but nothing of value.

Security Chief’s Quarters:

a.
b.

c.

d.

a. Personal lounging and dining area. A bottle of liquor on the buffet is treated with a drug to cause persons imbibing it to tell the absolute truth for 3 rounds. One dose is equal to one ounce, and there are 7 ounces left. (DM, here is Your chance to sow some dissension). Allow the person drinking the liquor bottle a DC 14 Willpower save against the effects of the drug.

b. Chief's personal office and study. There are three chairs, a case of various worthless books (although they might be of interest to a sage), and a desk. A press panel on the side of the desk holds three orange cards and a blasterwhose power disc has shorted and ruined it so as to make it permanently unworkable. A DC 20 Search check will find the press panel on the side of the desk.

c. Dressing room with nothing of apparent value, but there are two intact uniforms in a wall wardrobe.

d. Master bedroom. Another skeleton is here, sprawled on the floor near the sleeping pool. Under mold colonies strange and ancient staff with magical runes on it. It is a command control for Hive Servants. If used with a successful 'use magic device' roll, DC20, all Hive aligned creatures within 30’ flee as though 'panicked'. If the 'use magic device' roll fails, it calls 1d4 hive aligned creatures to the location. The strange staff has 7 charges.

9. (EL 9) 3 WILL-O’-WISPS
http://www.d20srd.org/srd/monsters/willOWisp.htm These creatures will attempt to lure victims to a radiation area (13). There is a 2 in 6 chance that 1 or 2 will be away roaming the corridors to the east but will return in 3-30 rounds (roll for each separately). These monsters have a collection of shiny materials (double normal treasure for monsters of their CR, made mostly of objects). Included is 2 100 g.p., gems, 6 50 g.p. gems, and a Rimetallow medallion with strange inscriptions. It functions a language translator (magical device CR5) with three charges.

10. SHRIEKERS AND FUNGI: The Squamoids grow molds and fungi to eat and raise shriekers to serve as a warning system for them. The Squamoids know how to move around the shriekers without causing them to sound off, but are ready for trouble whenever the fungi begin their wailing. Shriekers are at the two 10. positions (5-8 at each), while the other fungi grow in a humus layer spread along the length of the passage.

Shriekers and Fungi: To keep in compliance with the Third Edition spacing rules, the DM may choose to limit the number of shriekers at each location.

Creatures (EL 5 or 6): Shriekers (5-8), hp 11 each; Monster Manual, p. 255

11. Squamoids: The original adventure has 4 Squamoids per 10 feet square of room space. To conform with the Third Edition spacing rules, the DM should lower the amount of Squamoids per room to give the party room to enter and maneuver around the room. The coloration of this “northern” group matches the hive’s walls so well that the +12 species bonus to Hide checks for forested/swampy areas applies here.

Creatures (EL variable): Squamoids, 5 Advanced Squamoids, Squamoid Leader,

11a. Stats for the Squamoid leader’s weapons can be found in Appendix II: New Magical Items and Equipment.

Creatures (EL 7): Squamoid Leader, hp 38; see Appendix I: New Monsters.
Advanced Squamoids (5); hp 18 each; see Appendix I: New Monsters.

These creatures sprang up from radiation-twisted hydroponic cultures, but they are now able to bud and propagate. Their mottled gray-brown coloration enables them to blend with hive walls in many areas, so as to be 50% invisible. Weapons are fashioned from material aboard the hive and are crude but effective.

There are 4 Squamoids per 10’ of room space, 1 of each size from 1 HD to 4 HD, and 1 jet black color emblem. They act in concert, and if fighting occurs, a call will always go out for their fellows to join the battle if the combatants survive the initial round. The minor Squamoids have

11a.n othing of valuThis is the location of thee. leader (HD 6, hp: 38) and 54 HD sprouts, It has an orange and a violet color emblem. If battle occurs within 50’ of its lair, there is a 20% chance per 10’ of proximity (50’ = 20%, 40’ = 40%, 30’ = 60%, 20’ = 80% and IO’ = 100%) that the leaderwill bring out one oftheweapons it has hoarded (but fears to use). These weapons are (d6):

- 2 sleep bombs (1 or 2)
- 1 firebomb (3)
- 1 energy short-spear, 4 charges (4 or 5)
- 1 energy longspear, 2 charges (6)

There is a 10% chance of malfunction of either the short-spear or the longspear on first use only. These are hidden in a pile of rubble with disturbing totems carved from fungus husks strung about it.

(See section at end of module for more details of Squamoids.)

12. Squamoids: This southern group is slightly different from those in the north with whom they compete (but not usual ly in combat) in that the members are splotched with patches of green chlorophyll, so they are 50% invisible only when near greenish areas of vegetation. They live with crab-like creatures (Pinchers) with the following statistics: AC 3, MV 15", HD 4, hp 20 + I-IO, #AT 1, D 2-5 (plus 3-12 ripping damage from their thorn-like growths if in close combat), animal intelligence, man-sized. There will be 3 Squamoids per 10’ of room space, 1 of each size from 1 HD to 3 HD, plus 1 crab-creature per room. There is a jet black emblem in the possession of each room group. Weapons will be the same as the northern group with the exception of leaders.

Squamoids: This “southern” group of Squamoids is splotched with green chlorophyll, so the +12 bonus to Hide checks is only applicable to forested and swampy areas.

Creatures (EL variable): Squamoids (1-3 HD), hp variable; see Appendix I: New Monsters.
“Pinchers”(1 per room), hp 26 each; see Appendix I: New Monsters.

Squamoid: CR ½; Small plant; HD 1d8; hp 4; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +0; Grp -4; Atk/Full Atk +4 ranged (1d3, dart); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +2, Ref +2, Will +0; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +7*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness
Possessions: Dart.

Advanced Squamoid: CR 1; Small plant; HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +1; Grp -3; Atk/Full Atk +5 ranged (1d4, javelin); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +3, Ref +2, Will +0; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +7*, Listen +7, Move Silently +6, Spot +7
Feats: Alertness
Possessions: Javelin.

Advanced Squamoid: CR 1; Small plant; HD 3d8; hp 13; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +2; Grp -2; Atk/Full Atk +2 melee (1d4, club); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +10*, Listen +7, Move Silently +8, Spot +7
Feats: Alertness, Stealthy
Possessions: Club.

12a. Subchief of 5 HD, 3 sprouts of 3 HD, and 3 “Pinchers”. It has a Yellow emblem.

Creatures (EL 6): Squamoid sub-chief, hp ; see Appendix I: New Monsters.
Squamoid “sprouts” (3), hp 13 each; see Appendix I: New Monsters.
“Pinchers” (3), hp 26 each; see Appendix I: New Monsters.

Squamoid Sub-Chief: CR 2; Medium plant; HD 5d8+5; hp 29; Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base Atk +3; Grp +5; Atk/Full Atk +5 melee (1d8+2, flail), or +4 ranged; SQ Plant, Immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +6, Ref +2, Will +1; Str 15, Dex 12, Con 13, Int 6, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +8, Spot +9
Feats: Alertness, Stealthy
Possessions: Flail, yellow access card.

Advanced Squamoids (3): CR 1; Small plant; HD 3d8; hp 13; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +2; Grp -2; Atk/Full Atk +2 melee (1d4, club); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +10*, Listen +7, Move Silently +8, Spot +7
Feats: Alertness, Stealthy
Possessions: Club.

12b. Subchief of 5 HD, 5 sprouts of 3 HD, and 4 “Pinchers”. It has a violet emblem.
Creatures (EL 8): Squamoid sub-chief, hp 29; see Appendix I: New Monsters.
Squamoid “sprouts” (5), hp 13 each; see Appendix I: New Monsters.
“Pinchers” (4), hp 26 each; see Appendix I: New Monsters.

Squamoid Sub-Chief: CR 2; Medium plant; HD 5d8+5; hp 29; Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base Atk +3; Grp +5; Atk/Full Atk +5 melee (1d8+2, flail), or +4 ranged; SQ Plant, Immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +6, Ref +2, Will +1; Str 15, Dex 12, Con 13, Int 6, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +8, Spot +9
Feats: Alertness, Stealthy
Possessions: Flail, yellow access card.

Advanced Squamoids (5): CR 1; Small plant; HD 3d8; hp 13; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +2; Grp -2; Atk/Full Atk +2 melee (1d4, club); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +10*, Listen +7, Move Silently +8, Spot +7
Feats: Alertness, Stealthy
Possessions: Club.

12c. Subchief of 5 HD, 2 sprouts of 3 HD, and 2 “Pinchers”. It has a brown emblem.

Creatures (EL 5): Squamoid sub-chief, hp 29; see Appendix I: New Monsters.
Squamoid “sprouts” (2), hp 13 each; see Appendix I: New Monsters.
“Pinchers” (2), hp 26 each; see Appendix I: New Monsters.

Squamoid Sub-Chief: CR 2; Medium plant; HD 5d8+5; hp 29; Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base Atk +3; Grp +5; Atk/Full Atk +5 melee (1d8+2, flail), or +4 ranged; SQ Plant, Immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +6, Ref +2, Will +1; Str 15, Dex 12, Con 13, Int 6, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +8, Spot +9
Feats: Alertness, Stealthy
Possessions: Flail, yellow access card.

Advanced Squamoids (2): CR 1; Small plant; HD 3d8; hp 13; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +2; Grp -2; Atk/Full Atk +2 melee (1d4, club); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +3, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +10*, Listen +7, Move Silently +8, Spot +7
Feats: Alertness, Stealthy
Possessions: Club.

12d. Chief of the southern Squamoids, a 6 HD creature, with 4 sprouts of 4 HD, and 6 “Pinchers”. The chief carries a spray can into battle, an aerosol hypnotic with a 6’ range. If the creature sprayed fails to saveversus poison at a -3, it is treated as asleep and subject to suggestion for 5 rounds. (Note however that the suggestion must be made in a language understandable to the affected monster). Its treasure is in a hollow bed frame in the room: 1 red color emblem, 1 poison gas grenade, 1 sleep gas grehade, 4 gem bearings of 100 g.p. value each, and a broken communicator

Creatures (EL 9): Squamoid chief, hp 38; see Appendix I: New Monsters.
Squamoid “sprouts” (4), hp 18 each; see Appendix I: New Monsters.
“Pinchers” (6), hp 26 each; see Appendix I: New Monsters.

Squamoid Chief: CR 2; Medium plant; HD 6d8+6; hp 38; Init +5; Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base Atk +4; Grp +6; Atk/Full Atk +6 melee (1d10+3/x3, halberd), or +5 ranged; SQ Plant, Immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +6, Ref +3, Will +2; Str 15, Dex 12, Con 13, Int 6, Wis 10, Cha 10
Skills: Hide +6*, Listen +8, Move Silently +8, Spot +9
Feats: Alertness, Improved Initiative, Stealthy
Possessions: Halberd.

Advanced Squamoids (5): CR 2; Small plant; HD 4d8; hp 18; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural); Base Atk +3; Grp -1; Atk/Full Atk +3 melee (1d6, heavy mace); SQ Plant, immunity to piercing weapons, immune to electricity, low-light vision; AL N; SV Fort +4, Ref +3, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10
Skills: Hide +10*, Listen +7, Move Silently +8, Spot +8
Feats: Alertness, Stealthy
Possessions: Mace.

Note: The southern group of Squamoids will not attack without a subchief or chief unless themselves attacked, and in the latter case they will break off and get away as soon as possible.

“Pinchers” are attack trained and will obey such a command from any southern Squamoid, fighting to the death. As with the Squamoids, these crab-creatures are not harmed by pointed weapons piercing them, taking but 1 h.p. of damage from such attacks.

13. Radiation Filled Rooms (EL 4):

These rooms are highly irradiated. When a player character enters these areas, he must make a DC 15 Fortitude save after one round or take 1d6-2 Con damage. After one minute of exposure he must make another DC 15 Fortitude save or take another 1d6-2 Con damage. After 10 minutes of exposure, the DC rises to 18, and the damage rises to 1d6-1 points of Con damage. Anti-radiation serum will stop the loss of Con. If the character leaves this area he will regain lost Constitution points normally.

14. ART WORKROOM:

There are pigment tubes strewn here and there, colors splashed on the walls, bits of canvases, broken easel and brush remains, and similar materials in the foreroom and in room 14a.

14a. Creatures (EL 6): Grey oozes (2), hp 31 each; Monster Manual, p. 202

14b. Various stone, wood, clay, metal, and Rimetallow in varying stages of completion (or destruction). Somesculptures are of vaguely recognizable form - the largest a 3’ bust of a human head shape. It will be noticed that the majority of the wood and metal objects are “decayed”, and that the large bust appears to be leprous - as if it were composed of rotting clay. The clay-like material is actually gray ooze - AC 8, HD 3+3, hp 22, #AT 1, D 2-16. Another is on the ceiling above (hp 17) covering a 6’ by 2’ area, Anyone approaching the bust will be attacked by both oozes. The bust covered by the ooze has 2 gem eyes (base 500 g.p. topazes).

15. DOPPLEGANGER PACK:

9 dopplegangers lurk around this area. AC 5, MV 9", HD 4, hp 27, 24, 22, 21, 20, 18, 15, 15, 12, #AT 1, D 1-12; surprise on a one in four, ESP and imitate with 90%accuracy; save as 10th level fighter. These monsters wait until creatures are using the tube, and then attack those still awaiting their turn. The arrows indicate possible hiding places, Although they have no treasure, the drop tube still bears a poster on its north outer wall showing the location of this tube and the other three as circles on a general outline map of the whole level. Tube procedures and safety measures are printed underneath the map, and these instructions can be read with magical aid. Included are statements to the effect that unauthorized persons are not to enter service deck areas.

15. Doppelganger Pack:

Creatures (EL 9): Doppelgangers (9), hp 22 each; Monster Manual, p. 67

16. BLASTER PISTOL: This weapon is laying amidst the debris on the floor! It has a full power disc (6 charges). There is a 5%chance per person passing it that it will be kicked and noticed. There is a 2% chance per person that it will be stepped on and ruined. Check each passerby separately. If the party is searching the floor area, there is a 10% chance per searcher that it will be found. Blaster pistols are de-scribed fully at the rear of the module.

laster Pistol: A successful DC 20 Spot check (modified for lighting conditions and party speed) will find the blaster pistol. If the party is not actively looking around, assume each member of the party is taking 10 on their Spot check. To determine if the blaster pistol is stepped on and ruined, have each party member roll a DC 5 Dexterity check. If the party is actively searching the floor, the pistol can be found with a DC 15 Search check.

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