Level 4


Wandering Monsters: Encounter occurs on a “1” on a d4. Check every 10 minutes. No changes in the chart (all encounters are harmless).

1. four-wlnged bird
2. three-legged monkeyoid
3. rabbitoid
4. white, multi-legged grub 10. rabbitoid
7. four-winged bird
8. squirreloid
9. tree lizardoid
5. ratoid
6. six-eyed toad
11. grasshopperoid
12. rabbitoid (harmless)

Immediately upon setting foot on this deck it will be apparent to the party that it is teeming with life. A number of calls, whistles, screams, and similar sounds can be heard. This noise does not reach the upper walkway due to a sonic screen. Those areas not covered with foliage will be spread with dead leaves and vegetable matter, bones, rubbish, husks, andsoforth, and earth is slowly spilling onto heretofore bare metal decks. Small creatures - animals, birds, insects, reptiles - can be seen darting here and
t h e r e .

TIERS: The whole botanical garden area is designed to give the impression of naturalness and space. There are tiers rising along the boundary of the place, each being about 5’ higherthan the next. Likewise, a tier descends towards the central lake, and then the islet in the center of that body is tiered in 10’ heights. These walls are made to appear as natural stone and are generally obscured by vegetation.

SMALL ANIMAL BURROWS: Artificial burrows carefully built into the outer layers of tiers. Keepers could easily take care of these burrows by means of the work spaces underneath the rising tiers. These burrows are illustrated as a " c " shape representing the entry and an "o" or oval representing the den area. Only Small or smaller creatures can enter the burrows.

WALKWAYS: The flagged walkways are shown by dotted lines. The circular dotted areas are resting places with stone benches. Vegetation is so thick as to make it impossible to tell what direction a pathway goes. The "S" marks on the circular areas of flagstone are concealed entrances to the between decks area b e l o w .

A successful DC 20 Search check can discover the concealed entrances to the between decks area.

Serviceway lanes under the tiers have their access in the 10’ wide passage between the garden area and the periphery areas. Small, latched metal maws give into the den portions of the b u r r o w s .

STREAMLETS AND POOLS: The solid lines are small streams of r u n n i n g wa t e r . T h e y v a r y i n d e p t h f r om 1 ’ t o 2 ’ o r s o a n d a r e a b o u t as wide as they are deep. Theshaded circles are pools, about 12’ across shelved from 2’ depth at the edge to about 10’ (despite some silting) in the center. Life abounds in and near them -insects, colorful fish, amphibians, and so forth.

SWAMP as indicated on the level map is an area of the garden where underground piping leaks badly. Combined with the rise of the central lake, a boggy area has occurred with water from 1’ to 3’ or so deep between hummocks of vegetation.
LAKE: This body of water was formerly a large, natural aquarium for the enjoyment of upper echelon personnel. Various water creatures of a harmless sort, or marine life confined to water and n o t o v e r l y d a n g e r o u s , c o u l d b e v i e w e d f r om a b o v e a n d b e l o w i n the under-islet viewing chamber (see islet, below). It still has numbers of fish breaking its surface now and then, as well as reptilian and amphibian sorts of creatures along its verge. (See cross-section of Underislet Observatory for lake depths.)

Bridge access to the islet is illustrated in graphic #32 and #33, if the latter is applicable This is the only normal approach.(See 18., below, for details of what will be attracted if any person peers over the edge of the bridge.)
ISLET: This centerpiece originally was the setting for the loveliest of exotic flora and its attendant fauna. There is no path on the small land space, but the way leads directly to a pair of maws which open at a touch of the key plate.

Underislet Marine Observatory

by lLLUSTRATlON #25. The stairway spirals down to 50', 70’ and 100’ depth observation floors. If the hive’s lights are o n theviewers will see various forms of large and small fish, and have a one in six chance of getting a glimpse of the “frog-thing” (18.) Glints of gems will be seen from the lake bed! If they use lights in the observatory they absolutely will not only see that creature, but it will begin smashing at the plastiglass observation windows to get at the tender morsels within. The chance to break through is 5%per round. Attempts will cease as soon as the light is extinguished or the party is out of the monster’s sight.
A small closet on the lowest level of the marine observatory can b e o p e n e d w i t h a v i o l e t e m b l e m . I n s i d e a r e a h a l f d o z e n w e t s u i t s w i t h breathing apparatus in flat chest packs which attach to full bubble-type headgear, swimming foot fins, and back pack propulsion devices. USE ILLUSTRATION #26. From 2-4 workable sets can be garnered from the six there, but there is a 10% chance per item that lock of technical knowledge will cause the item to malfunction when the wearer enters the water. The chest breathing apparatus will function for 9 turns, and then a buzzing sound will be emitted to indicate that 3 turns of time remain before the pock must be recharged. The back propulsion device has a lever trigger which shoots forth a gas jet; under water this propels the wearer at 12" movement rate for 6 rounds before becoming useless. If used on the surface, it causes an uncontrollable hopping. The device can be shut off after one round and then turned back on
T h e r e a r wa l l o f t h i s c l o s e t h a s a n o t h e r s m a l l m a w k e y e d t o a v i o l e t emblem, and this opens to a smaller chamber - on air lock. If there are persons within the 4’ x 8’ room when the maw is closed, it will first fill with water, and then an outer hatch will open. The noise of this is 75% likely to attract 18., the Froghemoth (q.v.).

The special observatory glass is one inch thick (hardness 8, 10 hp). Wetsuits and accessories are detailed in Appendix II: New Magical Items and Equipment. Each time a wearer lacking the Armor Proficiency (futuristic) feat enters the water in a wetsuit, he must roll a DC 5 Intelligence check. Failure indicates that the wearer’s lack of technical knowledge has caused a malfunction in the suit. The suit will enable a wearer to breathe for 90 minutes underwater, after which a warning buzzer will tell the wearer that 30 minutes of breathing time remain before the suit must be recharged. The back propulsion device will propel a wearer through the water at a speed of 30 ft. with average maneuverability for a total of six rounds (the jet does not have to be used all at one time). If the airlock is activated, roll a base DC 5 Listen check for the Froghemoth. If it hears the airlock it will investigate the noise.


b. EADLY TRI-FLOWER PLANT (see 5., below).
c. C. DEADLY SNAPPER-SAW PLANT (see 5., below).
D. THE HORRID PLANT (see 5., below).
E GLOBE PALM (see 5., below).

. Deadly Purple Blossom Plant: See Appendix I: New Monsters.

B. Deadly Tri-Flower Plant: See Appendix I: New Monsters.

C. Deadly Snapper-Saw Plant: See Appendix I: New Monsters.

D. The Horrid Plant: See Appendix I: New Monsters.

E. Globe Palm: See Appendix I: New Monsters.

1. Leechoids:

Creatures (EL 8): Leechoids (giant leeches) (8), hp 11 each; see Appendix I: New Monsters.

2. Low Grass Patch:

Hazard (EL 5): Carnivorous grass; see Appendix I: New Monsters.

3. Deadly Reptiles Section: Stats for the laser drill are included in Appendix II: New Magical Items and Equipment.

Creatures (EL 7): Lizardoids (2), hp 52, 49; see Appendix I: New Monsters.

4. Deadly Animals Section: According to the third edition rules, the aurumvorax takes full damage from gas, poison, and fire. Energy weapons such as blasters and lasers also inflict full damage on the creature.

Creature (EL 7): Aurumvorax, hp 65; see Appendix I: New Monsters.

5. Deadly Plants Section:

A. Purple Blossoms:

Creature (EL 6): Purple blossom, hp 33; see Appendix I: New Monsters.

B. Tri-Flower Fronds:

Creature (EL 2): Tri-flower frond, hp 16; see Appendix I: New Monsters.

C. Snapper-Saw:

Creature (EL 5): Snapper-saw, hp 52; see Appendix I: New Monsters.

D. The Horrid Plant:

Creature (EL 8): Horrid plant, hp 68; see Appendix I: New Monsters.

E. Globe Palm:

Creature (EL 2): Globe palm, hp 44; see Appendix I: New Monsters.

6. Umber Hulk: A DC 15 Search check is required to find the blaster rifle and anti-grav belt.

Creature (EL 7): Umber hulk, hp 71; Monster Manual, p. 249.

7. Baboonoids: Baboonoids throwing sleep gas grenades suffer a –4 non-proficiency penalty to their attacks. The party can parley with these creatures with a DC 15 Diplomacy check if the party is able to speak the baboonoids’ language.

Creatures (EL 7): Baboonoids (6), hp 28, 25, 23, 22, 20 (x2); see Appendix I: New Monsters.

8. Scintillating Phosphorescent Fish: These fish secrete a potent poison. The spines carrying the poison will pierce everything except metal gauntlets if the fish are handled. In addition to the fishes’ scales, the poison may be harvested from the spikes. 2d3 applications (vials) may be harvested, with a value of 300 gp/application.

Creatures (EL 6+): Phosphorescent fish (20), hp 1 each.

Scintillating Phosphorescent Fish: CR ½; Diminutive animal (aquatic); HD ¼d8; hp 1; Init +3; Spd Swim 20 ft.; AC 17, touch 17, flat-footed 14 (+4 size, +3 Dex); Base Atk +0; Grp -17; Atk/Full Atk –; Space/Reach 1ft./0 ft.; SA Poison; AL N; SV Fort +2, Ref +5, Will +1; Str 1, Dex 17, Con 10, Int 1, Wis 13, Cha 2
Skills: Swim* +7
Feats: Alertness
Poison (Ex): Spines, DC 14 Fortitude save; 1d4 Str/1d6 Con
*Note: Phosphorescent fish use their Dexterity modifier for Swim checks.

9. Brown (Black) Pudding:

Creature (EL 7): Black pudding, hp 115; Monster Manual, p. 201.

10. Brilliant Fish:

Creatures (EL 3): Brilliant fish swarm, hp 28

Brilliant Fish Swarm: CR 3; Diminutive animal (aquatic, swarm); HD 5d8+5; hp 28; Init +3; Spd swim 20 ft.; AC 17, touch 17, flat-footed 14 (+4 size, +3 Dex); Base Atk +3; Grp –; Atk/Full Atk +10 melee (1d6, swarm); Space/Reach 10 ft./0 ft.; SA Distraction DC 13; SQ Swarm traits, low-light vision; AL N; SV Fort +5, Ref +7, Will +2; Str 2, Dex 16, Con 12, Int 1, Wis 12, Cha 2
Skills: Swim +11*
Feats: Alertness, Weapon Finesse (bite)
*Note: Brilliant fish use their Dexterity modifier for Swim checks.

11. Shambling Mounds: Blasters set on “disrupt” and defoliants will cause normal damage to these creatures.

Creatures (EL 8): Shambling mounds (2), hp 62, 57; Monster Manual, p. 222.

11a. A DC 15 Search check is required to find the power discs hidden in the heap of rotting vegetation.

Creatures (EL 1): Rot grubs (12), hp 1 each; see Appendix I: New Monsters.

12. Mossy Patch:

Hazard (EL 4): Green slime; Dungeon Master’s Guide, p. 76.

13. Squealer: The young (6 HD) squealer is non-combatant, and will run from a fight.

Creature (EL 9): Squealer, hp 102; see Appendix I: New Monsters.

14. Lizard Area: No changes.

15. Strangle Vine:

Creature (EL 9): Assassin vines (8), hp 30 each; Monster Manual, p. 20.

16. Vampire Thorn Vine:

Creature (EL 8): Vampire rose (thorn) vines (6), hp 30 each; see Appendix I: New Monsters.

17. Wolf-in-Sheep’s-Clothing:

Creature (EL 8): Wolf-in-sheep’s-clothing, hp 60; see Appendix I: New Monsters.

18. Froghemoth: Needlers, gas, and cold will affect the froghemoth normally.

Creature (EL 13): Froghemoth, hp 152; see Appendix I: New Monsters.

19. Gasbat Swarm: Due to the sheer number of gasbats secreting flammable gas in this room, if the gas is ignited it will inflict 10d6 points of fire damage to all creatures within 10 feet of the swarm (DC 20 Reflex save for half damage).

Creatures (EL 4): Gasbat swarm, hp 32; see Appendix I: New Monsters.

Gasbat Swarm: CR 4; Diminutive animal (swarm); HD 7d8; hp 32; Init +2; Spd 5 ft., fly 20 ft. (good); AC 16, touch 16, flat-footed 14 (+4 size, +2 Dex); Base Atk +5; Grp –; Atk/Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction DC 15, gas; SQ Swarm traits, low-light vision; AL N; SV Fort +5, Ref +7, Will +4; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +9, Spot +9
Feats: Ability Focus (distraction), Alertness, Lightning Reflexes
Gas (Ex): Gasbats emit a highly flammable gas from a sack in their abdomens. Any nearby flame will ignite the gas causing 1d6 points of fire damage to all within 5 feet (DC 15 Reflex save for half damage).

Robobar: A DC 5 Craft (alchemy) or Survival check will identify the contents of the gallon container as pure alcohol.

Be certain not to confuse B designation plant encounters with B( brown) color emblem keyed maws. Also remember that S denotes a concealed hatchway to the service deck beneath.

1. 8 LEECHOIDS: USE ILLUSTRATION #27. AC 7, MV 3”, HD 2+2, hp 15, 14, 4x12, 11, 10, #AT 1, D 1-4. These swamp creatures are nearly identical to the giant leeches common elsewhere. The victim must save versus poison, however, for otherwise the next round he or she will go into a hallucinatory state and lay down in the swamp (duration 3 turns). Blood drain is 2 hit points per round until dead, but the victim can easily drown first.

2. LOW GRASS PATCH: USE ILLUSTRATION #28. This is the deadly boring grass, a mutated, carnivorous plant which attacks any living thing which rests upon it. The blades are corkscrewed, and they will immediately bite into exposed flesh, inflicting from 5-20 hit points of damage that round, and like amounts on each successive round. On the second and each successive rounds the victim must save versus poison or be paralyzed. Any wound inflicted by this stuff slows the victim to 50% of normal movement, and this slowing remains for I-4 days or until a neutralize poison spell or device is applied. agical protections like a ring +1 will slow the attack by 1 round, so no damage will be taken immediately. It requires 1 round for the boring grass to get through leather soles or thick clothing. Plate soles are impervious to the grass for 6 full rounds - indefinitely if the wearer keeps moving. The grass can be killed by burning it with oil poured upon it, defoliants, or a blaster, incendiary grenade, or explosive grenade, Lasers have too small an area of effect to be sufficient to damage this vegetation seriously.

3. . DEADLY REPTILES SECTION: This former viewing section once provided amusement for murklords, but when the plague struck, most of the force screens were shut off in the mania which attended the disease, and general carnage followed. Only the force screen of the (darkened) first cage in the northern part still remains up, and inside its enclosure can be seen the remains of the pair of horrible monsters which were penned therein. There are numerous small life forms around, but the predominant creatures dwell amidst some boulders and screening vegetation at 3 proper.
2 LIZARDOIDS: AC 5, MV 12” = 3” (clear hop), HD 8, hp 47, 39, #AT 3 (claw, claw, bite), D 1-4/1-4/4-16, animal intelligence, man sized (41/2' tall). USE ILLUS-

These mottled near-dinosaurs are 90% unlikely to be spotted until they arewithin hopping range (3”), and unless seen they will gain surprise or complete surprise (d6, 1 or 2). Their nest contains three unhatched eggs, numerous bones, husks, a b r o k e n l a s e r r i f l e , a p i l e o f d e a d l e a v e s w i t h a h u ma n s k e l e t o n beneath (a nearby pouch has a violet emblem, an aerosol defoliant can with 4 sprays of 2-8 h.p. damage, and a laser drill which has 6 charges on the power disc - the drill will cut through one inch of hive’s metal (including plasteel) in a 1/10th to one inch diameter hole in one round with one charge), and the end of a gold medallion worth 200 g.p. will be spotted sticking from a pile of droppings.

4. DANGEROUS ANIMALS SECTION: This area was similar to 3., above, with various ferocious beasts being taken out of stasis for a time and put on display behind the force screens of the cages. The area is a menagerie no longer, but rather the home territory of a brute with a temperament which would make a wolverine seem as a lap dog in comparison:
AURUMVORAX: AC 0, MV 9”(3”), HD 12, hp 84, #AT 1, D 2-8 (plus special attack noted below); animal intelligence; smaller than man-sized. USE

This golden carnivore appears to be a badger-like creature, about 11/2' high and 3’ long, with four legs on each side. It is the fiercest predator in the area, having killed its competitors some time back. It is a high density, very massive creature and weighs over 500 pounds despite its small size - thus its armor class. It will scuttle from hiding to attack, surprising prey 50% of the time. If it succeeds in closing its jaws on a victim, it does not let go, and on the next turn the opponent creature takes an additional 2-8 attacks (clawing) for 1-4 hit points each - besides the automatic 2-8 points from the locked jaws of the aurumvorax. Only killing the thing will force it to loose its grip. Gas, poison, or fire do not harm it, but lasers cause half damage and blasters do full damage. Explosive grenades will stun the creature for 1-3 rounds. Needlers have no effect. It has no treasure.

5. DEADLY PLANTS SECTION: As noted in 3., above, the passengers were treated to various displays of dangerous flora and fauna, and during the days of the plague the force cages were generally shut off and the controls destroyed, freeing the exhibits, This area is now junglelike, with many plants of strange and colorful types. Five of these special sorts are harmful or dangerous:

a. PURPLE BLOSSOMS: USE ILLUSTRATION #35. This tall (8’- 13’) thick stalked plant has a branchless, scaled trunk with fern-like foliage at the top. These fronds droop a short distance down. Mixed with these are cup-shaped purple flowers with silvery stamens. The flowers point Voidwards towards the lights in the ceiling. Around the base of the plant is a fine, mossy mat, actually the roots. The Rowers exude a very attractive perfume and sweet sap. The vibrations of any creature passing beneath the cupped lavendar blooms will cause them to gently tilt and drip a syrupy poison from the flower, with a 25% chance of the creature being struck by this toxic sap. If the creature fails to save versus poison, it dies instantly, and its decomposi-tion feeds the roots of the plant. Each plant is AC 8 and takes from 21-26 hit points of damage to destroy.

b. TRI-FLOWER FRONDS: USE ILLUSTRATION #36. The deep green 5'-8' tall stalks of this plant are topped by trumpet-shaped flowers of vivid orange, bright Yellow, and intense red. Each flower has its own function: The orange one shoots 2-8 3’ long tendrils from its center, and any creature struck must save versus the poison from the pollen of each tendril or fall into comatose slumber. The Yellow bloom will bend over the sleeping victim immediately (sensitive rootlets note where thevictim is) and tremble; thisvibration loosing a shower of sticky enzyme which causes 2-8 hit points of damage per round until the victim is completely rotted away - each flask of water dumped upon a victim in the same round as the damage is done will reduce damage by 1 hit point, total immersion in water removes the sap entirely. The red flower extends tubulartendrils of 1' length, sinking them into the slumbering victim, first drawing body fluids at the rate of 1-6 hit points per turn, and then sucking up the residual matter after the enzyme has dissolved the victim’s body.
Note: Other color combinations of the plant’s flowers are white, pale silvery-gray, and pink or golden brown, chocolate brown, and russet.
AC 9, each tri-flower frond takes 17-20 (d4 + 16) hit points.

c. SNAPPER-SAW: USE ILLUSTRATION #37. This plant has broad, ribbed leaves radiating out 5'-7' from its bushy center where plump and delicious smelling white berries abound. Hidden in the bushy center are 3-6 (d4 + 2) tough stalk-like leaves with sharp edges and jagged thorny projections which remind the viewer of a saw. Any creature stepping within the radius of the low growing ribbed leaves will find that these growths will snap shut, holding it fast, and the saw-like stalks then Rail the victim to shed its juices and shred its flesh to feed the plant. A trapped creature has a base 5% chance to break free, +5%per point of strength, checking each round. Even if successful in breaking free, the victim is subject to one round of saw stalk attacks. Each saw stalk attacks as a 5 HD monster, inflicting 2-5 hit points of damage. Note: Berries can be transparent golden color or yellow-green, Snapper leaves are AC 7 and take 12 hit points of damage each to sever. Saw stalks are AC 4 and take 20 hit points of damage to break. The central bush takes 25-30 (d6 + 24) hit points of damage to kill, and when it is dead, the leaves and stalks die. Bush AC is 9. The berries are non-poisonous.

d. THE HORRID PLANT: USE ILLUSTRATION #38. The leprous Yellow-gray and ugly scarlet colors of this intelligent plant belie its peaceful and inoffensive nature, as do its spiky leaves, bloated, bottlelike stems, twitching tendrils and writhing roots. If any intelligent creature comes within 5’ of this creature, thinking questioning thoughts, the plant will communicate telepathically, mentally giving the creature assurance that it is friendly to it, and warning it of the dangerous plants (A., B., C., and E.). It can also give a vague description of the level. If the plant is attacked, it will lash its spiked leaves at the attacker. Range is 5', attacks as a 6 HD monster, inflicting 3-12 hit points of damage. If this fails to drive the opponent away, or if it is attacked from a distance beyond its lashing range, the plant will discharge a bolt of electricity at the nearest attacker, 30 hit points of damage, no saving throw! (It can do this once every other round, 4 times maximum.) The plant is AC 6 and takes 63 hit points. Once attacked it will not communicate with the party.

E. GLOBE PALMS: USE ILLUSTRATION #39. These tall, slender trees are topped with 5-8 (d4 + 4) globe-like fruits of coconut size. These globes are blue, violet, or lilac in color. Walking under one of these palms makes it 20% likely that one of these globes will fall, and if the tree is brushed it is 90% probable that one will fall. If the palm is roughly contacted, 2-5 of the fruit globes will tumble down. These globes are membranous and taut. They have a bursting radius of 5', and there is a 25% chance per person near the palm that they will be within this radius and splashed with the liquid contents of the globe. The fluid inside is most nauseating; any creature splashed will spend the next 3 rounds vomiting, and will be ill and at only 50% of normal strength for 6 full turns thereafter. There is no saving throw. If the affected character is washed with wine, the smell will go away, but otherwise, an odor will continue for 12 turns, and this will attract all monsters within 50’ of the affected creature! The palm is AC 8, and it takes 31-40 hit points to cut through its trunk.

6. UMBER HULK: AC 2, MV 6” (1"-6"), HD 8, hp 49, #AT 3, D 3-12/ 3-12/2-10; gaze causes confusion for 3-12 rounds unless save versus magic is made. This creature lurks near the drop tube for prey. Amidst the debris of its nest are: a mud-encrusted blaster rifle with 3 charges and an anti-grav belt with but 1 round of power remaining in its disc (if the wearer goes up over 30' or if it is used a second short period, it will cease functioning, and the wearer will fall).

7. 6 BABOONOIDS: USE ILLUSTRATION #40. AC 6, MV6”.12” (tree movement speed), HD 4, hp 30,25,23,22,16,13, #AT 1, D 2-5; low to near average intelligence, slightly smaller than man-size. These creatures are omnivorous, but they do not hunt large creatures. They will hide from the party, but it is 75% likely that they will be noticed if the party is being cautious as it moves along. If molested, the baboonoids will hurl globe palm fruit missiles at attackers. The bull who leads the tribe also has 2 sleep gas grenades which he will hurl if hard pressed. These creatures have a limited vocabulary lan-guage, and it is 20% possible to parley with them, and if the party will kill the shambling mounds (11., below), the baboonoids will send two of their number to serve as scouts for the party as long as it remains on the level. Of course, some means of communication must be established, and the baboonoids will desire all grenades which are found, as they understand the use of such missiles from their experi-ence with palm globes.

8. 20 SCINTILLATING PHOSPHORESCENT FISH: This pool is inhabited by darting I’ long creatures which appear as sparkling lights when viewed from a distance. These fish have poison spines, and any creature touching one must save versus poison at -3 or die instantly. The scales of each fish number between 55 - 100, each being of gem-like material worth 5 g.p. per scale.

9. 8. BROWN (BLACK) PUDDING: AC 6, MV 6", HD 10, hp 54, #AT 1, D 3-24; cutting or lightning make more of these monsters, cold and electrical attacks do not harm it; blasters, fire, and lasers will do full damage. This monster hides in the swamp, where it appears to be nothing more than a muddy hillock. If approached within 10’ it has a 50% chance of attacking by surprise or complete surprise (d6, 1 or 2). It has no treasure at all.

10. BRILLIANT FISH: These fish are about the same size as those described in 8., above, but they sparkle and flash only when there is bright light, and they are more variegated in color. Each of the 32 fish in the pool has developed into avoracious, piranha-like predator, attacking as a 5 HD monster and causing 1-3 hit points of damage per bite. The creatures are AC 5 and take only 2 hit points each. They have no treasure.

11. SHAMBLING MOUNDS: AC 0, MV 6", HD 10, 8, hp 62, 47, #AT 2, D 2-16/2-16; two simultaneous attacks which succeed against the same opponent equal entanglement and suffocation in 2-8 melee rounds: fire does no harm, cold and blasters cause half or no damage, weapons score only half normal damage, but defoliants do double damage. These vegetable creatures lurk amongst the thick growths near the path to catch the unwary, surprising on a 4 in 6. They will emerge when prey is within 10’ of them, closing to striking distance in one round. If these monsters are slain, a careful inspection of the area will reveal a narrow path leading to 11a.

11a. A heap of rotting vegetation, about 1’ down in which will be found 2 fully charged power discs, Another foot down will be discovered a human skeleton with a jeweled ring (5,200 g.p. value). Another foot further and the digger will uncover a nest of 5-20 rot grubs: AC 9, MV 1", 1 h.p. each, burrow into flesh and eat heart of victim in 1-3 turns unless flame is applied to each entry point immediately (flame causes 1-6 hit points of damage per application) or a cure disease treatment is used.

12. MOSSY PATCH: This is actually green slime - touch causes exposed flesh to become green slime in 1-4 rounds. Dissolves wood, leather, and metal. Killed by cold, fire, or cure disease treatment.

13. SQUEALER: USE ILLUSTRATION #41. AC 6, MV 12”.9”, HD 12, hp 71, #AT 3, D 7-12 (bite: d6+6)/1-3/1-3 (claw/claw). This creature is a fierce and semi-intelligent predator about the size of a large gorilla. It is spotted yellow and green with a pig-like head about 2’ long - most of which is mouth filled with sharp tushes! Two arm-like appendages with 3 razor-sharp claws sprout from its hunched shoulders and rear quarters respectively while another grows from the center of its back. Its two forelimbs are about a foot longer than its rear limbs, and have clawed, prehensile fingers. Its head is thrust forward. The monster is able to imitate the death shrieks and distress cries of various animals, and it uses such calls to attract prey, for it feeds upon hunting animals as readily as upon the hunted. Its favorite trick is to find a tree limb sufficient to support its 400 pound bulk, squeal, and then drop down with its forepart upon its victim, retaining a hold with its three rear limbs. The beast will then draw its prey to its maw with its 18/00 strength forelimbs while it bites and claws it to death. The squealer will surprise its prey 50% of the time.
Its lair is inside one of the burrows, one of unusual size originally designed for a harmless fuzzy herbivore. Amidst the bones therein is a young squealer (half all stats above), an orange emblem, an incendiary grenade, and 4 gems of 100 g.p. value each.

14. LIZARD AREA: There are many lizards and harmless lizardoids inhabiting the area in a 40’ radius of the numerical key, for there are many flowering plants and their attendant insects here. These creatures live in the burrows, the shrubbery and the trees. They range from chameleon-size to 3’ and more. IF THE PARTY HAS NOT SLAIN ALL OF THE ROPERS ON LEVEL III, THERE IS A 10% CHANCE PER ROUND THAT THEY ARE IN THlS AREA THAT ONE WILL SEND DOWN A ROPE TO "FISH" FOR THE LIZARDS - or the monkeyoids and catoids which prey upon them
from time to time. If the party members are on a higher tier, it is 50% probable that one of them will be grappled by a roper’s strand.

15. STRANGLE VINE: As noted in the level III key, number 2., ILLUSTRATION #21. these plants have mobile vines which creep at 5’ per round and squeeze for 1-4 h.p. damage, 10%chance of strangulation per round, with vines attacking as 4HD monsters. At the root base of these plants there are only 8 of these vines, each having AC 6 and taking 18 hit points of damage to completely destroy. The wholevine is AC5 and will take 200 hit points to destroy.

16. VAMPIRE THORN VINE: Unlike the mobile vines on level III (number 3.), ILLUSTRATION #22, these stem areas have 5-8 tendrils around the base, each tendril having a lashing range of 7’. These tendrils are AC 4, but each takes 10 hit points to sever, and they attack as 5 HD monsters. The plant proper takes 170 hit points to kill and is AC 3. Creatures struck by the thorn-covered tendrils lose 25% of total hit points that round and thereafter until tendril is severed, so death will occur in 4 rounds unless the vine is chopped off.

17. WOLF-IN-SHEEP’SCLOTHING: When this encountertakes place roll as if on the wandering monster table, look unhappy, and then show the group ILLUSTRATION #42, “The Cute Little Bunnyoid on the Stump”. Statistics of the creature are: AC 7 (eyestalks)/5 (bodystump)/3 (root tentacles), Move 1", HD 9, hit points are: 15 (each eyestalk)/50
(bodystump)/20 (each root tentacle) 1-3 attacks plus maw,
l- 4 hit points of damage plus 7-12 hit points from biting.
This predator comes from the same planet that the abundant rabbitoids seen all over the level come from. It has developed a fleshy growth atop its body which exactly duplicates one of these harmless herbivores, and it wiggles and displays this bait to lure others of this kind - or creatures which prey upon them - to it. The wolf-in-sheep’s-clothing has likewise adapted its body form to resemble a tree stump, while its mobile and grasping tentacle roots appear to be nothing more than gnarled tree roots, and its eyestalks appear to be vines or plant growths. The rabbitoid lure will seem to look at approaching creatures, and then crouch and “freeze” in order to pass unnoticed. When prey comes to within 8'-10' of the creature, the root tentacles will strike to grab, crush, and draw prey to the maw. (USE ILLUSTRATION #43.) It requires 1 round to be dragged to this toothy orifice, and there is a 5%chance per point of strength above 12 that the character grabbed can break free of one root tentacle. Those with 18/%strength have a chance to actually snap the member as well. 1% for every percent of exceptional strength, provided that they first free themself from the grasp of the tentacle. Each monster has 7 root tentacles and 2-3 eyestalks.

18. FROGHEMOTH: AC 2 (tentacles)/4 (body)/6 (tongue), Move 2”//8” (4” in swamp), HD 16, hit points 21 (per tentacle)/105 (body)/14 (tongue), 1 or 4 attacks, damage per attack is 5-50 or 5-8. Fire does not harm the froghemoth, but it has a 20%chance of driving the thing back for 1 round (this includes laser shots). Needlers and gas do it no harm. Cold slows it to half speed and attack rate for 1 round. Lightning does 1 hit point per die of damage. Blasters cause normal damage, as do regular weapons such as swords, spears, etc. The creature is non-intelligent and larger than man-sized. USE ILLUSTRA-TION #33 if encountered on the bridge.

Whether this is a mutated thing or the adult form of some specimen loosed from captivity, it is unquestionably the most fearsome of all the terrible life forms on the level. The froghemoth’s 18’ long, 10’ wide body is yellow-orange on the belly, shading to a medium green on its back and thick, bowed rear legs. from its shoulder area sprout fourtentacles, two from each shoulder, which are green on top and yellowish underneath. The creature’s nostrils are stalk-like, and its three eyes are housed on a retractable protruding appendage which is withdrawn when danger threatens the optics. The froghemoth will often submerge its body several feet beneath the water, trail its tentacles ashore, and watch with its eye appendage at water level - this, along with the nostril stalks, appears to be a plant growth of some sort.
The frog-thing is also able to capture prey with its long, barbed tongue. This member can be flicked out to a distance of 10’. Unless the creature caught by the tongue is able to hold fast to something quickly - such as a tree, rope, etc. -it will be drawn that very round to the froghemoth’s gaping jaws and torn to shreds. It will swallow prey whole on a “to hit” roll of 19 or 20. (If a character is grabbed, the chance to hold onto some object, if any exists to grab, is the roll of a d6, discounting 1 or 2 as surprised and unable to hold on to anything, compared to the roll of a d8 for the monster, if the monster’s roll is higher, the character is drawn into its mouth. The tongue has an 18/50 strength, so any creature with lesser strength will eventually be pulled into the maw of the froghemoth, unless the tongue is severed. Any prey resisting the tongue will cause the creature to either grasp it with a tentacle or draw its head to the morsel and eat it that way (50% chance for each). If prey is escaping, the creature will pursue for 2-5 rounds out of the water - but only in the swampy area to the southeast of the lake.
Any searcher will find 1 gem per turn spent searching the bottom of the lake bed. An unassisted diver may remain under water one round. Base value is 100 g.p. per gem. (An insane technician spread these here after finding crates of them taken from some rich world somewhere. Of course, many are now totally lost under muck, and others are else where, but not less than 51 nor more than 100 can be found in the lake.) At the point marked with an “X” the monster has built a nest of tree trunks and debris. Therein can be found bits of skulls and bones, a twisted laser rifle, a poison gas grenade, an atmosphere analyzer (30% chance of being functional), a Rimetallow model of the level, and a metal chest filled with small gold bars (100 bars, each weighing 12 g.p.) If the chest is carefully examined it will be noted that it has a small compartment in which is a dial. The chest and its contents can be made absolutely weightless for up to one hour per charge of a power disc. Chest capacity is 3 cubic feet.

19. 100 GASBATS: USE lLLUSTRATlON #45. AC 8, MV 1"/9", HD 1/2, all other characteristics described specially. These weird plant-animals vaguely resemble bats with the bloat. They are nocturnal, using neutral buoyancy to paddle through the night air with green-black, vanes, feeding on small flying creatures such as insects. Every so often the gasbat emits a cloud of vapors from a sack near its terminus, and these vapors cause other small creatures to move slowly and erratically. The creature then circles and devours the prey thusly made helpless. If any light is brought into the place, these creatures will react by flying crazily at it, emitting their vapor clouds in a suicidal manner, for these fumes are highly explosive, and if any flame is nearby, the vapors and the gasbat will explode causing from 1-6 hit points of damage to anyone within a 5’ radius (and totally destroying the gasbat, of course). Their droppings litter the floor, and many strange fungi grow in clumps throughout the whole area. Consuming the rose and cerise branched growths at X will give the individual the equivalent of haste for 2 rounds. There are 6 of these mushrooms. Baboonoids love these growths. The gasbats rest, floating near the top of the forest, and only light will disturb them.

20. ROBOBAR: Although this no longer functions, there is a 1 gallon container filled with alcohol which can be located after a thorough search. A small panel under a lid on a back counter has several dials and switches. Regardless of which are operated, there will be a grinding noise and a trembling in the area. After several rounds have passed these effects will cease. Thereafter a section of the outer hull will slide aside to reveal a glassy surface, black and flecked with points of colored light. Has the party somehow been responsible for a reactivation of the vessel? did it take off?are they in deep space? No, they have activated a mechanism which provided a “view” of the stars even when the spacehive was in an uninteresting section of space, by running taped scenes of past stellar spectacles. The whole thing can give players a few bad moments, however. USE ILLUSTRATIONS #44 and #44a.

21. murkslave QUARTERS: This area was for on-duty murkslave to take breaks, eat, nap, or whatever. There are several skeletons, a brown color emblem, and a paralyzer pistol with 3 charges.

murkslave ROOM: This chamber was used to store various tools, implements, and items used by the crewmen who kept the gardens and exhibits. Amidst the litter of useless items will be found 100’ of nearly unbreakable/inseverable rope which is no more bulky than 100’ of normal rope, a pair of 10’ long plasteel poles, a portable spotlight which operates 1 full turn per charge in its power disc (1 charge left), and a 5 gallon back tank with hand pump spray nozzle for spraying weed killer (defoliant). There are 20 quart cans of powder, and if these are mixed with water, the solution becomes a defoliant which causes 2-8 hit points of damage to a large plant - or wipes out a 2’ x 2’ area of ground cover vegetation. The powder will cause 3d6 damage to any who ingest it. The sprayer ejects but 1 pint per action, any other method of defoliant use requires 1 quart of liquid to achieve the same effect. Thus, the sprayer can be used 40 times before becoming empty. The nozzle is 3’ long and sprays a distance of 3’. There is a 10% chance that each container of defoliant is no longer potent.

A DC 15 Search check is required to find the items scattered around this room. Treat the “unbreakable rope” as silk rope except: 20 hp; break DC 35. The spotlight will operate for a total of 10 minutes on its power disc. If the defoliant is ingested the ingesting character must make a DC 16 Fortitude save or take 1d4 Str/1d6 Str damage. The defoliant will cause 2d4 points of damage to any creature with the plant type on a successful attack.

22. TRAPPERS: As usual, these creatures pose as the stony/metallic flags/floor. AC 3, MV 3", HD 12, hp 69, 61, crushes (4 + AC of victims in h.p. of damage per round) and smothers in 6 melee rounds; victims unable to use weapons: fire and cold do Only 50% or no damage to trappers, blasters do full damage. Either of these monsters will await attack until several characters are upon it. The trapper in the garden area has no treasure, but if it is killed the entrance to the between decks will be discovered. The one in the sloping passageway to level VI has a laser, jet black emblem, 3 full power discs, and 2 pieces of jewelry (1,000 - 6,000 g,p, value each) hidden beneath it.

22. Trappers:

Creatures (EL 9): Trappers (2), hp 115, 109; see Appendix I: New Monsters.

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