Thursday, 31 May 2018


“It can also be found in the very ancient murmurings of the ancients of even the First Age that there was a bird-thing called the Feeniks. It was a creature which was immortal - dying in a burst of flame, then rising up from its own ashes to live again. So say the writings of Garon and Deldayna of Cairn; it also appears as an analog to the prophecies of Narin, who told of the rebirth of the killer of the Riken. Perhaps the world still waits for that might one’s return…
-Monologues of Poule VI”
- Guardian, Thomas F. Monteleone, 1980.

One of the books that influenced my Dungeon & Dragons campaigns the most was Guardian a book by Thomas F. Monteleone. Published in 1980 I can across it in 1982 when I was developing my first game world for a B/X campaign.

The story in Guardian is interesting but not the best. Not even one of the best novels written by Thomas F. Monteleone. The plot is a late middle age or early Renaissance fantasy setting in which a group of adventurers travels the world on a quest to find the Guardian. A super-computer that was a protector of a nation. They are set on the path by an android. The interesting thing about the novel was the map in the front of the novel and the prologue.

The prologue went on for several pages and detailed the nations on the map with a few paragraphs each.

“And so it is possible that Pindar and Eyck shall never be at peace. The claims of rightful borders are always a delicate subject, especially among nations who have a not-very-tenacious grasp of their true self-image. Such is the pitiful state of Pindar, and of Eyck. Neither possesses a governmental system that is much removed from what one might call “musical assassinations.” In fact, one of the perennial political jokes in G’Rdellia a neighboring country of some culture, asks the question: Who’s running Pindar this week?
 And since the only viable exports of these two nations may rightfully be termed unrest, hate, and distrust, it is easy to ignore them when considering the general state of the World. Pindar and Eyck are thus the clubfooted stepchildren of a world that is only marginally more fortunate but chooses not to recognize that basic truth.”

- Guardian, Thomas F. Monteleone, 1980.

The prologue is written in the style of a historical text or not unlike an early game gazetteer. I ended up using some of the details and the basic outline of the game world map. My first game world was a mash-up of the map from Guardian and the map from the Expert rules book.

Wednesday, 30 May 2018

Town of Pirn

For adventurers’ in a Stillwater Valley campaign, most of the places they can go for goods and services are limited. Padotan is the largest settlement in the valley and it only has a population of 200. Even with Padotan’s reputation as a place to buy and sell goods with no questions asked, the three or four merchant shops located in the village can only provide the bare necessities.

However, the town of Pirn, located just off my Further Afield Map to the east is an ideal location for adventurers to spend their hard-won gold on goods and services including a fair amount of simple magic.

Pirn Map


Pirn is a small town with a population frequently in flux but rarely dipping below 1,200 or more than 1,600. There are about 200 buildings on a hill surrounded by a 25 foot stone wall. The town is at the westernmost terminus of the King’s Road and is the furthest extent of the reach of the Kingdoms known as the Realms. The Lord Mayor of Pirn is appointed by the King but the King makes his choice from a list of candidates sent to the King by the guilds of Pirn. Usually, the list has only one name on it. The Lord Mayor of Pirn is in complete control of the town in all but name.


I envisioned a town laid out similar to late medieval towns in Tuscany. Situated on a hill for protection with a number of merchants maintaining lofty towers. The towers were originally built for defense before the stone walls were constructed. Now the towers are built for prestige. Each merchant wants to have the tallest tower. The towers on the town map are represented by the dark blue squares.

The area where the town is located is on the edge of the wilderness. Stillwater valley is relatively safe but goblin warbands have still be known to attack Pirn. The most recent unsuccessful attack occurred just 8 years previous. For this reason, there are few farmhouses located outside the walls of the town. Most farmers live in the town and maintain a small shack on their plot of land. There are also some farms located inside the walls of the town.


I started off with a render of a market square. I was not following any plan at all. So I created the town map to use as a guide. I have completed most of the buildings around the Quarter Market a few of the side streets and a section of the wall including the Quarter Market Gate. It is doubtful I would ever model the entire town because it would be a lengthy undertaking.

The Quarter Market and the Black Witch Inn

One of Pirn's Towers, Blackwind's Home

Wednesday, 23 May 2018

Once More into the Void 27 The Big Finish

Oto watched as Thyrell stumbled back yelling struck by the Necromancer. The drow struggled to hold his ground and appeared about to fall. Instead, it appeared to be a feint he lunged forward with his other sword. The Necromancer clutched at the sword in his belly a look of astonishment on his face. He appeared to gasp something to Thyrell and then fell to the ground.

We did it Oto thought and was promptly struck by another stone falling from the ceiling.

“We have to get out of here!” Oto yelled. The portly wizard ran as quickly as he could manage toward the archway through which they had entered the chamber a few moments ago. Oto looked at the collapsed archway buried under a pile of huge stone blocks and quickly realized there was no way they could exit this way. Turning back to the chamber, Oto could see Thyrell helping Alcor to his feet. Talrek was standing near Mukah who was carrying Tinda.

“It's blocked!” Oto shouted. Everyone turned to look at Oto. Then all of the heroes turned to look at the swirling mists of the portal. Without a word spoken all of them began running for the portal. Oto heard a huge crash behind him, as more stone crashed to the floor. Oto realized that the chamber would collapse in a matter of seconds. Pausing for a second, he leaped through the portal.

As Oto passes through the portal, one thought passed through his head, “I hope this is not a one-way trip to Hell!”

Oto stumbled from the portal and looked about rapidly for threats. There appeared to only one. A robed figure sat before him on a stone throne covered in runes. As his eyes adjusted to the dim light he could see it was an unmoving, dust-covered skeleton in a robe, the skeleton of a giant of a man.

Looking about Oto saw the other members of the party had made it through as well. No one was talking. All stood in awe of the skeleton on the throne. Alcor stood near a window.

“You have to see this,” Alcor gasped. Oto walked over to stand beside Alcor. Outside was a city of towers stretching into the distance, where it then bent perpendicular and more towers ran up the horizon to the sky which was not a sky but another plane of towers but these pointed down at him. Oto struggled with vertigo.

“We are in a pocket dimension,” Oto gasped. Amazing he thought. It is a cube curved back in on itself. He had read of such marvels but could scarcely believe it.

“Why? Why have you come!” A dry, rasping voice echoed through the chamber. Oto whirled about, the head of the skeleton was turned toward Talrek who had approached the throne.

There was stunned silence before Oto found his voice, “ahh, we had no choice, you see..” he stuttered out before being cut off.

“You have created a way out. You opened the last portal. It will know. It will perceive you,” the creature said.

Thyrell approached the guardian, “Who,” he said, “Who will know?”

“It is the destroyer, we are the guardians! We moved the city here to this plane.”

Oto looked at his companions. Mukah stood like a stone holding the unconscious wolf Tinda, seemingly unconcerned by the words of the creature, Talrek appeared to be deep in thought, strangely Alcor had turned and was looking back through the portal. Oto was drawn to the direction Alcor was looking. The portal appeared to lead somewhere new! The swirling mists looked out on a snowy, rock ledge on the side of a mountain. Maybe they could take the portal again, wherever it led.

“You must go, it is coming!" the creature shouted. As Oto watched the skeleton hands began to move in arcane patterns. Oto realized it was casting protective spells. In the distance, all of the heroes could see dark mist forming in the city. Then the mist streaked across the city directly toward the chamber.

“You must go now!” the creature shouted again. Blasts of arcane energy shook the chamber and an enormous cloud of black smoke began to stream in. Oto scrambled toward the portal fell to his knees and crawled into it for the second time. He emerged moments later on a cold, snowy ledge above a valley. Mukah appeared by his side, still carrying Tinda. A moment later Alcor and Talrek appeared. Finally, Thyrell leaped out of the portal onto the ledge. Everyone was safe. Looking about Oto realized that the portal had not moved. The dungeon had just collapsed and slid down the side of the mountain. Below him, there was a pile of rubble from the slide. A portion of the old keep had also collapsed.

The heroes all burst into laughter. They had made it.

“Too bad about my Ring of Invisibility,” Thyrell mused, waving his hand about and gesturing to where the missing ring had been.

“Wait, it is still here, embedded in the portal,” Talrek said. “Let’s see if I can remove it without breaking it.” Oto looked over and Talrek began searching through his pack for his stoneworking tools. As Oto watched, three black tendrils of smoke emerged from the portal, spiraling about as if they were snakes!

“Smash it, smash the ring!” Oto shouted at Talrek and moved desperately toward the dwarf. Talrek looked briefly startled and then gathered his composure and swung his war hammer at the ring embedded in the stone. The stone cracked and the ring broke free falling to the ground. The light of the portal immediately flickered and then went dark. Where the portal had once stood there was now a bare expanse of stone. The portal was closed. Oto looked worriedly at the tendrils of smoke, cut off from the portal. They seemed to study him as well for a moment and then sped off quickly into the distance.

There were several moments of stunned silence. Then Thyrell bent down and picked up the ring and placed it on his finger.

“I think it still works,” he said with a hint of humor in his voice.

The Guardian

Once More into the Void Session 27
Confronting the Necromancer

This week our D&D 5th edition adventure had its big finish. All the players made the session which was nice as we were not actually aware this might be the final confrontation. When last we left the party of heroes was trapped by a rockslide in a crumbling dungeon beneath an old keep looking to put a stop to the plans of a necromancer. The stability of the dungeon had been increasingly suspect with cave-ins and rockfalls. The heroes came up before another pair of doors this time with light streaming out from beneath.

When the doors were opened the entire group, (Mukah the Half-orc barbarian, Thyrell the Drow Ranger, Alcor Fenn the Tiefling monk, Talrek the Dwarven cleric and lastly Otrovush Oto the human wizard), stepped openly into a brightly lit, large chamber blinking their eyes at the unexpected brightness.

The room was a classic evil ritual, an open portal of swirling mist on the north wall, huge stone pillars, a raised dais with an altar and a pool of blood in the center of the room draining by four channels into steel grates. There is also a statue of Orcus facing the gate. On the dais was a tall man in dark robes, clearly the necromancer we had been seeking to thwart. Surrounding him were a number of goblins.

Not really by design, we immediately split up widely. Some heroes heading north around the pool of blood (Thyrell, Tinda, Talrek and Alcor Fenn) and Mukah and Oto heading south. Oto ended up holding his ground near the entrance and attacking with long range spells. The spread formation ended up being key as the necromancer had a number of area effect spells. Unfortunately, we entered the battle almost completely out of spells and with several party members injured already.

Round 1
Thyrell shot a goblin with an arrow killing it in one shot, the goblins then dashed toward the heroes. Oto was struck by an arrow, then pulled out his scroll of Ice Storm and successfully cast the fourth level spell (being only able to learn 2nd level spells). The necromancer successfully passed his save but took a fair amount of damage from the spell. Alcor used dash and his monk quickness to sprint most of the way toward the altar. The necromancer made a speech about our stupidity of bringing the one object he needed to complete the ritual, with a gesture the ring of invisibility Thyrell was wearing dissolved into mist and reformed in the portal causes it to become active. The ring Thyrell took off the body of the necromancer’s assistant back in Winterton.

Round 2
There is a lot of swinging and missing by the heroes and by the goblins, Mukah is struck once. Even the Necromancer missed twice with Eldritch Blast. The necromancer spots Alcor Fenn advancing and moves south along the dias to put some distance between them but the quick-moving monk closes the distance to melee. A rumble shakes the dungeon and debris falls from the ceiling striking everyone. The only one really hitting is Tinda the wolf who flings a goblin prone.

Round 3
Thyrell dispatches the prone goblin then peers through the enormous portal and sees a figure sitting on the stone throne. A goblin is crushed and killed by debris falling from the ceiling. The necromancer again yells out his plans telling the heroes that they will not prevent him from summoning his lord Orcus. The necromancer then casts Fireball hitting Mukah, Talrek and two goblins. Mukah survives but Talrek falls unconscious. Both goblins are killed by the blast. Tinda kills another goblin. Oto misses the Necromancer badly with Firebolt hitting the wall. The blast is still showy so Oto yells out “Fireball” hoping to convince the necromancer of his power. Mukah kills the last goblin then moves to help Talrek.

Round 4
Thyrell casts a crucial Ensnaring Strike and moves toward the necromancer. The necromancer casts Blight on Alcor Fenn and pushes him prone and unconscious. Oto hits the necromancer with Firebolt but he shrugs most of it off. Oto taunts the necromancer but still cannot get his attention. Thyrell closes to melee with the Necromancer and strikes him with his sword restraining the Necromancer. The necromancer uses his turn to break free of the restraint. Mukah locates a healing salve on Talrek’s body and applies it.

Round 5
More stone falls from the ceiling striking everyone. Tinda is struck and falls unconscious. The entrance to the chamber collapses and is blocked. At this point, all of the heroes still standing are at 6 hit points or less and things look grim. Talrek casts Sacred Flame but the Necromancer counters it. Mukah hurls a javelin at the necromancer and it misses. Thyrell strikes the Necromancer again and is then hit by Hellish Rebuke. On his last legs, Thryell strikes again and the sword impales the necromancer killing him. The dying necromancer whimpers, “Orcus.. You promised!” then dies. Thyrell moves to Alcor Fenn uses a healing salve and brings the tiefling back to consciousness. Talrek administers aid to Tinda stabilizing the wolf. Oto checks the exit and sees it is hopelessly blocked with rubble.

At the climactic moment of the battle, Thyrell stabs the Necromancer

At this point, the dungeon begins to completely collapse, stones falling and striking every round. Realizing they only have seconds to get out of the chamber they all run for the portal. Mukah scoops up and carries Tinda. Everyone runs through the portal blindly hoping for the best.

Through the portal is a large chamber. A skeletal figure sits motionless on a stone throne. The exits from the chamber are blocked but open windows let in light. Out the windows is the incredible scene of a deserted city of towers that is inverted in on itself. Oto realizes the heroes are not in hell, they are in a pocket dimension.

The skeleton, who is covered in dust, suddenly moves its head and speaks in a dry rasping voice, “Why? Why have you come?

Oto explains that they had no choice, the skeleton explains that he is one of a group of guardians holding some ancient evil trapped in this pocket dimension. The heroes have opened a portal that will allow the evil to escape. The guardian then tells the heroes that they must go - the ancient evil has sensed the open portal and it is coming. We see a dark cloud forming in the city and racing toward the portal, the guardian cast protective magic against attack. Looking back through the portal the heroes now see that it leads through to a windswept ledge above a snowy valley. The heroes leap back through the portal and emerge on a mountain ledge. The dungeon has collapsed down the side of the mountain and the portal is now perched on the edge of the mountainside. As the heroes stand their congratulating themselves they realize that the portal is still open and that three tendrils of mist have emerged, Oto yells at Talrek to smash the ring that is embedded in the portal stone. Talrek strikes it and it falls free to the ground and the portal collapses. The tendrils of mist fly off into the distance in the valley.

The heroes sit down for a well-deserved rest. Oto transcribes Feather Fall to his spellbook. Talrek cast Detect Magic on items stripped off the corpse of the necromancer. A magic cloak, magic periapt, a ring and a wand.

With that the epic quest is complete. Or is it. All the characters level up to 5th.

Monday, 21 May 2018

DMG Illustration

I have been quiet so far this month on posting because I have been working on a new site banner. I decided to do a render of an illustration from the appendices of the 1st Edition Advanced Dungeons and Dragons Dungeon Master’s Guide.

It required the building of six new models. Five adventurers and a troll model. The illustrations throughout the appendices depict an adventuring party battling their way through a dungeon fighting kobolds, trolls, what is possibly salamanders and maybe a demon or vampire.

I chose to render the scene where they stumble upon a temple full of trolls.

I expected the troll model to be the most difficult so I did it first. Followed by the dwarf, mage, fighter, halfling thief and elven ranger. I was most pleased with the dwarf and most challenged by the mage as her legs stuck out the sides of her robe.

Tuesday, 15 May 2018

An Encounter at Pirn

Darkness fell over the town of Pirn. Shopkeepers carefully locked up their shops and retreated to their homes. Carts were packed up and rolled away. Lights began to come on in the taverns as what little activity occurred after dark moved to those few establishments.

In the narrow streets of the Quarter Market, all was quiet, except one slim figure moving carefully through the shadows at the edge of the street.
Badger checked the location of his cudgel tucked into his cloak once more and continued quickly along the street. He had hoped to waylay a late closing shopkeeper but had tarried a little too long in his den and now it was late.
Then ahead Badger saw one shopkeeper closing and locking a back door to a shop. Edging closer Badger readied his cudgel. If he could get close, a quick rap on the head and he could make off with the shopkeeper’s purse. He peered at the shopkeeper thirty feet ahead of him. The shopkeeper held himself like an older man, stooped and thin. It appeared he had a beard though his back was too Badger.

Suddenly, from the corner of his eye, Badger saw movement. A large figure stepped out from an alleyway. Badger was shocked that he had not noted him. Badger edged back into the darkness. The figure raised a crossbow and aimed at the shopkeepers back.

“Look out!”

Not thinking Badger yelled a warning and leaped forward his cudgel raised at the ready. The shopkeeper began to turn at the noise. A crossbow bolt struck him at that moment in the back and strangely fell to the ground.

The shopkeeper turned to face his attacker. Badger could see he had a short, white beard and a narrow face. The shopkeeper raised one hand and mumbled something in a strange lyrical speech. Balls of violet light flew from his fingertips striking the assassin multiple times. Badger faltered in mid-step his mouth hanging open as the smouldering corpse of the assassin crumpled to the cobbled street.

Badger meets a surprising Shopkeeper

The shopkeeper looked up at Badger and murmured again in the strange language. Badger felt his muscles tighten. He could no longer move. The shopkeeper stepped toward the corpse lying on the street. Badger strained his muscles with all his might. Only his eyes moved. There was a moment of panic while Badger struggled to breathe but he realized his breathing was still normal he had just been holding his breath. Blackness briefly swirled in front of his eyes but he fought it away and refocused.

The shopkeeper, no the wizard, Badger could no longer consider the old man a shopkeeper, stood up and glanced toward Badger. The old wizard had finished his inspection of the smoking corpse and was now up in Badger’s face staring intently at him.

“So. Who do we have here?”
The old man looked into Badger’s eyes appraising him.
“Not an assassin I think. A thief perhaps?
“Hmm?” the man groomed his beard.
“Well I have a use for you young man”

The old man snapped his fingers and turned to the corpse. “You can start by disposing of that”.

Badger felt control returning to his body. He fell to his knees and took a deep breath.  He had to flee, run, get out of here and away from this crazy wizard. Shopkeepers were safe prey, but magic was something else entirely.
As Badger got to his feet and turned the old man glanced expectantly at him.

“I’ll need a cart”, Badger heard himself saying.

Monday, 14 May 2018

Muddywater Lair

I created a model of one of my favorite D&D monsters, the lizardman. So to properly use the model I have created a small lizardman lair located in a swamp near the village of Yarrow on my Stillwater region map.

At the Crossroads

Muddywater Lair

A short encounter for levels 2-4 using any OSR Rules.

The Wasted Shallows to the west of the village of Yarrow is an area of miles of cold bogs around Ruest Lake. The area is home to poisonous snakes, giant beetles, spiders and several tribes of lizardmen. The lizardmen tribes of the swamps are very territorial but for the most part, do not hunt outside their claimed territory leaving the human farms around Yarrow in peace. However, should a human wander into the swamps they become fair game for the lizardmen who are rumored to hunt and eat lost travellers. For this reason, very few inhabitants of Yarrow have ever ventured into the swamps.

A few hardy explorers or hunters have entered the swamp and they tell of a lizardman lair located under a hill nestled against the Muddywater River. The location is well known to all inhabitants of Yarrow. It is just 2 miles away to the west.

Players stopping over in Yarrow who are looking for some adventure and ask around will be told about the Lizardman lair. It is nearby, easy to spot and surely the lizardmen are hoarding lots of treasure in the lair. The villagers would be happy to see the potential nearby threat removed. Although not enough to pay a commission to deal with it.

Entering the Swamp

As has been mentioned the lair is a short distance from Yarrow, only 2 miles away. The first mile is easy to travel even though there is no path or trail. After that, the adventurers will be forced to enter the swamp. The Wasted Shallows is a particularly boggy swamp with a lot of standing water. There is only one narrow river that rolls through the lowlands, the Muddywater and it lives up to its name. The lizardman lair is a low hill sitting up in the shallows and visible from almost a mile away (soon after players enter the swamp). Getting to the lair should take a full day.

Insect Swarm

A few hours after the characters enter the shallows they encounter an insect swarm. The swarm is a cloud (30 feet by 10 feet) of wasps that the characters have disturbed. The swarm will attack and continue attacking until driven off.

Insect Swarm of Wasps (1): HD 4, HP 24, Fly 20’, #At 1, DMG 2 points, SA NM, ML 11, AL Neutral.

Any character within a swarm is automatically hot each round for 2 points of damage. If the character has exposed skin, or no armor the damage is doubled. If a character runs out of the swarm or wards it off (with a torch or similar item) they take half damage. If a character gets away from the central swarm or dives under water that character only takes damage for one more round.

Lizardman Ambush

The lizardmen have patrols out protecting their territory at all times. They will become aware of the characters shortly after they enter the swamp unless they take precautions to stealth their movements.

If the party appears large (3 or more) or powerful the lizardmen will only attack by throwing rocks from cover. If they appear weak the lizardmen will hunt the characters.

Lizardman Hunting Party (6): AC 5, HD 2+1, HP 15 each, MV 20’ Swim 40’, #AT 1 club or 1 thrown rock, DMG 2-7 or 1-2, SA F2, ML 12, AL Neutral.

The lizardmen are wearing simple grass skirts and carry clubs. One has a leather bag with fish in it. They do not have any treasure.

The Lair

The lair is just across the Muddywater river. A hill 60 to 70 feet high and 400 feet in diameter. The entrance is on the south side of the hill a wide, muddy slope leading thirty feet down into a cave entrance. White, wood smoke can be seen drifting out of two spots on the crown of the hill.

The Muddywater at this point is a slow-moving, murky brown stream sixty feet across. At its deepest point, the river is only 12 feet deep. Characters will need to build a raft to get safely across if they have no other means.

The descriptions of the lair assume that the characters have managed to come upon the lizardmen with surprise. If a hunting party encounters the players and is chased back to the hill this surprise will not be achieved.

If the lizardmen are not surprised, they will move at least 4 guards to area 12 to protect the eggs and the warriors of the tribe will ambush the characters from all sides at area 2 (use the lizardmen from area 1, 2, 7 and 8 (including the chief). If things go badly in this ambush most of the lizardmen will try to escape with their eggs through area 5.

Even if the characters achieve surprise in entering the lair, rounds of combat will alert nearby lizardmen who will move to join the fight.

The lizardman lair is a series of natural caves that have been worked and widened out by the lizardmen using simple stone tools. The walls and ceilings are damp and coated with glowing green moss in most areas. The moss prevents the caves from being in complete darkness. Still, if characters do not use lighting they will be at -1 to hit in the low light. The floor of the caves is a layer of fine sand, 2-4 inches deep. The sand is evidence that the caves are frequently flooded by the nearby river.

Pit Traps

There are two pit traps located in the caves at the indicated spots on the map (X). These are 10-foot square pits covered over with reeds and hidden by sand. If a character steps on the spot he will fall 10 feet into a pit. The bottom of the bit is filled with 2 feet of murky water. The character takes 1-4 points of damage from the fall and is immediately attacked by a hungry giant leech.

Giant Leech (1): AC 7, HD 6, HP 33, #AT blood suck, DMG 1-6, SA F3, ML 10, AL Neutral. On a successful hit, it attaches its mouth to a body part and begins to suck blood. It does 1d6 points of damage per round. It can only be removed from its victim when killed.

1. Entrance Cave
A slippery slope leads down to a shallow cave with a ten-foot-high ceiling. There is one exit from the east side of the cave leading further under the hill. Hidden in the shadows on the west side of the cave are two lizardmen tasked with guarding the entrance.

Lizardmen (2): AC 5, HD 2+1, HP 16 each, MV 20’, #AT 1 spear, DMG 1-6+1, SA F2, ML 12, AL Neutral. The lizardmen are armed with simple spears topped with stone blades. They wear leather hides.

2. Crossroads
Five passages intersect at this point. The roof of the area between the passages is particularly high (20 feet). At the point indicated on the map, there is a life-sized simple statue of a lizardman god. The statue has 2 rubies for eyes (400 gold each) and 6 yellow gems for teeth (100 gold each). As the characters enter the intersection, a lizardman warrior enters from the northeast passage and attacks.

Lizardman (1): AC 4, HD 2+1, HP 16, MV 20’, #AT 1 spear, DMG 1-6+1, SA F2, ML 12, AL Neutral. The lizardman holds a simple spear and wears a grass skirt. Around his neck is a necklace of large reptilian teeth. The necklace is actually an enchanted Necklace of Protection (-1 to Armor Class bonus).

3. Cooks
This cave is a sleeping area for lizardmen females that do the cooking for the tribe. The females are the same build and height as lizardmen males. They do have more color (reds, yellows) on their scales. They fight at the same ability as the males of the tribe. There are four sleeping pallets in this area, consisting of sandy pits filled with dry reeds.

Lizardmen Females (4): AC 5, HD 2+1, HP 16, MV 20’, #AT 1 club, DMG 1-6+1, SA F2, ML 12, AL Neutral. The females are not wearing any clothes. They will quickly arm themselves with wooden clubs.

4. Cookhouse
Two fires burn in central cooking areas in this cave. The cooking areas are stone pits full of hot embers and some drier wood burning brightly on top of the coals. Woodsmoke escapes through a 1 foot wide shaft in the ceiling of the cave. On the south wall is a rack where various food is hung to dry - giant catfish, 4 foot long leeches and a deer carcass. In the northwest corner of the cave is a narrow opening leading to steps descending steeply down. The steps descend 25 feet until they vanish into the muddy water from area 5. The steps are slick with water and characters must make a dexterity save to avoid falling and sliding down into the pool.

5. Underwater Exit
The back door to the lair is a stair leading down into a cave filled with water. Thirty feet from the entrance to the cave the ceiling meets the water level. But the submerged cave continues for another 30 feet before emerging into the Muddywater river.

6. Shaman’s Cave
A narrow tunnel leads to a small cave lit by flickering candlelight. The lizardman shaman can be found here feeding his pet giant rat and making potions in an iron pot sitting over a small fire. Smoke from the fire disappears through a vent in the ceiling. To the south, a dozen stout saplings form bars across the entrance to an alcover. The wooden bars are held tightly by three crossbars. There is a simple door of bars that can be moved to one side. Inside the alcove is a disheveled man clad in dirty rags. His hair is grey, long and matted with mud. Fish bones and gnawed fish heads are scattered on the floor of the alcove.

Lizardman Shaman (1): AC 5, HD 2, HP 12, MV 20’, #AT 1 staff, DMG 1-6, SA F2, ML 9, AL Chaotic. The shaman is dressed in cast off human clothes, pants, shirt and cloak. His feet are bare. He is able to cast the following spells: cause light wounds x2, light. The shaman will attack intruders with spells and we direct his pet giant rat to attack as well. If he is injured and outnumbered he will surrender. He has learned to speak simple common.

He will bargain for his life with the strongbox of coins hidden in the woodpile. He also knows of the location of a black dragon nearby in the swamp. The dragon has sent emissaries from other lizardmen tribes asking this tribe to come under his power but so far the chief has resisted.

Giant Rat (1): AC 7, HD 1, HP 6, MV 40’, #AT 1 bite, DMG 1-6, SA F1, ML 9, AL Neutral. The shaman’s pet rat is well-cared for and does not carry disease like many giant rats. But it is also larger and more dangerous than most giant rats.

Crazy Man (1): AC 9, HD 1, HP 2, MV 40’, #AT 1 fist, DMG 1-2, SA NM, ML 12, AL Neutral. This man has been a prisoner of the lizardmen for 3 years. He has gone mad during this imprisonment and will fight anyone who approaches him. The shaman tortures him regularly. He is responsible for teaching the shaman common.

There is a metal strongbox hidden under some firewood along the north wall of the cave. The strongbox is not locked and contains 400 silver coins, 200 gold coins and a potion of healing.

7. Tribal Meeting area
This is the largest cave in the lair. Located beneath the central crown of the hill the ceiling is 20 feet high. Wooden logs are arranged in the chamber facing another statue of the lizardman god. This one has 2 blue gems for eyes (300 gold each) and 6 metal teeth (they are shaved down silver coins). A 3 foot high raised area of the cave leads to a small cave to the south. This is the cave of the lizardman chief. If the characters gain surprise in entering the lair up to this point, the chieftain will be in his lair with his favourite wife and four bodyguards are resting at the base of the raised area.

Lizardman Elite (4): AC 5, HD 3, HP 18 each, MV 20’, #AT 1 spear, DMG 1-6+1, SA F3, ML 11, AL Neutral.

Lizardman Chief (1): AC 4, HD 4, HP 26, MV 20’, #AT 1 sword+1, DMG 1-8+2, SA F4, ML 11, AL Neutral. The chief wields a finely crafted sword+1 (taken off an unlucky adventurer). He wears two gold armbands worth 400 gold each and a silver necklace worth 600 gold.

Lizardman Female (1): AC 5, HD 2+1, HP 11, MV 20’, #AT 1 dagger+1, DMG 1-4+1, SA F2, ML 11, AL Neutral. She is a particularly quick lizardman and gains a +1 to hit. She wears a fine leather shawl and a gold necklace worth 400 gold.

8. Warriors chamber
The cave is a sleeping area for eight of the warriors of the lizardman tribe. The sleeping area has pallets of grass and reeds. Fish bones are scattered about the area. If surprised there are eight lizardmen sleeping here.

Lizardmen (8): AC 5, HD 2+1, HP 14 each, MV 20’, #AT 1 spear, DMG 1-6+1, SA F2, ML 11, AL Neutral. Most of the warriors have crocodile teeth necklaces around their necks (worth 4 silver in a nearby market).

9. Training Area
The cave has a sandy floor deeper than in other areas of the lair (6 inches). Against the walls are a dozen wooden spears and clubs. A few broken spear shafts lie in the sand. It is apparent this area is used for training.

10. Sleeping Area
Another sleeping area for lizardmen. This area is for the trackers and hunters. Eight more lizardmen can be found here. They are awake, sitting about conversing (hissing). There are eight sleeping pallets on the floor of the cave.

Lizardmen (8): AC 5, HD 2+1, HP 9 each, MV 20’, #AT 1 spear, DMG 1-6+1, SA F2, ML 11, AL Neutral. They are armed with spears.

11. Female Sleeping area
A smaller cave which is a sleeping area for most of the females of the tribe. Eight lizardman females can be found sleeping here if the alarm has not been raised.

Lizardmen Females (8): AC 5, HD 2+1, HP 9 each, MV 20’, #AT 1 club, DMG 1-6+1, SA F2, ML 11, AL Neutral. They can arm themselves with clubs.

12. Egg Chamber
The true treasure chamber of the lizardmen is this hatchery. A stone boulder blocks each entrance to this chamber. Each boulder is eight feet in diameter. It takes a combined strength of 40 to move them. Looking at the sandy floor near the boulders it is easy to tell that they are frequently moved aside.

Inside the cave has a sandy floor and there are four nests of reeds and grasses. Resting on the reeds are twenty-four large eggs (6 inches long, 4 inches in diameter). The eggs will hatch into lizardmen in 2-6 days. Mortality rate of lizardmen young is high, there is only a 2 in 6 chance each hatchling will survive the first few weeks after hatching.