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SW003
The green dragon Illzathatch has been dispatched by local heroes The
Shields of Atreu, thus ending his reign of terror across the
countryside. Only one problem remains, the adventuring party left to
raid the lair of the dragon, they have not been seen since.
Labyrinth Lord is copyright 2007-2011, The green dragon Illzathatch has been
Daniel Proctor. Labyrinth Lord and dispatched by local heroes The Shields of
Advanced Labyrinth Lord are trademarks Atreu, thus ending his reign of terror across
of Daniel Proctor. These trademarks are the countryside. Only one problem remains,
used under the Labyrinth Lord the adventuring party left to raid the lair of
Trademark License 1.2, available the dragon, they have not been seen since.
at www.goblinoidgames.com.
Wandering Monsters 1D6
The Lizardmen Of Illzathatch is a low level
adventure module compatible with the 1D6 Monster
1 Insect Swarm
Labyrinth Lord . 3 Toadstools publishing
2 Bandits (1d4)
is not affiliated with Daniel Proctor, 3 Lizard Men (1d4)
Goblinoid Games Copyright 2006 2009. 4 Normal Rats (1d6)
(Font, layout, style of artwork). Are 5 Normal Bats (1d4)
reserved as Product Identity. 6 Pit Vipers (1d4)
2 Dead Adventurers
The door to this room is locked. The room This room is 25 x 15. The door is barred
is 20 x 30. It appears to have been a shut. (A successful strength check will open
kitchen at one point. There are 4 dead it). Inside the room is a smithy, and various
goblins piled up in one corner of the room. weapons. A large hearth is being used by a
On the south side of the room is a small Lizard man to create weapons. The other
hearth, sitting in front of it is a Dwarf, lizardmen in the room are playing a dice
chugging an ale. Lying on the floor is a game at a nearby table.
Warhammer, and a shield with the symbol
of the Shields Of Atreu adventuring group. 4 Lizardmen AC 5, HD 2+1, Move 60 Att 1
There are a few barrels in the room and a weapon, Damage Handaxe 1d6+1, Save As
chest. Fighter 2, Morale 12. XP 25 Each
In a chest in the room is the following; 500 Below the hearth there is a secret
SPs, 1 Gem worth 50 GPs, 1 Scroll of compartment that contains 500 GP`s. A
magic missile. successful search for secret doors (2 in 6
chance) will reveal the compartment. The
In the barrels are 4 standard rations compartment is locked and trapped with a
(feeds 4 people for 1 week), and a old rusty special poison that causes 1d4 damage and
looking amulet (worthless), 20 feet of rope. will also damage the PC`s intelligence by -2.
The lizardmen have 60 SP`s, 110 GP`s in 1 Giant Rattler AC 5, HD 4, Move 120,
total. One of them carries a cursed hand Attack: 2 bites, Damage 1d4 + poison*,
axe 2. The axe is silver and has a sparkly Save As Fighter 2, Morale 8. XP 125 (*Save
jewel in the centre of the pommel (30 GP`s vs poison or die in 1d6 rounds)
if removed). If any of the PC`s pick it up, it
will magically seal itself to the PC`s hand
(Saving throw vs spell). A remove curse
spell ought to get rid of it. One of the
lizardmen has the key to room 12.
This cavernous room is 40 x 30, and about The altar has 2 healing potions, 1 potion of
30 high. There are 4 bandits and 6 Mirror Image. All the rest of the potions are
lizardmen fighting it out in the room. (On a a trick to get the PC`s to check them out.
roll of 1, the bandits or lizardmen notice the They can try them if the like, but nothing will
PCs, 1d6). The room appears to be happen.
leftovers of what used to be a torture
chamber. There are strange instruments of 12 - Statue Of Illzathatch
torture littered around the room, most in
This room is 30`x 20`. The door to this
disrepair. A few skeletons are chained to
room is locked. (One of the lizardmen from
the walls. There are large carved snake
room 7 has a key). In the centre of the
heads in the walls, 4 in total, about 6 high.
room is a large crudely made statue of
Each has 2 GPs for eyes.
Illzathatch. The eyes of the dragon are
4 Bandits AC 6,HD 1, Move 120 Attack 1, made from gems (50 GP each), and the
Damage: Shortbows 1d6, Shortswords 1d6, teeth appear to sparkle in the torchlight (20
Save As Thief 1, Morale 8. XP 10 each. silver teeth 10 GP each). There are 4
The bandits carry 8 SPs each, and 3 GPs. lizardmen in the room working on a second
1 bandit carries a gem worth 50 GPs. statue.
14 The Required Empty Room 15 GPs in his pouch). If a search for secret
doors is made, the PCs will find a small
This room is 20 x 25. The door to this lever in the wall that stops the trap. If any
room is locked. Inside the room are 5 PCs continues forward 2 giant blades will
statues of lizardmen, one on each corner of come out of the walls causing 3D6 damage
the room. In the centre of the room is a to anyone. Allow a saving throw VS Death
pentagram drawn on the floor. ray for half damage.
Traps T3 Pit Trap
T1 Poison gas There is a large pit trap here, which is 15
When the PCs enter this area, have them deep. A Save VS Spell will show the PCs
all check their wisdom. If anyone succeeds that there is a illusion of a floor over the pit.
they smell a strong odour. There is a Anyone failing the spell check will fall into
pressure plate on the ground that will the pit trap 1D6 damage.
release poison gas. The poison does T4 The Broken Trap
1d4+1 damage and effects the constitution
of everyone. -1 CON. Lying in the centre of the floor is a very
large looking bear trap surrounded by blood.
T2 Blades Of Terror It has already been sprung! The only thing
As the PCs approach this area they see a that remains is a leg still attached to the
beheaded adventurer lying in a pool of his trap.
own blood. (The adventurer is wearing
leather armor +1 and has a silver dagger,
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The local mine has been overrun by foul creatures, stopping all mining
operations! The Lord has dispatched a call for brave heroes to clear out the
mine, but what lurks below the surface?
*Module includes two hand drawn grey scale maps, optional rules for
Underworld travel & resurrection, also 4 pre-generated PC's
The name Ugard is notorious with pain and fear! Thru-out the surrounding
lands Ugard and his minions threaten, bully and extort money and
lives. The vile Minotaur is holed up in some caves on the outskirts of
town. This OSR compatible one page dungeon can easily be placed into
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*Mega Dungeon
*13 + Hand Drawn Maps
*Non-traditional delve, all maps are spread out over
a large area
*Includes new monsters, pre generated characters
*6 Factions
*Compatible with OSR rule sets.
Keep an eye on our blog for more information, and
look for the hashtag #theenormityproject
www.3toadstools.blogspot.ca
Shanes brain is currently smoking with ideas for a huge module, tentatively called The
Enormity Project; hopefully he will get that thing finished up by the end of the year.
If you haven`t guessed that I`m a goofball yet, please see above picture.
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this License to include the exact text of the 10 Copy of this License: You MUST include
COPYRIGHT NOTICE of any Open Game a copy of this License with every copy of the
Content You are copying, modifying or Open Game Content You Distribute.
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copyright date, and the copyright holder's 11. Use of Contributor Credits: You may not
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unless You have written permission from
7. Use of Product Identity: You agree not to the Contributor to do so.
Use any Product Identity, including as an
indication as to compatibility, except as 12 Inability to Comply: If it is impossible for
expressly licensed in another, independent You to comply with any of the terms of this
Agreement with the owner of each element License with respect to some or all of the
of that Product Identity. You agree not to Open Game Content due to statute, judicial
indicate compatibility or co-adaptability with order, or governmental regulation then You
any Trademark or Registered Trademark in may not Use any Open Game Material so
conjunction with a work containing Open affected.
Game Content except as expressly licensed
in another, independent Agreement with the 13 Termination: This License will terminate
owner of such Trademark or Registered automatically if You fail to comply with all
Trademark. The use of any Product Identity terms herein and fail to cure such breach
in Open Game Content does not constitute within 30 days of becoming aware of the
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Identity. The owner of any Product Identity termination of this License.
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rights, title and interest in and to that 14 Reformation: If any provision of this
Product Identity. License is held to be unenforceable, such
provision shall be reformed only to the
8. Identification: If you distribute Open extent necessary to make it enforceable.
Game Content You must clearly indicate
which portions of the work that you are 15 COPYRIGHT NOTICEOpen Game
distributing are Open Game Content. The License v 1.0 Copyright 2000, Wizards of
following material is released as Open the Coast, Inc.
Game Content as per the terms of the Open
Game License: All character and monster System Reference Document Copyright
stats, all magic item abilities, all spells, trap 2000, Wizards of the Coast, Inc.; Authors
mechanics and other items that describe Jonathon Tweet, Monte Cook, Skip
game mechanics. All other content remains Williams, based on original material by E.
Product Identity. Gary Gygax and Dave Arneson. System
Reference Document Copyright 2000-2003,
9. Updating the License: Wizards or its Wizards of the Coast, Inc.; Authors
designated Agents may publish updated Jonathan Tweet, Monte Cook, Skip
versions of this License. You may use any Williams, Rich Baker, Andy Collins, David
authorized version of this License to copy, Noonan, Rich Redman, Bruce R. Cordell,
modify and distribute any Open Game John D. Rateliff, Thomas Reid, James
Content originally distributed under any Wyatt, based on original material by E. Gary
version of this License. Gygax and Dave Arneson.
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Modern System Reference Document Fly, Giant from the Tome of Horrors,
Copyright 2002-2004, Wizards of the Coast, copyright 2002, Necromancer Games, Inc.;
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Author Scott Greene, based on original
Redman, Charles Ryan, Eric Cagle, David material by Gary Gygax.
Noonan, Stan!, Christopher Perkins,
Rodney Thompson, and JD Wiker, based Golem, Wood from the Tome of Horrors,
on material by Jonathan Tweet, Monte copyright 2002, Necromancer Games, Inc.;
Cook, Skip Williams, Richard Baker, Peter Authors Scott Greene and Patrick
Adkison, Bruce R. Cordell, John Tynes, Lawinger.
Andy Collins, and JD Wiker.
Kamadan from the Tome of Horrors,
Castles & Crusades: Players Handbook, copyright 2002, Necromancer Games, Inc.;
Copyright 2004, Troll Lord Games; Authors Author Scott Greene, based on original
Davis Chenault and Mac Golden. material by Nick Louth.
Cave Cricket from the Tome of Horrors, Rot Grub from the Tome of Horrors ,
copyright 2002, Necromancer Games, Inc.; Copyright 2002, Necromancer Games, Inc.;
Authors Scott Greene and Clark Peterson, Authors Scott Greene and Clark Peterson,
based on original material by Gary Gygax. based on original material by Gary Gygax
Crab, Monstrous from the Tome of Horrors, Labyrinth LordTM Copyright 2007-2009,
copyright 2002, Necromancer Games, Inc.; Daniel Proctor. Author Daniel Proctor.
Author Scott Greene, based on original
material by Gary Gygax. 3 Toadstools Publishing Copyright 2014,
Shane Ward. All Room Descriptions &
Story.
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