I mainly wanted to make this adventure useful in a campaign, the kind that gets up to fifth level or so. Or, you can play it in a convention session, devoting 2-3 hours to each "half" and switching to higher level pre-generated characters midway through.
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Finally, here are some rough, old-school generic stats for the monsters I have jankily doodled herein.
"NOW"
Grimalkins: HD 1-1, AC 11 [8] +2 against 1 attack/round, MV 12, AT spear d6+1
Grimalkin Shaman: HD 2-1, AC 11 [8] +2 against 1 attack/round, MV 12, AT holy stick d6, spells: cure/cause light wounds, command, spiritual hammer
Beak Dog: HD 2, AC 12 [7]. MV 15, AT beak d6
Satyr: HD 4, AC 12 [7], MV 12, AT weapon
Psqualladir: HD 8+8, AC 18 [1], MV 15, AT bite d8+poison, DF +1 weapon to hit, immune to fire and lightning, half damage from cold and acid, 50% magic resistance, powers as described
"LATER"
Ogre: HD 4+1, AC 14 [5], MV 12, AT weapon +3
Half-Demon Ogre Fire Wizard: HD 6+3, AC 16 [3], MV 12, AT weapon +3, spells: burning hands (x2), magic missile, affect normal fires, flaming sphere (x3), fireball, protection from fire, DF half damage from fire and non-magic weapons, magic resistance 20%
Leucrotta: HD 6+1, AC 15 [4], MV 18, AT bite 3d6, back kick d6, voice imitation
Cray-leeches: HD 1+2, AC 14 [5], MV 12, AT 2 pincers (d4, fall on a 4) and mouth (d4, stays attached doing d4 blood drain/round, open wound still bleeds for 1 hp/round)
Wraith: HD 5+3, AC 15 [4], MV 24, AT hug d6 and 1 level energy drain (permanent or not), DF undead immunities, immune to cold, +1 weapon to hit
Evil Satyr Priest: HD 6, AC 12 [7], MV 12, AT spear d6+ d6 fire + 1, spells: cause light wounds (x2) (fingers become centipede pincers), sanctuary, cause fear, hold person, know alignment, feign death, cause blindness.
Flaming Skeleton: HD 3, AC 13 [6], MV 12, AT 2x flaming punches d6 +1, wrestle for d6 fire damage/round, DF mindless, immune to fire and piercing weapons, half damage from slashing weapons and lightning