Maze, Level 6

There is a fair amount of ruby dust and emerald dust to be found on level 6, if the characters take time to gather it.


The resident monsters should include a medusa or two, and at least one pack of supergargoyles.

Semi-vampires are fine too, and recommended. Semi-vampires are standard monsters, and if you look hard enough in your monster manual you will probably find them. When a full vampire is destroyed, its slave vampires become free-willed. They generally head for mazes such as level 6 and hang around in small groups.

Semi-vampires:
Intelligence: Human (3-18)
Alignment: Chaotic evil
Number appearing: 1-4
Armour class: 1
Movement: 12, Fl 18 (C)
Hit dice: by character class, +3
No. of attacks: by character class
Damage/attack: by character class
Special attacks: as vampire
Special defences: as vampire
Magic resistance: as vampire
Size: M (human-sized)

Although semi-vampires have all the powers of vampires, they are not yet fully confident in using them, and will generally use instead the powers of the character class they had before becoming vampires. They can drain levels, and it is by doing so that they eventually become full vampires.

The resident monsters should not include minotaurs. Rumours of minotaurs are fine, and planting a few such rumours could mislead the player characters. But minotaurs do not fit in with the ecology of the maze.


Whenever you feel the time is right, roll 2d6.

2d6Monster
2 Gargoyles (+ Supergargoyle)
3 Gargoyles
4 Wights
5 Hobgoblins
6 Orcs
7 Ghouls
8 Ogres
9 Trolls
10 Hill Giant
11 Stone Giant
12 Medusa

Wandering monsters are there to annoy, not to kill the entire party (that's what the resident monsters are for). Choose the numbers accordingly.

Remember also to include as many oozes, slimes, gelatinous cubes and other gooey things as you like, as well as enough carrion crawlers and other clean-up monsters to make sure that anything left lying around is not left lying around for too long. Keep your dungeon tidy!


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