------------------------------------------------------------------------------
Hello Fellow DMs and Players alike, I hope you like and enjoy this small
little adventure I have put together.  If you have any comments feel free
to e-mail me. Sorry there isn't any maps, my scanner is broken.
-----------------------------------------------------------------------------


                          ---- DISASTER WITHIN ----

"Disaster Within", is an AD&D adventure intended for six to eight dwarven
player characters of levels 6-9 (about 55-60 total levels).  The party should
include at least one cleric, a few strong fighter types and be of neutral or
good alignment. The party should be one that works well together.

     The entire adventure is set in a vast northern mountain range, home to
a remote kingdom of dwarves; known as the "Halls of Thorlin". The adventure
can take place in any campaign world the DM desires. 

     Stats for NPC, Monsters and Weapons are at the end of the adventure.

     A Few kings later and four Hundred years after Thorlin's death, the great
dwarven empire still thrives with life. The dwarves mine the endless ores of
their kingdom. Their forges turn out the highest quality weapons and armor in
the known realms. They have grown very wealth and are well known traders of
arms and armor, and have built a vast network of trade within many towns and
cities of the realms.

     Since the dwarves beleive their enemies driven far from their ranges,
and the dwarves consumed by their work, the security of the "Halls of Thorlin",
has been very relaxed, a prelude to a disaster within.

    A young Drawf name Graylin "Twin-Axes", upset with the pacifist ways of
his brothers, has taken it among himself to change their ways.  Stealing the
legendary axe of Thorlin and embarking into the outer regions of the old
mines, allied with a band of regenade dwarf miners and a large duergar band.
The young drawf plans upon waking the spirt of the Red Wyrm and using the
powers of the drake and his band of renegade dwarves and duergar to seize the
throne of the "Halls of Thorlin".

     For many months Graylin planned the theft of the axe.  First he gained
the aid of a group of dwarf miners, led by Talin "Pick-Axe". Next he sought
out the enemies of the dwarves; thier evil cousins the duergar. Promising them
power and wealth, a large band of duergar, led by the duergar king's son;
Draudous "Death-Blows"s, gladly joined with Graylin and his consorts.

    At the end of his many months of planning Graylin and 2 invisble duergar
warriors entered the "Hall of Heros" during a very busy day in the mines, when
many a dwarf was hard at work.  The unprepared hall guards were no match for
the invisible duergar warriors.  The guards were quickly dispatched and the
axe taken from the great "Hall of Heroes" for the first time in over 400 years

    With the aid of the renegade dwarves, who hide their trail, Graylin and
the 2 duergar warriors quickly disappeared into vast old mines of the the
dwarf kingdom.    

    The adventure starts off 2 hours after the discovery of the murdered
guards and the missing axe.
   
    As the PC's walk the vast halls after a current adventure or a hard days
work in the mines or forges, they hear serval horns blasting forth the notes
to the call of arms.  Read the following to the Players:

-----------------------------------------------------------------------------
| You hear many horns blaring forth the notes to the call to arms, and notice|
| many drawves exiting thier homes and workplaces in a wide variety of armor |
| and arms, headed for the "Hall of Heroes".                                 |
-----------------------------------------------------------------------------
  
    If the heros follow the stream of dwarves, read the following:

------------------------------------------------------------------------------
| As you reach the "Hall of Heros", you notice hunderds of dwarves yelling in|
| outrage to the murder of two of their brothers and the theft of Thorlin's  |
| axe.  You edge your way into the hall and see the corpses of two slain     |
| brothers and the bare wall were the axe of your first king had hung for    |
| over four hundred years.                                                   |
------------------------------------------------------------------------------

    At that instance, the present king of the mountian, "Thordrain Battle-axe"
, a mighty dwarf in his polished platemail enters the hall and speaks in a
loud booming voice.

------------------------------------------------------------------------------
| "Silence!  We must recover the axe of Thorlin Broadblade and avenge our    | |
| brothers needless deaths!  I am in need of a group of battle hardened      |
| warriors to bring forth the individual or individuals responsible for this |
| travesty! What dwarf here will restore Thorlin's honor, You? (pointing to  |
| the party).
------------------------------------------------------------------------------

    If the PCs take up the cause of te dwarves, Thordrain Battle-axe will
dismiss all the dwarves from the hall except the courages party. Thordrain
Battle-axe can only offer the party his +3 Battle-hammer"Head-crusher"(see
stats sheet) and thier honor as dwarves to recover the axe of the first king.
Thordrain will advise the party to search the hall for any clues and make
haste("In the name of Thorlin"). 
   
    The king has also instructed his personal guard to deliver the party's
weapons, armor, gear and any other items the party request to them in the
Hall of Heros. The guards will return quickly with the players equipment and
requested items.

    Once the players have gathered their gear, the guards leave them to
begin thier search.  Once the party is alone read the following:

------------------------------------------------------------------------------
| You stand beside two of your fallen brothers in the grand "Hall of Heros", |
| its 400 year old elaborate adamantite carved walls covered with the weapons|
| and armor of your kingdoms greatest heros. As your eyes shift from your    |
| fallen brothers to the vacant space of the axes' home along the wall, you  |
| can only wonder why this had to happen.                                    |
------------------------------------------------------------------------------
   
    When the PC's start their search they quickly realize the 2 fallen dwarves
were slain by short edged weapons, possibly short swords. Each guard was armed
with a hand-axe and shieldld. One of the guards took a massive hit to the head,
which cracked his helm serevely.  Upon futher searching the party will find a
tip to a short sword 4 inches long, not far from the cracked helm.  If the
party studies the broken sword tip and have had exeperience fighting duergar
or have a knowledge of edged weapons let the party members roll an
intellegence check, to see if they know the orgin of the broken sword.   If
any party memeber is sucessful, they will realize the sword tip, is of duergar
make!
   
    If any character searchs the northern doors to the hall, they will find
serval drops of blood (one of the guards managed a hit on one of his duergar
assailants before he died).  The blood trail now trampled over from serval
hunderd dwarf feet entering and exiting the hall earlier is hard to follow.
Once again let each memeber of the party roll a intellegence check to stay on
the blood trail. If successful the party follows the trial towards the old
mine tunnels.
   
    There is only a twenty-five percent chance the party will run into any
wandering monsters in the old tunnels(see the chart). You should check every
so often to see if any appear.

    When the party prepares to enter the old tunnels read the following:

------------------------------------------------------------------------------
| The entrance to the old mining tunnels is an impressive sight, seen by few |
| modern day dwarves.  Is is shaped like a huge two headed battle-axe. Its   |
| massive handle serving as the entrance into the mines.  Inside the entacne |
| next to the unused rails of the mines are serval rusty mine carts.         |
------------------------------------------------------------------------------
    
    The characters can use one of the old mine carts upon the rails if they so
desire.  Entering the tunnels of the mines, the players notice serval dwarf
size tracks in the dust leading into the mines.
    If the players use the mine cart, they will quickly desencd into the mine
racing down serval hunderd feet very quickly before the rails end abruptly. If
the characters are using the mine cart read the following:

------------------------------------------------------------------------------
| As the shored up walls of the mine pass you by, you notice up ahead the    |
| tracks have been damaged, you quickly apply the brake handle.  The wheels  |
| of the mine cart now locked start grinding and sparking every inch of the  |
| way as the damaged section of rails looms ever closer.                     |
-----------------------------------------------------------------------------

     The PC's will have to apply at least a combined str of 20 to stop the
cart before it wipes out.  If more than a combined str of 20 is used to stop
the cart there is a 3 in 10 chance the brake handle will break off in the
character's hands, sending the cart crashing into the damaged rails and
throwing the PC's everywhere.  The PC's will suffer 1d6 points of damage from
being thrown from the cart.

     This would be a good time to check for wandering monster due to all of
the noise of the party had made braking and or crashing.
    
     After this little mishap the mine cart will be useless, the wheels ground
down from braking or broke in serval pieces from crashing.
    
     When the party has recovered from their mishap they will hear what seems
to be fighting further down the mine tunel.  Read the following:

------------------------------------------------------------------------------
| As you are dusting yourselves off and recovering from your little          |
| accident, you hear futher down the mine tunnel what seems to be the ringing|
| of metal upon metal. Heading down the tunnel, to what seems to be a battle,|
| it grows silent.                                                           |
------------------------------------------------------------------------------
    
    In actuality it is the renegade group of miners inflicting non-mortal
wounds upon themselves in attempt to make the party beleive they were attack
by the fleeing duergar.
    When the party reaches the area of the miners read the following:

------------------------------------------------------------------------------
| You appoarch the part of the tunnel were the fighting was at the ready,    |
| excepting a fight to find 6 wounded miners.  As you appoarch the group, one|
| of the wounded miners speaks," 5 duergar attacks us and headed off in that |
| direction(the miner points to the left tunnel).  They were to powerful for |
| us."                                                                       |
------------------------------------------------------------------------------

     If any party memeber questions the miners to why they are here, the lead
miner tells them that the king sent them down the old mine tunnel this
morning to check for any monster activity.
     Any PC's who closely observes the wounds of the miners will realize that
the miners wounds are not life threating.
     Should the PC's ask the miners to accompany them, the miners will refuse
saying they must get back to the halls and see to their wounds.
     When the players continue on down the corridor that the miners have
pointed to the head miner will pass 4 healing potions to the dwarves under
his command and then the mine party will follow the party to the down the
tunnel to the ambush site.
    
     The party will continue to travel for another serval 100 feet before
they entire a large mined out cavern. When they reach the cavern read the
following.

------------------------------------------------------------------------------
|    You enter a large mined out cavern filled with rubble and useless dis-  |
| carded ore. It should only take a few minutes to get to the other side of  |
| the cavern.                                                                |
------------------------------------------------------------------------------

     When the party reaches the middle of the cavern, a rain of duergar bolts
from 10 duergar hit the party.  The next round the duergar charge into the
party. Two rounds latter, the renegade miners attack the PC's from behind.
The duergar will do their best to eleimate the party, while the miners
will attempt to keep the party from retreating.
     Should the party be succesful in killing the duergar and capturing at
least one of the miners( try and keep at least one miner alive, ie surrender
etc..), the captured miner will break down after questioning and tell the
party all of Graylin's plans to overthrow the king with the aid of the
dragon's spirt and the duergar army.
     The captured miner will give the party 4 healing potions, a ring of
invisible, and a handaxe +1. The captured miner will also lead the party
to the chamber of the dragon and Graylin. 
     Should the party kill all the duergar and the miners, they will gain the
above items only if they search the dead miners and now must continue down the
tunnel on their own. The duergar have nothing of value.

      Futher down the tunnel it branches off in many directions.  The choice
of tunnels is obvious, the PC's notice the following:

------------------------------------------------------------------------------
| Ahead of you the tunnel branches off in many directions.  The path you seek|
| is simple,one of the branches is sealed off with a rusty gate and above it |
| written in the rock in the anceint dwarven tongue,"To pass this way is to  |
| dishonor the first king.  No dwarf shall ever pass this way agian".        |
------------------------------------------------------------------------------

     The gate has been pried open,so the party should have no problem
continuing onward.
     As the PCs travel ever deeper into the old mining tunnels, ahead of them
looms a large pit covered with an illusion of the mine floor.  Graylin and the 
duergar put it here to stop any prusers.Within the 20 x 20, 15 foot deep pit
are 3 large Rust Monsters.
     If the PCs do not notice or have no way of detecting the trap, read the
following:

------------------------------------------------------------------------------    
| As you quickly head ever deeper into the ancient mines, you find yourself  |
| falling and landing into a dark hole(anyone falling will take 1d6 of       |
| damage).                                                                   |
------------------------------------------------------------------------------    

     When the characters have recovered from their fall, let the PCs know the
following:

------------------------------------------------------------------------------
| As you recover from your fall and quickly scrable to your feet, you hear   |
| something stiring on the far side of the dark pit, to your bewilderment you|
| see three Rust Monsters closing quickly upon you.                          |
______________________________________________________________________________

    If the PCs have some iron spikes or an unused suit of armor, sheild, sword,
etc., and feed it to the Rust Monsters, the creatures will gladly consume the
metal and leave the characters alone long enough for the PCs to get out of the
pit.  Then only weapon immue to the Rust Monsters is "Head Crusher".

     Once the party has gotten out of the pit, they may continue down the old
mine shaft.  The characters will travel another 100 feet and run into a
duergar patrol, who heard the party fall in the trap.

     After defeating the duergar patrol, further down the mine corridor the
party will hear, what seems to be serval dwares chanting in a unknown dialect.
This is graylin, and the duergar preist attempting to wake the spirt of
the Red Drake.

     When the party reaches the area of the chanting read the following:
------------------------------------------------------------------------------
| Before you at the end of the mine tunel stands the open adaminte doors to  |
| the lair of the Red Dragon, and your first king's last battle field.       |
| A golden light spills into the tunnel.  In that golden light you noticed a |
| dwarf and duergar chanting to a enourmos pile of coins, gems, and shattered|
| dragon bones. You quickly regain your composure as you see a large group of|
| duergar rushing out of the golden light to end your life.                  |
------------------------------------------------------------------------------

     At this point the PCs have 20 rounds to dispose of the duergar and stop
Graylin and the preist from bringing the spirt of the Red Dragon back to its
anceint lair. If Graylin or preist is attacked their conceration will be
broken and they will go into a rage and attempt to destroy the party.
 
     If the party can not reach Graylin and the priest before 20 rounds, the
spirit of the dragon appears.  Treat the dragon as a shadow dragon with the
following stats:.  The dragon will consume the axe of its anceint emeny and
then aid Graylin and the duergar in destroying the party and the dwarf king-
dom.

      If the dragon appears the party should be hard pressed to defeat the
drake.  The party has basicly two options, Defeat the dragon or flee back to
the dwarf kingdom with the news of the drake's awaking. In the event the PCs
are succesful in destroy the Dragon, Graylin and the Duergar they may plunder
the horde of the dragon.(honorabley killed first kings enemies)

     If the party stops Graylin and thw priest from summoning the spirit of
the dragon and defeats the duergar, they may recover the axe of their first
king.  They should not plunder the horde of the dragon if they stop the s
summoning. ( This is sacared ground, to plunder the  first kings last
battle field would be very dishonorable.)
   
      Should the party plunder the horde anyway, there is a 35% for each item
taken( this includes coins, gems etc..), that the spirit of the dragon will
appear to destroy those who would dare steal from its horde.

Ending should basicaly be one of the following.
-Dragon appears and is not defeat:
-Dragon appears and is defeated:
_Dragon doesn't appear and Grayling and duergar stopped:

If the dragon appears and is not defeated, the dragon,Graylin and the duergar
will attack the dwarven kingdom and the dwarves of Thorlin's Hall will be
hard pressed to drive the attackers off.

If the dragon appears and is defeated, the party will be welcomed as hereos
in Thorlin's Hall and will have the honor of placing one of the party's
weapons in the Hall of Honor. The loss of the axe is dissapointing but the
party has destroyed the creature which destroyed their greatest king. A equal
swap in the eyes of the kingdom

If Graylin and duergar are stopped before the dragon appears, the pcs will
be welcomed back as hereos of the kingdom and be given the honor of placing
the axe back upon the wall of the Hall of Heros.  They will also receive
a shield +2, hand-axe +1, and a hammer +1 from the grateful dwarves.



==================================STATS INFO===============================
Renegade Dwarves

This young band of Dwarves tried of their current status in the dwarven 
kingdom are led by the hardend dwarf Talin "Pick-axe", a deadly warrior whose
face and beard look like chiseled rock. His deep colored black hair is drawn
back tightly and fastened at the back of his head with a bone from his first
orc kill.  Talin is a physical powerful dwarf and extremely clever dwarf who
is very charismatic as well. The group of miners he leads follow him without
question. He knows the value of a well sharpened pick-axe or battle-axe, and
knows every mine tunnel like the back of his hand.

Talin "Pick-Axe" He can longer stand the dwarves relaxed ways, consumed in
their mining and forging.  He believes the dwarves should be expanding their
range and the enemies of the dwarves should be slain by the onslaught of many
mighty dwarf warriors.

Because of his believes he has presuaded the young miners of his mining party
to his credence and that of Graylins.

He will serve and aid Graylin as long as it suits him.  Should Graylin succed
with his revolt and become king, he will, when the time is right, destroy
Graylin and take his place as king of Thorlin's Hall and lead the  duergar and
dwarves to glory.

Talin "Pick-axe" (MT Dwarf): Str: 18/00, Int:16, Wis:15, Dex:15, Con:17,
Cha: 16, Com:13. AL: NE; AC:__, MV:9, HD: 8th lvl fighter, HP:68; THACO:__,
#AT: 3/2 (dbl spec +3 +3), Dmg: by weapon type, SZ: S, ML:17, XP:______.
armed with a pick-axe +3, chain mail+1, shield, 4 healing potions, 3 100gps
gems.

Thurdor "Battle Hammer" is Talin's right hand dwarf and knows the mines as
good as Talin.  He is a young grim dwarf, who was kicked out of the dwarf
militia because of his insubordination to his superiors. He keeps his
dirty brown hair bound with a dirty leather strap. He wields a large
two handed war hammer in battle. He also does not take insults well, which 
usually lead to fighting with others. He will only take orders from Talin
and will die in battle before surrending.

Thurdor "Battle Hammer" (MT Dwarf): Str: 18/68, Int 13, Wis 12, Dex 15, Con 18,
Cha 10, Com 10, AL: CN; AC__, MV:9, HD: 6th lvl fighter, Hp 55, THACO__, #AT:
3/2 (dbl spec +3 +3), Dmg: by weapon type, SZ: S, ML:17, XP______, armed
with a Battlehammer +1, Studded leather armor, scarab of enraging enemies.

Banorin "Rapid Fire" is a one dwarf fire team.  He is a young and ambitious
dwarf.  He considers himself the best dwarf crossbowman in the kingdom.  He
is also well oraganized.  All of his gear and equipment is in perfect shape
and operating order.  He spends most of his free time cleaning and re-cleaning
his gear.  He is always eager to use his crossbow.

Banorin "Rapid Fire" (Hill dwarf): Str 17, Int 13, WIs 13 Dex 17 Con 14, Cha
14, Com 14, AL: NE; AC__, MV:9, HD 6th lvl fighter, HP 45, THACO__, #at:
3/2  (dbl spec +3 +3), dmg: by weapon type, SZ:s, ML:16, XP____, armed with
a short sword, chain mail and sheild and his prized posseion, a drow made
repeating crossbow with 4 clylinder like magazines.

The crossbow can fire a maximum of one magazine a round to a max distance
of 110'.  Each magazine contains six bolts, each bolt does 1d4 hp damage.
It takes 3 rounds to reload a magazine. One mag contains the following bolts:
-Light
-Darkness x2
-Silence
-posion: 3d6 hp damage, 1/2 if save vs posion made
-screaming

Main mining party (10): AC:5, MV:9, HD:3rd lvl fighters, Hp:22 each, THACO:__,
#AT:1 Dmg: by weapon type:, ML:13, XP____.
They are armed with (5) short swords, (5) pick-axes All wear studded leather,
carry sheilds, 2 daggers and mining gear, 13 sp, 7 gp.

Graylin "Twin axes", a young mt dwarf coming from a line of great dwarf
warriors is very upset with the pacifist ways of his brothers of late. 
He has taken it among himself to change that by starting a war between the
dwarves and the duergar, personal leading the duergar.  Befriending the
duergar and stealing the axe of the first dwarf king, he plans on overthrowing
the presaent king and establishing himself as king with the aid of the duergar
and the dragon's spirit. He believes he will succeed.

Graylin is a very robust and inteligent dwarf.  A long term memeber in the
dwarf militia, his lust for battle and glory consumes him.  As a front line
soilder, who is a natural leader and a deadly sight to behold, wielding two
hand-axes simoluatanouse and very effectively. He keeps his black hair bound
with a silver chain and tucked beneath his dented and scratched helm. He would
rather die in glory than to surrender to any enemey. Failure to him is  un-
exceptally.

Graylin "Twin Axe": Str:18/00, Int:16, Wis 15, dex 17, Con 17, Cha 16, Com 15,
AL:NE, MV:9, HD: 9th lvl fighter, HP 78, THACO____, #AT: 2 (dbl spec +3 +3)
Dmg: by weapon type, SZ: S, ML:17, XP_________, armed with twin hand axes +3,
wearing chainmial+1,a helm +1, 2 healing potions, ring of invisiviblty,
silver hair peice worth: 100 gps, carrying a large sack containing: 156 sp,
75 gps, and 6 500gp gems, Amulet of non-dection

Duegar Recon team

This team of highly trained recon specialist, under direct supervision of
the duergar king, is using Graylin for their own needs.  Led by the duergar
kings own son, Draudus "Death Blows", a legendary fighter in the duergar
kingdom. A massively  built, intellegent warrior, with many kills to his name.
His black and gray streaked hair and beard is kept very clean and well trimed.
Draudus follows the order of his king and no other.

Should Graylin be succesful in awaking the spirit of the dragon, Draudus will
report back to his king, and the duergar army will march upon the dwarves and
help put Graylin upon the throne. After Graylin has taken the thrown, Draudus
plans to murder the new king and take his throne for his own, inslave the
dwarves and rule Thorlin's Hall in the name of his duergar king and father.

Draudous "Death Blows", Str:18/98, Int 16, WIs 15, Dex 15, Con 17, Cha 16,
Com 15, AL: CE, AC__, Mv:9, HD: 7the lvl fighter, HP: 67, THACO____,#AT: 2
Dmg: by weapon type, SZ:S, ML:18, XP________, Bastard sword +3 (used two-
handed), chainmail+1, ring of free action, 4 throwing knifes, Bracers of
Blinding Strike, taken from a slain drow., bag of holding: 1,500 gps, and
10 250 gps gems.

Grudom "Hacker" is Draudous's right hand duergar.  He is deadly and merciless
warrior, easily distinguished in battle because his entire right arm is made
of mithral (lost his orginal in combat with a Xorn). He keeps his dirty black
hair bound with a mithral studded bone clasp. Grudom takes great pleasure in
slaining of his opponents, taunting them and inflicting horrible fatal wounds
until they die a agonizing death. Grudom is devoted to Draudous and will
give his life for his.

Grudom "Hacker", Str:19 (18/76), Int:13, Wis:12, Dex:15, Con:17, Cha:13, Com:
10, AL:CE, AC____, MV:9, HD: 7th lvl fighter, Hp: 64, THACO____, #AT:2, Dmg:
by weapon type, SZ:s, ML: 17, XP______, armed wtih a short sword +2 of speed,
spiked bucklers +2, chainmail+1, hair peice worth 135 gp, potion of heroism,
bag containing 145 sp. 76 gps, 2 gems worth 50 gp each.

Roget "Dark Shield", is a very cunning and devious duergar priest.  He is
devoted to his religion and duergar way of life. A large well kept duergar,
he is all to happy to awaking the spirt of the dragon.

Roget "dark Shield", Str 17, Int 14, Wis 16, Dex: 15, Con 15, Cha 13, Com 11,
AL: CE, AC_____, MV:9, HD: 5th lvl preist, Hp 32, THACO:_____, #at:1, Dmg:
by weapon type, SZ:L(for a duergar), ML:15, XP_____, armed with a mace +1
shield and platemail, potion of healing x2, invisiblity, 156 gps, 3 50 gps gem
Shield cast darkness 2 times a day: Spells




Main Duergar recon team (As many as needed), AC:___, MV:9, HD:3, HP 25, #AT:1
Dmg: by weapon type. All are armed with shortswords, carry crossbows and 12
bolts, daggers and wear chainmail, and sheilds. Each carries 6 gp and 2pp

Spirit of Dragon:

"Ever Fire", is a very ancient dragon, even for a dragon. He is a very greedy
and covetous dragon. He is very vain and self cofident, beleiving himself
indestructiable Long ago when the mountains were young, Ever Fire made his
home in what is now in the dwarf range. Consuming and destroying any that
would cross his way, Ever Fire's power and treasure horde grew to enouroums
portions.  knowing that he would not live for ever, when he grew old and
became aware that he was dying Ever fire with the aid of his mighty magic,
set his spirit free to roam the astral plane, for centuries, upon his death. 
Only returning to the Prime Material plane when some creature was foolish
enough to plunder his horde.

He answers Graylin's summoning for his own vile deads.  Upon his return to
to the prime material plane, he will conusme the only weapon to ever hit him
and aid Graylin and the duergar for his own reasons.  Once he has aided in
downfall of the dwarves, he plans to destroy everyone, Dwarves and Duergar
alike, and add their treasures to his own.Upon completion of destroying the
dwarves and duergar, he will return life to his shattered bones and once
again terroize the lands of the known realms in his restored body.

For this adventure Ever Fire's stats are those of a anceint Shadow Dragon
with the following modifactions:

Intelligence: Genius (18)
Alignment: CE
Armor Class: -11
Hit Dice: 21
Hit Points:160
Movement: 18, fl 30 (D), Jp 3
# Attacks:3 +special
Dam: 1-10/1-10/3-30
Special attacks: special
Special defenses: Special
Magic Resistance: 65%
Size: G, Body lgt: 175, Tail lgt: 162
spells: 4,4,4,3,3,3/3,3,2
XP:25,000
Breath weapon : as a anceint Shadow Dragon
Iniante Abilities: as a anceins Shadow Dragon plus:
-Immune to fire
-affect normal fires 3x day
-pyrotechnics 3xday
-heat metal once per day
-suggestion once per day
-hypnotism once per day
-detect gems and number in a 100' radius 3x day
-ability to communicate with any intelligent creature.

His Treasure horde:  That of a Red Wyrm of oldest, and greatest size.

Wander mosnters:

1: Rust monsters
2: duergar band
3: dwarf miners
4: Xorn
5: Green Slime
6: Cave in takes 1d6 turns to clear
7: Band of Jeramline
8: Giant rats
9: Bats
10: Gaint Spiders

"Head Crusher"

- +3 Dwarven Battle Hammer, Thrower
-  Immune to the effects of Rust Monsters
-  Detect Magic in a 5' radius
-  Dispel Magic 3xday
Hosted by www.Geocities.ws

1