Mummified, emaciated, bandage-wrapped corpse with malevolent, glowing, green eyes.
Silent until attacking and immune to mundane weapons and damage that would only affect living things (poison, disease, etc.), though the corpse will pretend to take damage if attacked in this way, rising again to terrify its attackers.
Critical (throttle): the corpse’s hands lock around the victim’s throat, inflicting d6 automatic damage each subsequent round.
Demon, Ooze
Monster 6
7 HP, 2 Armor, 13 STR, 14 WIL, tendrils (2×d6, keep highest), thermokinesis (1d4 damage per round for 3 rounds), mind control (WIL save)
Conical ooze mound, putrid green with brown blobs, covered in slurping orifices of uncertain function.
Barbed tendrils lash relentlessly.
Mind control gives the ooze demon control of the victim for 1d6 rounds; if commanded to do acts against their nature or that are self-destructive, another save is made
Green humanoid jelly surrounding a human skull with glowing yellow eyes.
Slumps against walls until intruders arrive.
If touch attack reduces STR to 0, only the victim’s skull and equipment survive the disintegration, the skull reanimating as a Dissolved One in d6 days unless destroyed.
A bloated, pallid corpse covered in pustules leaking fluorescent green slime; she has three eyes, two milky and blind, a third large and central red one.
Wears gold jewelry of obvious value and purple robes of silk, embroidered with golden runes.
Unharmed by mundane attacks and effects that would only damage the living; immune to magical effects that read minds.
Critical: WIL save or necrosis damage to HP is permanent and can be repaired only by sufficient magical intervention.
Prismatic Shade
Monster 23
3 HP, 8 STR, 11 WIL, touch (paralysis, 1 round)
Incorporeal humanoid formed of shifting, rainbow-coloured lights (bright then dim).
Two-dimensional (always facing viewer), lurking in corners; can squeeze through tight spaces.
Slow, mindless humanoid corpses dressed like waiters, reanimated as servants; always act last in combat.
Animate when anyone enters, grabbing their brooms and awaiting instructions; only attack if PCs disturb things.
Immune to mind altering effects and sleep.
Locations
Location 2
Pulsating Crystals
Gazing into the crystals, PCs whose highest attribute is WIL feel mentally cleansed, healing 1 STR or 1 HP. Others feel paranoid: their attacks hit for -1 damage and take a +1 penalty to saves for 3 rounds.
Location 3
Scarlet Pimperelles
Eating: Roll 1d6: 1: Faint for 1d6 turns (unaffected by eating more); 2-3: heal 1 HP; 4-5: STR save or violently vomit; 6: no effect.
Location 8
Opening the door
Characters in front of the door make a DEX save or suffer 1d8 acid damage. Characters to the west make a DEX save with a -2 bonus or suffer 1d4 acid damage.
Location 10
Spellbook: Gelatinous Transformation
Equivalent to Ooze Form.
Location 12
Pulling the lever
All characters who can see the light must make a WIL save or be driven berserk for 1d6 rounds, attacking the nearest PC, NPC, or monster.
Location 16
Pulling the lever
Roll 1d6: 1-3: activates (or deactivates, if active) a shimmering blue force field across the bars; 4-5: electric shock (d4 damage); 6: electric explosion (2d4 damage, blast (DEX save for half damage)).
Location 17
Orange Gel Tank (Centre)
Touching: 2-in-6 chance the tank collapses. All present must make a DEX save or suffer 1d6 damage and be coated in gel.
Location 21
Touching the statue
STR save or be disintegrated, except the skull.
Location 24
Floating Puffballs
Breathing spores: DEX save or suffer 1 damage (choking) and become lighter than air for 2d6 rounds (1/2 movement, -2 to Armor, -1 penalty to attack damage).
Location 27
Silver Necklace with a Pearl
3 charges. -2 bonus to WIL saves against magical effects. Recharge: Sink a fishing vessel.
Location 28
Looting the chalices
1 is magical: once daily, a character drinking blood from it heals 1d6+1 STR and/or HP.
Location 31
Vile stench
STR save or suffer -1 attack damage while in this area.
Location 34
Jagged-bladed short sword
3 charges. +2 attack damage in combat when the wielder succeeded on their initial DEX save and +2 Armor if they failed. Recharge: lose more than you own at gambling.
Location 39
Poison Gas Trap
The gas: PCs inside must make a STR save or be reduced to 0 HP, 0 STR.
Location 41
Entering
2-in-6 chance the ceiling collapses dealing 1d6 damage to all within (DEX save to take half damage).
Location 46
Night Horns
Eating: Roll 1d6. 1-3: gain infravision for 6 rounds; 4-5: blurred vision for 6 rounds (-1 to attack damage); 6 blindness for 6 rounds.
Location 47
Setting foot on the island
Awakens the ooze wights, which emerge from their coffers.
Location 49
Stepping onto the sand
Witnesses must make a WIL save or be unable to perceive the passageway leading to Area 50 for 24 hours.
Location 51
12 Tomes
Treatises on illusion magic and spell books for Auditory Illusion, Illuminate, Mirror Image, Shroud, and Visual Illusion. Other spellbooks may be substituted at the Warden’s discretion.