The Crawler in the Mists
By Darren White
This
adventure is set in an AD&D 2nd Edition campaign and introduces
a new creature to the world. It is
based in the desert and starts the PCs in a very compromising position. It is best used as a side-trek to get the
PCs started in the desert. The module
is based on a Conan The Barbarian comic book (#116) of the same name by Marvel
Comics. Original writer Len Wein
deserves much of the credit as the inspiration as I merely changed the ending
to fit a more exciting AD&D finish.
Background:
An ancient
evil has returned to the desert city of Shadizar as it does every decade. A Demon Slug named M’Najj and its minions
come to the city to devour souls until they are driven out or grow tired of
their surroundings and move on. The PCs
stumble into the demon’s diabolical ritual only by chance.
The PCs
were found unconscious in the desert by a man named Rasto and his twisted band
of hirelings on their way to Shadizar.
Rasto is a traveling merchant whom deals I anything that crosses his
path, including slavery in which he finds most profitable. Rasto has the PCs placed in a caged-wagon
and continues on his journey to the desert civilization. Rasto will not release the PCs and plans to
sell them at Traders Square in Shadizar and then sell of their equipment and
weapons to various parties.
It is
unknown why the PCs ended up unconscious in the middle of the desert and how
long they have been there. The DM can
work this into his/her campaign as they deem fit. Suggestions include: One of the PCs deities is testing them, the
PCs have unknowingly walked through a teleportation portal, a strong magical
persona is trying to unite with the PCs, a spell gone bad (really bad), or one
of the PCs enemies has done this to them somehow.
Shadizar is
a small but exciting city under normal circumstances and could generate several
different adventures for the PCs.
However, with the return of M’Najj the city retreats to the confines at
dusk until dawn. The metropolis is
known far and wide for its Traders Square, which is a huge marketplace where
nearly anything is bought and sold.
Slavery is a big monetary maker in Traders Square as it is legal in
Shadizar and all its surrounding lands.
Shadizar is also well known for its Kal’ Zal Darr Arena which houses
gladiatorial battles and other high scale events. (but that is for another story)
Discovery in the Desert
“Welcome back to the land of the
living you worms! You have slept for
some time now” PCs awaken to be ridding in a camel-drawn cage placed upon a
wagon, in the middle of a desert. “I am
called Rasto and am bound for the marketplace at Shadizar. My fellows and I found you lying unconscious
on the sand. So we thought we’d take
you all with us, rather than leave you as food for the vultures.” If the PCs ask why they are being held in a
cage, Rasto responds “I am a trader….and you are a prize whom will bring a most
tidy sum indeed on Shadizar’s slave block.”
Rasto is a thin middle-aged human
male with a small beard whom has the appearance of being very frail. His appearance is deceiving however because
Rasto is an extremely skilled fighter and powerful opponent. He wears fine garments of white and purple
with a purple and black striped cloak.
Along with the colorful captor are ten henchmen whom dress in similar
(but less colorful) garments. All but
one, ride on large camels that are overwhelmed with merchandise of all
sorts. Two older camels that look to be
on their last legs pull the caged-wagon.
The camel’s
hooves kick billowing clouds across the desert sands as the sweltering sun
blisters down. Hours pass by with the
heat eventually waning, as does the sun, replaced by a cool desert wind that
refreshes the spirit. Instead of
setting up camp, the caravan continues onward into the night.
Escape by
the PCs is unlikely but possible if they present an escape plan correctly. To keep them from escaping the Dm can make
small alterations like making the caged-wagon a dead magic zone or something
along the same lines. If the DM does
allow them to escape, the adventure could still be continued if the PCs travel
to Shadizar with just a few minor alterations.
*Rasto
(human F4)- AC 6, HP 35, AT cutlass, DMG 1d8, AL NE, INT mid, ML 20, MV
12, THACO 17, XP 175- Rasto is a ruthless trader whom does not get along with
anyone. His course attitude makes it
hard to even keep hirelings for more than a couple weeks.
*Rasto’s
Henchmen (10)- AC 7, HP 8(x2), 7(x3), 6(x4), 5, AT cutlass, DMG 1d8, AL
NE, INT mid, ML 10, MV 12, THAC0 20, XP 25- These men are just hirelings of
Rasto and will not risk their lives for him unless a large sum of money is
involved. If the tables are not in
their favor then they will gladly retreat.
Arrival at Shadizar
It seems
like these traders wander the desert aimlessly, however suddenly on a rise
before you is a city. Enormous
sandstone walls completely surround the city with several towers scattered
throughout the perimeter. There is no
life around the outside of the great city only sand, sand for miles. Within the caged wagon speaks an unfamiliar
voice, “I have heard legends of this city in the sands, legends of a hideous
creature that prowls its streets by night carrying it victims off to its hidden
lair someplace within the ruins at the city’s edge. Dormant for many years, I can feel its unrest…It will arise
again.” The man saying this has been
lying quietly in the corner of the caged-wagon sleeping nearly the entire
journey. He will introduce himself as
Zharkah, and rehash a story of his unlucky attempt to steal Rasto’s belt pouch
and his desire to start anew.
The city
gates are entered uncontested with two guards safely tucked behind a layer of
sandstone watching all that enter.
These guards do pay close attention to those entering and even will converse
at times, but never leave their safe haven.
If trouble looks to enter the city they quickly drop the portcullis to
prevent passage. The only welcome is a
wall of silence that further feeds the dark fear that gnaws like added pain at
the stranger in the corner. A lone man
walks the streets dressed in a bright yellow garment. “Good evening citizen, can you tell me where to find the Traders
Square?”, asks Rasto. The astonished
man replies, “Go away stranger while you still have the chance, M’Najj has
returned”. With his mumbled warning
given, the man flees down the cobbled street without as much as a backward
glance. The echo of his flight remains
long after he is lost from sight.
“Please
Rasto…let us follow his advice”, pleads Zharkah. “Silence worm! A
drunkard’s mumblings will not have me stray from making a living”, returns
Rasto. Around the city doors are pulled
tight along with most windows having their shutters closed as well, similar to
when a city would prepare for a storm.
A thick fog has rolled into the city making visibility very slim in most
areas. “Well if we cannot find some
hospitality to spend our money on then we will spend the night right here in
Traders Square. These cobblestones will
make as soft pillow as any desert rock.
When the cowards resume activity in the morning we will sell the lot and
be done with this place” says Rasto. A
few of his henchmen grumble about the arraignment but begin to settle into a
slumber.
A scream of
terror awakens all to the image of Rasto entangled in a tentacle of a great
beast. Some sort of giant crimson slug
has hold of the slave trader and is waving him around aggressively. Rasto’s henchmen all run for safety leaving
Rasto on his own, except one brave young lad.
The creature’s other tentacle slaps the remaining hireling across face
and quickly wraps around his head. With
one sudden jerk, the young man’s body falls to the ground followed shortly
after by his severed head. Then with a
vicious slap of its tentacle, the caged-wagon is picked up and thrown against a
nearby wall (all inside the wagon
receive 1d6 hit points damage from the impact).
The monster
drags Rasto off into the mist kicking and screaming until he and the beast are
no longer visible. The unusual creature
moved with the sinewy grace of a panther into the fog. The lock on the cage was broken when the
wagon hit the wall thus leaving it ajar.
Spewed around the over-turned vehicle is the PCs equipment that was kept
in a large chest. Now the PCs can fully
equip themselves and must make a decision, either flee the scene or investigate
the whereabouts of the cities monster causing all this fear. Zharkah will join the PCs if asked mostly
due to the fact that he would prefer protection (Zharkah AC8, HP 11, AT short
sword). If the PCs choose to leave, a
wealthy tavern owner of Shadizar comes outside to plead for the assistance in
ridding the city of this evil. It has
ruined his normally profitable nightlife business so he will offer monetary
provisions up to 100gp each (he will first attempt to low ball the PCs with an
offer of 25gp and barter from there).
The fog
continues to get thicker and thicker as the night grows however a fetid stench
has been left behind by the monster. It
provides an unpleasant and unmistakable trail to follow. The brief path leads to some ruins at the
cities edge just past Traders Square.
Amidst the haze-filled rubble an image of something large is slithering
into a crumbling shell of a temple far ahead.
But
suddenly, in the shadows there is movement ahead. Another beast bars your path, slithering forward as if to
attack. This one is coal black where
the other was blood red. The beast
attacks with its steely tentacles lashing out immediately.
*Lesser
Demon Slug (1)- AC 4, HP 34, AT 2 tentacles, DMG 2d6 each, SD only hit by +1
weapons or better, AL CE, INT high, ML 18, MV 16, THAC0 15, XP 1400- Any hit
with it’s tentacle allows the slug to adhere to the victim and hold for
continued crushing damage of 2d4. 30%
of the time the Demon slug will smash the individual being held into the ground
for an additional 1d6 damage along with the basic crushing damage. The slug’s thick skin seems to be almost
metallic, it is enchanted so edged attacks deal only half damage.
If the slug
is slain, receiving much damage from edged weapons, its entrails seep out of
its steely hide. The entrails sparkle
with the sheen of diamonds (yet they truly are not and are not valuable) and
look to be as hard. The creature is far
from just being an ordinary giant slug.
The
crimson-fleshed creature’s trail is easily followed, a ribbon of slime that
leads deep into the crumbling temple.
Ahead (approx. 50’) is a shimmering veil of light coming from the center
of the temple. The smell of the room is
putrid yet different from that of the crimson slug’s slime. Swiftly, without warning, two more giant
coal-skinned slugs race down from the ceiling in your direction. They attack with reckless abandon.
*Lesser
Demon Slug (2)- AC 4, HP 40, 34, AT 2 tentacles, DMG 2d6 each, SD only hit by +1
weapons or better, AL CE, INT high, ML 18, MV 16, THAC0 15, XP 1400- Any hit
with it’s tentacle allows the slug to adhere to the victim and hold for
continued crushing damage of 2d4. 30%
of the time the Demon slug will smash the individual being held into the ground
for an additional 1d6 damage along with the basic crushing damage. The slug’s thick skin seems to be almost
metallic, it is enchanted so edged attacks deal only half damage.
Temple Showdown
The area
that is lit resides right around the corner of this room. Inside you see the giant crimson-skinned
slug with Rasto standing next to it freely.
Rasto looks in your direction and in drawing his sword says, “I have
been granted new life in exchange for yours”.
Rasto charges, swinging his cutlass wildly at you.
*Rasto
(human F4)- AC 6, HP 35, AT cutlass, DMG 1d8, AL NE, INT mid, ML 20, MV
12, THAC0 17, XP 175- Rasto is not under an spell, but was told by M’Najj that
his life would be spared if he fought the intruders valiantly.
“Hold there
infidels!”, a voice thunders inside your head.
“I am the mighty M’Najj, whom some call monster. I come to Shadizar once every decade to
feast on the souls of the unfortunate.
I shall not be threatened by bottom-feeders such as you!” The giant slug raises its large head from
the ground. The voice continues, “You
have callously slain my minions so it is time for me to return to my
dimension. But not until I avenge them and
send you to the hells before me.”
M’Najj then attacks furiously.
*M’Najj
(Greater Demon Slug)- AC 0, HP 80, AT 2 tentacles & spells, DMG 2d12 each & by
spell, SD only hit by +1 weapons or better, AL CE, INT genius, ML 18, MV 16,
THAC0 10, XP 2800- Spells: magic missile, grease, darkness, telekinesis (at
will), sleep, hold person, fireball, dimension door(limited to the hells), and
lightning bolt. Any hit with its
tentacle allows the slug to adhere to the victim and hold for continued
crushing damage of 2d8. 30% of the time
the Demon slug will smash the individual being held into the ground for an
additional 1d12 damage along with the basic crushing damage. The slug’s thick skin seems to be almost
metallic; it is enchanted so edged attacks deal only half damage.
If M’Najj
suspects that it will be defeated it will attempt to open a portal back to its
dimension. The portal will close upon
its death or 1 round after M’Najj passes through. PCs may enter the portal when it is open but cannot return as it
is a one-way portal only. If M’Najj
escapes, the PCs gain 1400xp for defeating him (divide among all whom scored a
hit) and each PC gains 500xp for ridding the city of its evil. M’Najj has no treasure with the same going
for its minions, M’Najj’s treasure hoard awaits in the second hell. M’Najj can be a reoccurring enemy of the PCs
if the DM so decides to incorporate it into his campaign.
As either
M’Najj escapes or is killed, the temple’s ruins begin to collapse. The PCs have to avoid being caught in the
crumbling temple and crushed to death.
Columns fall over and large fragments of the ceiling come crashing
down. Have the PCs roll a series of
Constitution and/or Dexterity checks to determine how they evade the
situation. Failed rolls can result in
hit point damage (2d10) or a blocked passage (which takes the PC another round
to get out), Roll a 1d10 to resolve with 1-5 get hit with falling debris and
6-10 for a blocked passage. The total
escape time given before the entire structure collapses is 7 rounds although it
takes 5 rounds to get out from where the PCs first start. PCs caught in the building when it collapses
receive 5d10 hit points damage. It is
up to the DM how he chooses to have the PCs try to escape otherwise.
Credits and Disclosure
Marvel Comic #116- Conan
the Barbarian, “The Crawler in the Mist” by Len Wein was the inspiration for
this story. Some characters in the
story were used (Rasto & M’Najj) as were some of their quotes, although the
storyline was changed to fit my AD&D world. Instead of M’Najj being there for good reasons, I transformed him
into a Demon Slug and gave him a darker path.
This adventure in no way is to infringe upon Marvel Comics or author Len
Wein’s creation.
New Creature
Demon Slug
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Nocturnal
DIET: Carnivore
INTELLIGENCE: High to Genius (13-18)
TREASURE: None
on the Prime Material Plane
ALIGNMENT: CE
NO. APPEARING: 1 (Greater, normally accompanied
by 2-5 Lesser)
ARMOR CLASS: 0 (Lesser 4)
MOVEMENT: 16
HIT DICE: 6+1
or better
THAC0: 10
(15 for Lesser)
NO. OF ATTACKS: 2 tentacles & spell (no
spell for Lesser)
DAMAGE: 2d12
(2d6 for Lesser)
SPECIAL ATTACKS: See
Below
SPECIAL
DEFENSES: Hit only by +1 or
better weapons, edged weapons deal only half damage
MAGIC RESISTANCE: Fire
SIZE: L-XL
40’ (20’ for Lesser)
MORALE: 18
XP VALUE: 2800
(1400 for Lesser)
Demon Slugs are monstrosities that originate from the second
level of Hell. Demon Slugs despise the
human race and slaughter then at any chance they get. There are tow types of Demon Slugs: Lesser and Greater. The Greater are twice the size and are able
to cast spells as the lesser counterparts can do neither. Male and Female Demon Slugs do exist but in
most cases the sexual orientation of the slug is unknown to all but the slug
itself, even among other Demon Slugs.
Combat: Demon
Slugs are fierce combatants using their steely tentacles like whips as well as
incorporating spells. Any hit with its
tentacle allows the slug to adhere to the victim and hold for continued
crushing damage of 2d8. 30% of the time
the Demon slug will smash the individual being held into the ground for an
additional 1d12 damage along with the basic crushing damage.
The slug’s
thick skin seems to be almost metallic; it is enchanted so edged attacks deal
only half damage. Demon Slug’s cannot
be hit by a weapon unless it is +1 or better.
Lesser Demon Slugs will always follow the direction of a Greater Slug
without hesitation. In most instances
on the Prime Material Plane, only one Greater Demon Slug will be present in any
one area and accompanied by 2-5 Lesser Demon Slugs.
Habitat/Society: Demon Slugs travel the Prime
Material Plane in close-knit packs as they don’t venture far from one
another. Occasionally, a lesser may conspire
against another lesser to gain the favor of the greater. Demon Slugs are attracted to cities more
often where they can murder in comfort.
They establish a den in some remote section or sewer system and work
from there. Demon Slugs have been known
to obtain humanoid followers to assist them but are merely expendable pawns
that are devoured when it is time to move on.
Once an area has become too dangerous or depleted , the Demon Slugs
return to Hell to rest until their next excursion.
Ecology: In
Hell, Demon Slugs are considered parasites to most. They feed off the weak and retreat for larger foes. They consider the race of humankind to be
inferior to them and hate how many Demon’s respect and even interact with them
instead of the Demon Slugs. The venture
forth to the Prime Material Plane to escape from being a lower life form and
take out vengeance against their hated foes.