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The Crawler in the Mists
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Author: Darren White
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements:


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.

The Crawler in the Mists

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.

 



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