Part I - Background, Hooks, Rumours and Factions
Part II - Major Places
Part III - Other Places
Part IV - NPCs
Part V - Monsters
MONSTERS
BATS
A huge colony of bats roosts in the ruined Moathouse. Usually harmless, but disturbing them fills the chamber with a chaotic cloud of flying animals.
Found. Ruined Moathouse.
Behavior. Flee when disturbed rather than deliberately attacking.
Special. The swirling bats obscure vision and create confusion while they escape.
Noncombatant; AC 12.
BRIGANDS
Armed outlaws using the upper Moathouse as a base. They are alert to intruders and considerably more organized than the wildlife occupying the ruins.
Faction. Temple of Elemental Evil.
Found. Ruined Moathouse.
Behavior. Guard their quarters and challenge or attack intruders.
Tactics. Fight as an organized group under their leader, using a mixture of melee and missile weapons.
Fighter 1 CE; HP 1d10; Sword, Spear, Bow; AC 14–16 leather armor, some with shields.
BUGBEARS
Large, stealthy goblinoids serving the forces beneath the Moathouse. They are dangerous melee fighters and clever enough to use surprise and cooperation.
Faction. Temple of Elemental Evil.
Found. Moathouse Dungeon.
Behavior. Hostile to anyone unable to demonstrate that they belong.
Tactics. Attempt to surprise intruders and overwhelm them at close range.
HP 3d8+1; Morning Star; AC 15.
GHOULS
Flesh-eating undead lurking among the dungeon’s burial crypts. They wait for living creatures to approach before attacking.
Found. Moathouse Dungeon.
Behavior. Aggressive and hungry.
Tactics. Rush living opponents and rely on their paralyzing touch to disable them.
Special. Their attacks can paralyze living creatures.
HP 2d8; Claws, Bite; AC 14.
GIANT CRAYFISH
A huge freshwater predator concealed in the dungeon pool. It attacks anything entering or lingering near its water.
Found. Moathouse Dungeon.
Behavior. Territorial ambush predator.
Tactics. Remains concealed in the pool until prey approaches, then strikes with its claws.
HP 4d8+4; Claws; AC 16.
GIANT FROGS
Huge amphibious predators lurking in the marsh surrounding the Moathouse. Nearly invisible among the vegetation until they strike.
Found. Ruined Moathouse.
Behavior. Ambush creatures that attack animals or travelers moving through their territory.
Tactics. Attack suddenly from concealment and attempt to seize prey with their tongues.
HP 2d8; Bite; AC 13.
GIANT LIZARD
A large reptilian predator inhabiting the ruined Moathouse. It has claimed part of the abandoned structure as its hunting ground.
Found. Ruined Moathouse.
Behavior. Attacks creatures entering its territory.
Tactics. Charges into close combat and relies on its powerful bite.
HP 3d8+1; Bite; AC 15.
GIANT RATS
A large pack of filthy, aggressive rats nests among the Moathouse’s refuse and stores.
Found. Ruined Moathouse and Moathouse Dungeon.
Behavior. Swarm intruders who enter their nesting areas.
Tactics. Attack in numbers, surrounding isolated targets where possible.
Special. Their bites may transmit disease.
HP 1d4; Bite; AC 13.
GIANT SNAKE
A large poisonous snake concealed among the ruins. It relies on concealment and a sudden venomous strike.
Found. Ruined Moathouse.
Behavior. Attacks when prey comes within reach.
Tactics. Strikes from concealment.
Special. Venomous bite.
HP 2d8+1; Bite; AC 14.
GIANT SPIDER
A huge hunting spider lurking in the broken tower. It uses the ruined structure as cover and attacks creatures entering its lair.
Found. Ruined Moathouse.
Behavior. Ambush predator.
Tactics. Attacks suddenly from concealment.
Special. Venomous bite.
HP 4d8+4; Bite; AC 16.
GIANT TICK
A bloated blood-feeding parasite concealed within the ruins. It waits motionless until a warm-blooded creature approaches.
Found. Ruined Moathouse.
Behavior. Ambush predator.
Tactics. Attaches itself to a victim and drains blood.
HP 3d8; Bite; AC 17.
GNOLLS
Hyena-headed humanoid mercenaries quartered beneath the Moathouse. They serve Lareth’s growing force but are motivated more by reward than devotion.
Faction. Temple of Elemental Evil.
Found. Moathouse Dungeon.
Behavior. Guard their quarters and obey the Moathouse leadership.
Tactics. Fight together with weapons, but are intelligent enough to assess whether a battle is worth continuing.
HP 2d8; Sword, Spear; AC 15 armor, shield.
GREEN SLIME
A seemingly harmless patch of green growth clinging to the dungeon ceiling. It drops onto creatures passing beneath it and consumes living flesh.
Found. Moathouse Dungeon.
Behavior. Motionless until living prey passes beneath.
Special. Contact causes the slime to consume flesh and transform its victim into green slime if not quickly removed.
HP 2d8; Touch; AC 11.
GUARDS
Human soldiers forming the disciplined core of Lareth’s force. Unlike the monsters elsewhere in the Moathouse, these men are part of an organized military operation.
Faction. Temple of Elemental Evil.
Found. Moathouse Dungeon.
Behavior. Guard entrances, barracks, and Lareth himself.
Tactics. Fight under sergeants and officers, raise the alarm, reinforce nearby positions, and use coordinated defenses.
Fighter 1 CE; HP 1d10; Sword, Spear, Crossbow; AC 15–17 armor, shield.
ZOMBIES
Animated corpses packed into the old dungeon cells. Mindless and relentless once disturbed.
Found. Moathouse Dungeon.
Behavior. Remain inactive until intruders trigger them, then attack without fear or self-preservation.
Tactics. Advance directly and overwhelm enemies through numbers.
HP 2d8; Slam; AC 12.


