Professional Documents
Culture Documents
D&D Adventures
D&D Adventures
D&D Adventures
THE ELVEN
HOME
BY ANNE GRAY MCCREADY
A Basic D&D
Wildress
Scenario
38 Issue No. 1
Regardless of what the player characters may think at first, they have actually stumbled across a secluded elven
home in the wilderness. Nothing is
wrong; the sounds come from a group of
young elves playing in a nearby pond. If
the party investigates the noises, go to
the section below on the bubbling pool.
If the party investigates the hill, it first
finds a narrow path that circles the base
of the hill and leads to the source of the
wispy smoke.
Following the rough dirt path that
leads around the hill, your party
finds a clear, cold stream, shallow
and easily fordable. The stream flows
from a source within the hill, exiting
beneath one huge trees roots. The
smoke among the trees emanates
from an hole in the ground up the
slope from that particular tree.
The stream does not initially seem
unusual, except that it flows from
beneath the large tree. However, if the
player characters watch the stream for
longer than a round, they notice that
large bubbles are carried along in the
running water. The bubbles constantly
pop with a fizzing noise.
The bubbles are filled with a gas
The liquid in the pot by the smoldering fire is about enough to fill a
wine skin. The liquid is dark and
looks thick.
The curved doors of the cabinet are
plain except for a small carved border around the edge of each door.
Handles are carved into the doors at
the center of the piece.
The hammocks are what they appear
to be simply the place where the elves
sleep. The liquid in the pot by the tire is
a special elf brew. The sweet, dark liquid, no stronger than beer, has no magi-
40 Issue No. 1
If the characters try to cut the conversation off before an hour has passed, the
elves again become upset at the characters rudeness. Only after an hour are
the characters able to politely excuse
themselves. The elves offer to let them
spend the night with them but are not
offended if the character refuse.
If the party has previously ransacked
the elven home, the elves will be
greatly angered and will demand the
return of all stolen items (and are willing to fight to get them back, unless the
party is obviously too dangerous to deal
with). If the party has entered the elven
home but has not harmed anything, the
elves wont mind at all (Everyone
drops in.).
About two hours after the party
arrives on the scene, a number of
stirges fly past the area in search of
nourishment i.e., live beings like
elves and humans. The stirges attack at
once, but may be detected (with a surprise roll) before they are upon the
party (three stirges: AC 7; HD 1; hp 7,
7; 6; #AT 1;,Dmg 1-3; MV 30 (10)/ 180
(60); Save F2; ML 9; AL N).
If the party helps the elves fight off
the stirges, the elves will be the partys
friends for years to come. The elves are
not crass enough to actually offer material rewards for their safety, but may be
more than willing to offer free room and
board for several days as a result.
Future events
Depending upon the partys conduct in
this brief encounter, a number of future
adventures and scenarios may be constructed. The theft of materials or the
destruction of the elves property may
bring retribution as the elves (including
the absent Repo) track down the guilty
parties involved. Player character elves
may, at some future date, wish to settle
down in this area and construct homes
of their own. The mystery of the colorful
vases origins and purpose remain to be
resolved which could lead to a higherlevel task later in the campaign.
DUNGEON 41
Robert Oioc om orn ana J on atha n S immnnw are teachers {or talented and gifted
children in K dleen, Texas uheir slud f:lIls
in tr oduced them to ( em /a llY ~a mi ng).
Both r'{ them enjoy a variety of{il>hing
and IW lllinH spur!s, both reed S F and
funtas;rstories, (/ 1/11 both collect m iniature fig urE's, Robert is married and ha!!
tw o ki lls, twa dURs, WId ru-e python s:
J onatha n has only Olll' dog. apt ly 110 m I' l l
Gobl in.
Th e Keep at Ko ralg esh is a Basic D & D~
game ad vent ure for 68 player ch aract ers of Ist-Srd level . Th is dungeon is a
d ifficult adventur e for a pa rty made up
only of Let-level cha ra cte rs. Since this
d un geon is not intended few a party
made up solely of players new t o th e
DUXGEONS & DRA GONS'" ga me
syste m. it is re com men ded tha t at least
t wo or three PCf; in the party should be
a bove l st level in ex perience. Note t he
ma ppi ng s ugge sti ons in " The S hrine of
Kor" if pla cing thi s adv enture in a
la rge r ca mpa ig n.
THE KEEP
AT
KORALGESH
BY RO BERT B. G IACO M eZZI AN D
JONATHA N H. SIM MONS
Buried in fire,
but hardly
dead
Artwo rk by Ma rk Ne lson
CartOgfOphy by Diesel
DUNGEON
45
acters is enclosed in boxes; the infor matio n follo wing th e boxed materi a l is for
t he DM's use in play ing this modu le.
46 Issue No.2
TH EKE EP ATKORALGESH
Roll
1-2
3
4
5
6
E nco unter
Furti ve movemen ts along t he
horizo n that appe ar to be following t he pa rty
Partially de voured rema ins of
shee p (wolf t racks nearb y)
Glint of sun lig ht off metal in
t he distance
Skel etal remains of three m en ,
shepherd's staffs nearby (as
well a s wolf tracks)
Kobold encou nter in the Valley
of the Shrine (seve n kobolds:
AC 7; HD 112; hp 4, 4, 4, 3, 3, 2,
1; MV 90' (30'); 1 AT 1; Dm g by
weapon type (sh ort swor ds and
shor t bows) - 1; Sav e norm a l
ma n; ML 6; AL C; 324 cp eac h)
or
DUNGEON
47
l evel O ne
South
Nort h
FRONT VI EW
s/
,I
i.
SHRINE OF
KOR
3
1 sq uare = 10'
South
As da wn a ppro a ches, the eastern
horiz on becomes brighter and
48 Issue No.2
E n coun te r
16 orcs (AC 6 , HD 1; hp 8, 7, 6,
6,4 ,4; MV 120 ' (40'); IIAT I ,
Dmg by weapon type (short
sword); Save F1 ; ML 8; AL C; 324 cp each)
25 lizard men (AC 5; HD 2 +
1; hp 9, 8, 7, 6, 5; MV 60' (20');
IIAT 1; Dm g by wea pon type
(club); Save F2; ML 12; AL N ; 4
gem s, total va lue 700 gp)
l ogre (AC5; HD 4 + 1;hp 16;
MV 90' (20'); IIAT 1; Dmg by
weapon type (club) + 2; Save
F4 ; ML 10; AL C; 70 gp in sack)
Noxious fum es iss ue forth from
lava fissures, ca us ing dizzin ess
for - I " to hi t" for a ll creatur es
for t wo tur ns.
DUNGEON
49
LEVEL ONE
act ion.
5. Ocean Pool.
50 Issu e NO.2
7. R at La ir.
TH EKEEP ATKORAlGESH
9. Pool of Seeing.
1
2
3
Lvl 2,Rm t
Lvi 2. Rm 10
Lvi 2. Rm 16
L v1 3,Rm 3
Lvi 3. Rm 15
Roll Room
6
7
8
Lvi 3. Rm 23
Lvi 3, Rm 29
LvI 3. Rm 44
L v13.Rm45
The five large mu shrooms are shr-iekers (AC 7; HD 3 ; hp 17, 14, 12, 11. 10;
MV g' (3'); ' AT see below; Omg nil ;
Save F2 ; ML 12; AL N ). Shri eke rs react
to light within 60' and movement
wit hin 30' by emitting a piercing sh rie k
wh ich lasts from 13 roun ds. DM rolls
I d6; any result of 46 ind icates a wa nder ing monster inves tig ates the noise
and arrives in 212 rou nds.
12. Bat Cham ber.
Th e corridor across the fissure ha s
se ver al bats appare ntly sus pended in
midair. Their t hrashing and chit terin g fa ils to free them from their
predicament . and the ir efforts increase as th e lights of the party draw
nearer.
10 Lv1 3. Rm 54
Leve l Two
Roll Id6 eve ry ot her turn ; a resu lt of 1
in dica te s a wa nder ing monster encou nter on the nex t t urn. A result of2
or 3 ha s a specia l effect that takes place
when t he nex t door is opened by the
party. Roll 1d6 and com pare the result s
wit h th e following table.
Roll
1
13. Besti a r y.
Th e ent ire floor of the room is covered wit h a pool of da rk water 3 '
deep. A small island of ru bble whi ch
fell from the ceilin g occupies the
center of the poo l. A skeletal arm ca n
be se en protrudin g from the r ubble.
Ruste d r em ai ns of iro n cages are
scat te red a bout. Some a re occup ied
by skeleto ns of great cats and apes,
whil e othe rs h ave had t he ir doors
wrenched off and are empty.
E ncou nter
l ogre (AC 5; H D4 + l ;hp16;
MV 90' (30'); NAT I ; Omg by
club, Id4 + 2; Save 1"4 ; ML 10;
AL C; 70 gp in sack ). Note :
re roll if ogre ha s already been
kill ed in Level l,
8 ske letons {AC 7; HD 1; hp 8.
8. 6,6, 4, 4,2,2 ; M V 60'
(20');I AT I ; Dmg 3 by short
sword Id6, 5 by club Id4; Save
Fl ; )l L 12; At CJ; all h ave
broke n manacl es on the ir
wris ts.
1 carrion cr awler (AC 7; HO 3
+ I " ; hp 16; M V 120' (40'); NAT
8; Dmg paralysis; Save F 2; ML
9;ALN )
DUNGEON
51
ML 8;ALNl
2 gho uls CAG 6; HD 2*; hp 11,
6; MV 90 ' (30'); KAT 2 cJaw st l
bite; D 1311 311 3 + paralyza tio n; Save F2 ; ML 9; AL Cl.
The gh ouls lair in room 5.
52 Issue No.2
LEVEL TWO
Two rows of six cel ls bord er a 10'wide corridor that travels the lengt h
of the room. Se veral cells ha ve their
door s ripped fro m t heir hin ges. Eac h
of the othe r ce lls is occu pied by two
skeletal figu res , chained to the wall.
An open archway on the nort h wall
is barely vis ible in the dark ness.
One roun d afte r t he PCs enter t he
room , ghostly apparitions r ise from th e
skeletons in t he cell s, float to the hal'S,
a nd gras p t hem with thei r hands. They
then be gin to wa il, "Free me !" in h igh,
t rembling voices. Their noise has a 50'if,
chance of draw in g t he attent ion of tbe
esc aped skeletons (t hose listed as wande ring monst er s), which arriv e 16
ro unds later.
Th e back room is a torture ch amber
with a rack, iro n maiden, fire pit ,
brandi ng iro ns, and a chop ping block
sca tt ere d a ro und t he chambe r. f:ight
c::::::J
StIItU0
3, Barrac k s .
A large nu mbe r of r an sacked bunks
occupy tbi s room. Bla nkets a nd matt resses a re strewn around t he floor,
and a large fir eplace occupie s t he
center of the west wa ll.
T his room is the lair of two trcg todytes. If they have not been en countered as wa nde r in g monsters. there is a
50 % cha nce th ey a re here . If previously
encou ntered and not sla in, they a re
definitely in the barracks. Concea led in
a leather ba g un der a bed in the southeast corn er of t he room is their hoard:
933 sp, a magic -us er 's scrol l wit h t he
followi ng s pells: flrst-level charm and
second-level inuisi bility; a nd a
medallion o(ESP.
4. Ba r r a c ks.
8. C hap e l.
another room.
6. Kit chen.
DUNGEON
53
Dice
r oll
1
15. Storer oo m.
E n counter
1 mountain lion (AC 6; HD 3 -+2; hp 16; MV 150' (50' ); /J AT 2
c\awsl1 bi te; Dmg 1-3/1-3/16 ;
Save F2; ML 8 ; AL N)
3 shadows (AC 7; HD 2 -+- 2*;
hp 13, 11, 9; M V 90' (30'); /J Ar
1; Dmg 14 + speci a l; Save F2 ;
ML 12; AL C; SD ea ch hit
dr ains 1 point of strengt h for 8
t urns)
6 skeletons (AC 7; H D 1; hp 8,
8, 5, 5, 4,4; MV 60 ' (20' ); KAT
1; Dm g 16 by short sword ;
Save FI; ML 12; AL C)
2 ghouls (AC 6; H D 2*; hp 12,
7; MV 90' (30 '); KAT 2 clawsl 1
bite; Drug 13113113 + paralysis; Save F2 ; ML 9; AL C). Lair
in barracks, room 2.
3 rock baboons (AC 6; HD 2; hp
14,12,10; MV 120' (40'); KAT 1
c1ub/l bite; Dmg 16/13 ; Save
F2 ; M L 8; AL N )
1 tyranna byss (AC 8/6; HD 5*'";
hp 30; MV 60' (20' ) la nd/120'
(40') water ; I AT 2 c1awsl i
sting; Dmg 14/1-4/14 + special; Save F3 ; ML 9; AL N).
Range of pa ralyzin g sti n g is
10' ; success ful savin g throw vs.
pa ralyzation nullify its effects
(see new mon ster description
for details).
54 Issue NO.2
l eve l Thre e
The ceiling h eight for this level is 10',
unless otherwise stated. This level, too,
dates from the ti me of Kora lgesh .
Roll Id6 every other turn. If a " I" is
rolled, a wa ndering monster is encountered on the following turn. The kin d of
monst er encou ntered is determined by
die roll of t he DM's cho ice. If a "I" or " 2"
is roll ed on the above die-roll che ck,
a ghostly phan tom is seen , glowing
faintly. When it notices the party, it
glides to a wall, floor, or ceil ing a nd
pas se s beyond it . Th ey cau se no damage
or ill effects, being noth ing more t ha n
the rest less dead ofKoralgesh .
1. Co u rtyard .
Numerous sli me trails along the
floor appear old a nd du ll , but one
glisten ing trail passe s from t he
courtyard in the Keep. Th e fountains
are filled with sli my, green water,
and their surfaces a re occasionally
di sturbed by movement below . Huge
statues of kn igh ts in armor flank a
central st atue of Kor the Im morta l.
Stringy, unhealthy-looking vegetation has spr ung up between the fla gsto nes ofthe floor, th ough they a re
absent wherever a slime trail has
coated t he surface.
The m ovemen ts in the fountains
are large. disgusting looki ng salemenders. They are har m less. but if
tou ched, their sli my bodie s ca use
sev er e symptoms much like poison
ivy. No dama ge is incurred (t houg h a 2 "to h it" is gained), and th e ra sh disa ppea rs in 2d4 tu rn s. If anyone looks out
over t he city, all tha t can be seen is t he
city's destroyed curtain wall, ruins,
mist, and eea. Se vera l trails ma y he
seen leading to the courtyard from the
s urroundi ng cliffs.
2. Barracks.
The bunks in this room are overturned or pus he d into random positions. A la rge. oaken table sta nds
before a stone firep lace in t he northeas t corner of t he room . A door ca n
be seen in t he northwest corner.
5. S to rage .
DUNGEON
55
8. Grea t Hall.
A massive double door occu pies
the east and west wa lls of th is
chamber. Its 15' vaulted ceiling is
s upported on each s ide by se ve n
gilded pill ars that border the
great ha ll near the north and
sout h wall s. Twelv e suits of plate
ma il stand between the pillars,
eac h holding a halberd at port -of.
arms position. On the north a nd
south walls arc gig a ntic tapestries illustrated with ocean
scene s and battles with sea
monster s and pira te s.
Th e throne room is guarded by fou r
sentries (AG 3: HD 3; hp 21 , 20 . 17, 13;
MV 90 ' (30'); NAT 1; Dmg 1-10 by polea rm ; Save F2; ML 12; AL N ) wh ich
a re magicall y animated suits of armor.
If any person enters the hall from t he
throne room, nothin g happens. If he
turns arou nd and goes ba ck to the
throne room or enters throug h the west
door, t he four suits of armor nearest the
throne room anim ate and bar the way.
They do not att ack unless the pa rty
t rie s to force by the m or attacks. Both
doors of this room automatically swing
shut one ro u nd after t he party en ters.
Both doors a re locked, and the west door
closes slowly d ue to its r uste d hinges.
9. Kit c he n .
56 Issue No.2
a swords man a nd Dark eye fanci es himself as an archer. The flat rosewood case
contained 10 arrows + 1. Their clips are
now empty and t he arrows are in
Da r keye 'a quiver. The locked chest on
the east wall cont ai ns one sword + 1.
cure ligh t wou nds I1day in a green.
leather scabbard.
By shee r luck , the bandits have not
yet encountered the ghouls on this
level. and neither have the ghouls found
them.
11 . Storage.
12. Armor y.
Three beds sta nd w ith their head boards against the east wa ll . A sma ll
ni ghtstand occupies a space to the
ri ght of each bed , and a fireplac e has
been bu ilt into the sout hern part of
the west wall .
The fireplace is t ra pped , so the
DM shou ld make all applicable saving throws for t he party members
who investi gate it . Up insi de the
fireplace near the flue are three
soot -darkened levers. F rom left to
ri ght, the levers are formed in the
shape of a dr agon 's head. a sku ll.
and a gargoyl e's head. The levers
ca n only be moved to t he left or
ri ght, and the pro per combination
re qu ired to safely open a concealed
compartment in the mantle is left)
left/ r ight . Any movemen t oth er
than the proper combination trig.
gera a poison needle in th e appropri ate lever. If a successful save vs.
poison is rolled. the victim only
feels t he sharp pr ick of t he nee dle .
If t he sa ving t hrow is fa iled. t he
vict im gasps for a ir and col1apses to
the gr ou nd in a comatos e st ate . All
DUNGEON
57
~:
~
'--'--'-----""
......
~ / ~.
58 Issue No.2
The ston e statue s h av e shoc ked . horrtfied exp re ss ion s. They wear ex pe nsi ve.
or nately curved breast plates a nd
greaves. On e s tands wi th his left. forea r m rai sed before hi s hel me d head and
h is rig ht h and on th e- hilt of h is
'
sheathed s word . Another looks like he
j ust roll ed off his hun k, and crouc hes
wi t h hi s left han d raised in front of him .
On t he floor bel ow h is outs t retc hed
fingers lie a numbe r of glas>: s ha rds
the remnants of II mirror. Th e last fig-ure stands as if frozen in the mi ddle of a
charge , sword rai sed over h is head.
U nde r one bu nk if! a he lmet Ident ical to
t hose worn hy t he statues.
If re scu ed by a stone 10 fl,'sh spe ll , t he
guards rocnl l seei ng Landa u (as mentio ned in a rea 29, this lev el) entering
the room a nd orde rin g them to s urre nder to hi m or peri s h . Mov ing in to a rr est
c-
C T:..:I
...,
42
"
A fir e pit stands next to the northeast and west walls. and a counter
wi th t wo cabinets stands in the
southern pa rt of t he room . An open
arch way ca n be se e n in t he nor thwes t corner.
Fou r giant ce ntipedes (AC 9; H D I/~;
hp 4, :3, 3;
60 ' (20') ; NAT 1; D
Poiso n; Sa ve no rmal man; :\lL 7; AL ='i l
live in the left ca bine t (its door is
sligh t.ly ajar).
a.
xiv
DUNGEON
59
60 Issue No.2
THEKEEP AT KORAlGESH
This room contains musica l inst ru ments of many diffe ren t sh jl p(~s and
ty pe s. \VOOdCll flutes, harps, lutes.
and others lint' the wa ll s . Wood ell
stools arc scattered around th e roo m,
a nd an open archway is located in
t he ce nter of the west wal l.
38. R oy al Ha t h .
T his is a large , or nate room. A plush
ch air on a n ova l carpet fa ces a fire pla ce in the center of t he e ast wall. A
ca nopied bed, la dy's van it y tabl e , and
a che s t ca n he seen ne a r the north
wal l. Two large mirrors h ang on
either si de of a door on the west wa ll.
A no t he r chest and a ro u nd table are
located in t he so uthern portion of the
room. An ope n a rc h wa y and a door
can he seen i n t he sou t her n wall.
DUNGEON
61
THEKEE PATKORALGESH
blade i nto t hi s sea m a nd pry ing downward, a catc h is rel ease d with an a udibl e click. T he e nti re shelf can now s lide
al ong t he wa ll to the left to e xpose a
s mall , locked wall safe. In s ide t h is safe
is a crys tal hall in a blue velvet bag.
Th e brass t ubes a re green with corros ian, hut could he cleaned up. Th ey a re
telescope s, bolted secure ly to t he ir ped estals. If they ca n be re moved witho ut
damage and are pr operl y cleaned, each
tel esco pe is worth 750 gpo The small
sta t ue is a replica of t he Im mortal K or-;
it has a small slot in t he base of its low
stand. If a gold coin is dro pped into t his
s lot , t he st a t ue says: " High h um idit y
a nd deep fag" . . . again . Water te m pera ture va ria ble to boili ng, a nd it look s
li ke rain." If th e base is smashed ope n,
no coins are found , and t he statue
cease s to operate.
43 . Wiza rd's C ham ber.
62 Issue NO.2
Cabin et 2: e m pty.
Cabinet 3: mi scell an eous magic pa raphernalia, 10 s mall jars of lizard scal es,
powdered blood, ha ir, etc .
Cabi net 4: gla ssware a nd a bundle
contain ing ch ain mail armor + 1
wrapped in oiled lea ther.
A large , shallow bowl on t he altar is
actually a shield +2 .
DUNGEON
63
54 . Treasure Vault .
Four large chests sta nd near the
north wall. Several dark stains ma rk
the floor in front of t hem.
T YR,ANNABYSS
Ar mor Cl ass: 8/6
H it Dice:
5"
60 ' (20 ') on l and
Move:
1120' (40') swimm ing
Attack s:
2 clawsll sl i'lg
Damage:
1-411 -411-4 + specia l
No. App.:
14
Fiuhter ,1
Save us :
Morale:
9
Treasu re:
A lignme nt:
XP Value:
U
N eutral
42 5
The tyra nnabyss inhabits coastal wa ters - especially re efs a nd rocky s hoa ls
- whe re it prowls the se a floor in
search of prey. It can s wim ra pidly for
short distances by undulati ons of it s
body. Its circular mouth is lined wit h
ras ping teeth. If its prey is h it by both
clawed tentacles (ld4 hp damag-e eacht,
it is dra wn up aga insi. t his ori fice for an
64 Issue NO.2
E PADRAZZIL
Armor Class:
Hi t Dice:
Move:
At tacks:
Damage:
N"o. App:
Save as:
Morale :
Treasu re:
Alignme nt:
XP Value:
3
4 + 1 ***
120 ' 140 ')
2
1-411-4
1
Nil
Any
,150
Th e e ped raeetl is a scaled, apel ike creatu re wit h u nusu ally long arms. The
skin is br ownis h-grey , and the cre at ure
a ppears to hav e some re pti lia n or igins.
The epadrazail is a conjured guar dia n
from a tw o-dimensional pla ne of existence. On ly a high-level magic-us er has
the a bility to su mmon th is creature to
do hi s bidd ing. Th do so , the magic-user
must create a special pa inting (AC 9; h p
20; half-dam age fr om weapon type ) in
the room whose contents t he magic-user
wishes the crea ture to guard. The pa in ting must be an exact mi rror image of
the roo m . The epadrazail is confined to
t his pa in t in g u nless its services are
required. Any creat ure other than the
ep adrazail'e ma ste r t hat ta mpers with
the con tents of the roo m s ummons the
crea ture from the pa i nting. Th e ereat ure immed ia tely a ttacks to ca pt ure t he
int r uder. The epadr aaail's great speed
all ows it to surpr-ise 66 % of the time 0 -4
on 1d6 ).
Any h it from the crea tu re paralyzes
its victi m unless a successful sa ving
th row vs . paralysis if! mad e. Any victim
h it by both attacks is grasped, pick ed
up. a nd ca rried into the paint ing to
rem ain i n st asis until re leased. The
victi m ca n be released by a dispel m agic
spell , a rod of cancellutia n or by destroy,
ing the pai nting, The latter re su lts in
the release of t he epadrauil from its
bondage; it then ret urns to its own
plan e. Th e epadraaall can regenerate 2
hp per round tha t it remains in the
pa int in g. All attacks on the creat ure
wh ile it is in t he pain t in g only damage
the paint in g - not t he e pa drazall. The
e pa drazzil contin ues to attack t he in truders unti l it is sla in or until the
room is cle ared. It is semi-intelli gent
and is im m une to sleep, charm and
ot her mind-affect in g s pells.
A.-drno> _ o \ i o _
II_me ..,narK> _ _
u-.l ... d i...,...m., bHWft.. t _ ~
alh'M>lurn _ .. ~ r..... put,- of
6-10.....--,. rn.... I'" lO 3rd 1eo'eI.
pnofenbl, iDdlidillf lot IHtt . - 1Ia1fline. If tbe party iI......, .... _ power-
THE TROUBLE
WITH MYLVIN
WIMBLY
The enemy you hunt
may not be the
enemy you find.
"'h,,
overy,,,..
"'- DC-
DUNGEON 33
r"""
pan,.
.n_
I".
I""
34 Is&ue No . 5
...
.....-u..-
..
Ii" ,.
.. t.ne.. ..-, h
,,""".-cd
If"l .....,,,
-u.e-.
""a. n.r
ol._
l un>od _
and
oipo or !II, I
...iDeludi"l ....
dire<:tion 0I1re
f . each "U", hal fli ng i n the party. the chance i D<T . _
by 151l .......... imum of 85 .... For
.....pl. pa rty th.t includeo an "If
. nd two II.lnin... h u a 70% (25" haM
+ t 5% for on. elf + 30';( ror two
~
.....
~.
..,.triD
............
Encounl ef LocatIons
tbe enIun tera give.. h...... are m.-n 0 0
the Foreot Map.
e..,
011 "'"
,""./"'"
. '7,"
~ '_, ..'.r
'.'.>
' _". ' _,
.,..
..
"
,
'.
'''''s'>-
"*""
al-Ietnpl.iog 10 run _
r-u.a: ..
:L The B
.....,. Trap. The ora
DUNGEON
35
I Iqlla... . 5 '
_pon_
36 I$SUO NO. 5
aWTnund~IhilI
I""
m
l_
I""
.. PBf-
n.e....., ..
8. Llzambar. H d q ua rte.... A
pl t b", ay I.ado up the aid. of
thi l huge rock . Nnl to the path. in .
prot.a<ti..., nich. iol. the 1IOoe, otaDd
-.no! eIClvatioD 10010.. all ~ rN
'lith dirt. In addition to the.,..Jeo and
""'"-Is. the niobe contaiao .....u eart,
its i s _ ..aIIa . .... ..... with. dirt.
AI the Inpatthe poth. as _nin& in
the rocl< loeado inta the ..... that _
.. the IIoeadquaru.n """ Launbar'.
operatio... ta capture the baIfi i"i. The
ltIu. ll"OefIt ~ el l .........a heal thn>ugh
lime " ill uallUe is thilI <aee. LNambar'.
rage hee ""ly lIOIten -..- . i""" Myh in
fn ed hill 1. 11. In fact. the m.gi.\l8@I' ilI
on the "",ge orin..nil y.
,..-mr
I\I3TOW
brieiI,. ;
a"
...,.n
J)lJNGEO~ 37
~lIIalDt".
".ml.."
l.lorouP aD oponiD,g iD 1M
38 Issue No.5
"i_ta'
1O ..... ~ ~(iltbo
concluding
me Ad ventu.e
boca
hehu DO~ .." " ' _ ...
purclo.- the thinp he ____
Myl"" W bl' ill "", to be .........,j
..baD tm.a
pod. 1D ""'" time&,
bowner. he teDdo10 ba:on>e witbdraWD
. Dd """"'y. He II flerctly loyal to his
mew and employe..... PCa thai a1Johim to joiD their poorly will find bi m
determi ned fllIhter who taI<eo .....-l ble riIkI i.. combat. I willi.. g negot i. tor when he ... n ..,,,,,,,,,,,icote ith
mon
nd ahre wd bllAi
deale.
who n often 15O'llo chance) get a we.pon 0 uit of ar mor I t only 8O'J> of ila lilt
pr ice. Due to hi. inteUigence, h. "pe.ko
".m
",.
m""'.
-w.
_nt
TORTLES
OF THE
PURPLE SAGE
Part 1
BYMERLE AND JACKIERASMUSSEN
40 Issue NO.6
Adventure Background
It is important that t he PCs learn about
the legend of the Great Northway.
Many folk are willing to tell what they
know (or think they know), but the
Great Northway legend is often confused by rumors of mysterious dangers
haunting the Savage Coast . In any
tavern or inn, PCs can hear the Great
Northway lege nd from storytellers; a
visit t o a library or sa ge could yield a
written tale of the legend . Denizens of
the marketplace or wharf area know
little about t he Great Northway but are
quick to repeat Savage Coast rumors. If
the PCs attempt to bribe or coerce any '
one to give more informat ion about
Great Northway la nds, they hear only
Savage Coast rumors.
the sea.
Long ago, a great earthquake
dest royed many cities near the r iver.
Sages believe the Great Northway's
cours e was changed by the quak e, and
th e new mouth ha s yet to be discovered.
It is said t hat Ako ba an the Mercha nt
wa s the fir st to find the present mouth
of the Great Northway. When a floating
island cr ushed his sh ip a gainst th e
riverba nk, his crew was lost. Akobaan
and h is first mate escaped t he disaster,
and the latter was rescued by members
of a str ange sect, the La wfu l Brotherhood. Th e first mate d ied of fever, but
not before h e reported that hi s m aster
was determi ned to find t he source of the
great river on foot . Ak ob aan, however,
was n ever h eard from again .
A journa l or map showi ng exactl y
where the new mouth of the Great
North way is located is worth m uch to a
kin g and cou nt ry. Both the K in gdom of
Ier endi a nd t he Em pire of Thyatis h ave
offer ed exclusive trading ri ght s betw een
thei r nat ions and t he sa va ges of the
riverb a nk s to wh oever finds the mouth
of t he Gr eat Northway.
'Ib de termine wh ich S avage Coast
rumo rs the P Cs hear, rollld12 and
consult the li st below. The OM should
not just give the rumors to the players;
th ey must ask for infor ma t ion from
NPCs. Each N P C questioned kn ows 1-4
rumors. It is possible t hat two or m ore
N PC s will kn ow the same ru mor. Pes
should not find out wh ether any ru mor
is true or false , except t hrough t hei r
own ex plorations .
1. Th e mo uth of the Great Northway
is also the mouth of t he Empty Valley
Ri ver. (F alse . The Great North way is
mu ch farthe r north.)
2. There are five ancient and lost
cit ies on Savage Coast la nd s. (False.
DUNGEON
41
F'~
'"
"'J'
f$
The
Great
Northway
"
Pramayama.
. Sl agovic h
;{'I\
Savage Coast
"'~~
~,
Great Wast e
Hule
/l'.orJ:l~.~_-Qvo'dr.;';;Jf
/.J1 ~ren i Q, P
Mule
Empire
Beach
- C
of
Wild
Lands
Thyatis
<::J
\J.".
<?:>
Is le
of Dread
42 Issue NO.6
En c ounter Maps
Map 1 sh ows the contine ntal posit ion of
t he la nds surrounding the Great
North way. Map 2 is an overall view of
th e Gr eat North way lan ds . It shows
details of the continent , Orcs Head
Pen insu la , the Weste rn Sea, and t he
Savage Gulf. Th e DM should prepare a
rough map of the adventuring area for
the players to use; only t he coas tli ne
should be dr awn in, leaving the rest of
the ma p open for exploration. If the PCs
h ave adventure d through modu le X9,
t hey may pencil in any features of the
land they h ave lea rned about from
previous exp lor ation .
'Ib get a better idea of how the Great
Northw ay lands relate to ot her areas of
the D&D game worl d, note that the
easter n edge of Map 2 in th is a dve nture
connects with the western edge of the
map of Hule, on page 31 of module X5.
A sect ion of the Savage Coast wh ich
connects with the southern edge of that
map of Hule is found in th e lower right
hand corner of Map 2 in t his adventure.
The west edge of t h is inset ma p conn ects with the east edge of the mai n
map. Th e map of Hu le shows the port
city ofSlagovich with some of its surroun ding te rrain. Slagovich an d Mule
Beach bot h appear on th e Wild Lands
map in modu le X6. Pr a mayam a appear s
on t he Wildern ess Map of t he Great
Wast e in module X4. Specularum, Iere n -
DUNGEON
43
.';
';.I:r--
u~e
'"
erosion of wave action. The Oat, hush cove red tops of the islands are surrounded by 100 '-lall sandstone cliffs , dropping
to rocky coastlines. (Beware of the
46 Issue No.6
TORTLES OF TH EPURPLESAGE
Part 1
Enco u nters
1, 7,9
4, 9, 11, 13, 14 , 16
4 , 6,11
7
7
6, 11
7,8
TTS-=-- ._
4
12
8
4, 15
5, 9, 11, 13, 14, 16, 18
1, 9,11 ,13, 15,16, 17
4, 9 , 13, 15 ,1 7
1, 10
1
2, 7, 8
4,9, 11, 12, 13
7
1
2,5,8
1
7
4, 8
1, 9, 10
3,4,5 , 6, 9, 11, 15,
16, 17, 18
2, 7, 8, 9
4, 9,12, 13
4, 11, 12
4, 12
3, 4,5, 9, 11, 16, 18
-C'
DUNGEON
47
TORTLESOF THEPURPLESAGE - Pe rI l
R a r e Spices
d 100
1
2-3
4-6
7-10
1115
16-21
2228
29-36
3745
46 55
56-64
65-72
73-79
80-85
86-90
9194
9597
98-99
00
R a r e s p ices
Saffron, Cigam**
Celery, Chervil
Tarragon, Rosemary
Savory, Sage
Allsp ice, Bay le a f
Dill, Garlic
Ma ce, Nutmeg
Basil , Sesame see d
Poppyse ed , An isee d
Caraway se ed, Thyme
Cardamon, Marjora m
Cinnamon, Parsley
Cloves, Turmeric
Mint, Chili peppers
Oni on , Cumin
Fennel , Mustard
Paprika, Ginger
Pep per, Coriander
Oregano, Fenugreek
Weight
4 on
15
18
Val u e
250 gp
67
56
28
36
30
32
34
33
31
36
40
42
45
54
56
29
26
25
24
22
16
17
15
66
72
14
75
B4
12
126
130
13
8
7
48 Issue No_6
4. R a re Spices
Drifting t hrough t he air are pleasant
spicy scent s you have smelled before
at nobles ' tables. Your mou ths begin
to water as the r ich fragrances fill
your nostrils. Th e nearby trees and
shru bs are ordinary, worthless veg etation. Fro m t ime to time you hea r a
deep buzzing sound coming from
bey ond the nearb y shrubbery.
If a ny PC se arches beyond the nearby
comm on veget atio n by follow ing th e
scent or sound. read the following:
You find sma ll flowerin g plants and
short trees whi ch are the source of
the plea sant odor. Flittin g fro m
br anc h to branch are several 3' -long
gia nt dra gonflies, al so att ract ed by
the pleasing odors.
'Ib ge t to the sp ices, 2-12 dragonfl ies
must be driven off or sla in . The type of
dragonflies pre sent depends upon the
terra in. If th e spices grow on Orc s Head
Peninsula, ha lf the dragonflies are
green and half are red. If the spices
gro w in t he Bylot H ill s, they are red
and gold. If the spices grow a nywhere
else, the dr ag onflies are blue and gold.
Unlike full -sized dragons, the br eat h
weapon of a dragonfly inflicts only 1 hp
damage per hit die of the monster, and
each breath is only 3' long. Each breath
norm ally affects on ly one cre ature, but
a Saving Th r ow vs . Dragon Breath (for
half damage) is allowed if the victim is
n ot fighting the dragonfly in me lee.
Those in h and -to-h and combat h ave no
saving throw against t he breath. Each
dragonfly can breathe and bite during
ea ch round of combat, and there is no
limit to the number of breaths. Th e gold
dragonfly can breathe either ga s or fire
at will. These dragonflies do not pursue
if PCs retreat. Their t reasures are the
r are spic es.
By touching, sniffing, or tasting the
scented plants. a PC ca n discover what
type of rare spice is presen t . H ave t he
player roll 1d5 a nd refer to the Rare
Spices Tabl e. The PC should be told in
Within 3-60 minutes a dark . funnel sh aped cloud, revolving counterclockwise , de scend s from t he low clouds . The
P Cs canno t outrun t he t ornado, bu t
they ca n out ma neuver it . After t hey
have chosen their course of actio n, re ad
t h e following.
Sudd enly, a li ght gray, needle-t ipped
fu nne l cloud descends from the low
clouds above. Debr is is scattered
al oft as t he howling wind becomes a
dr ago n's roar. The spiraling cone
t urns black a nd grows wider, carrying all it tou ches h igh in to the sky.
If the PCs stay in one place, or t ra vel
west or n orthwest , they ar e hit by the
violent tornado. If the PCs tr avel north,
they encounter ligh t ra in, t hen h eavy
rain and lig ht hail. If th e PCs travel
northea st, t hey meet heavy ra in an d
h a il. If the PCs tra vel east or sout heast,
t hey ar e hit by lig ht rain before the
st orm pa sses to t he north. If the PCs
travel sout h, t he sto r m passes safely to
th e north. Th e most intense part of t he
sto rm la sts 224 minutes.
If th e PCs ar e hi t by the fun nel cloud,
t he t orn ado carries 112 PCs (except
tho se who fou nd shelter in low-lying
a reas), 14 miles to th e northeast. Each
tornad o pa ssenger must mak e a Saving
Throw vs. Death Ray or suffer 240 hp
damage (h alf da ma ge with save). Tents
or she lte rs are torn and flattened. Any .
thing not faste ne d down or worn blows
1-20 miles northeast.
DUNGEON
49
50 Issue No.6
8. Sea Drago n
The blue-gre en water st retches out to
t h e hori zon wh ere th e sea and sky
mee t . Few sea birds fly ove rhead.
Fly in g fish occasi onally glide past.
These salty green wa ters abound
with fish . Skimming alon g the horizon is what appears to be a sma ll ,
ye llow-crested green dragon. Instead
of legs it has finl ike wings with
wh ich it paddles thr ough the wa te r.
Th e cre ature dives and lat er surfeces, sending a double plume of m ist
skyward. With it s head and neck
abo ve the surface it begi ns t o circle
your ves sel, spiralin g closer and
closer with each revo lution. It se ems
to be examining your ship.
Th e se a d ragon is 360' a way when it
surfaces and begins circl in g. Each revolu tion it moves 60 ' closer (6' per round)
to the vessel. Its ap proximate r ange.
revolution time, hit modifiers, and hull
point damage are as follow:
Con dition
Rnd s,
Surfaces
1st revolution
36
2nd revolution 30
3rd revolution 24
4th revolution 18
5th revolution 12
6th revolution
6
Rng,
360'
300'
240'
180'
120'
60'
0'
Mod. Dm g.
0
0
0
0
0
0
-1
1-4
-2
1-8
-3
112
-4
1-20
Ninety rou nds (1112 t urns) after surfacing , the sea dragon compl etes its third
re volut ion and is 180 ' from the vessel.
Th e turbulence of the water sets t he
shi p spin ning, and anyone withi n the
wh irl pool suffers - 1 t o h is ch ance to
hit. The vessel takes 1-4 hull points
damage from the wh irlpool.
U nless attacked, the sea dragon
reaches t he vessel a nd begins bit in g and
spitti ng 126 rounds (2 turns and 6
rounds) after surfaci ng. A sea dragon
can spit up to three times per day, bu t
there is a 50% chance of it u sing this
wea pon at any particu lar ti me. Those
spit at m ust make a Sav in g Th row vs .
Dragon Breath or die. Thi s poison loses
it s effecti veness after one round. The
bi te of a sea dragon is not poisonous.
This particular sea dragon is not ab le
to talk or cast spells. It can be subdued
if PC s dive into t he water and strike
wit h the flats of the ir swor ds. It s treasure lies in a hi dden sea cav e a long the
nea rest shor e. The cave contai ns 3,3 75
cp; 25,000 sp; 1,250 ep; 1,750 gp ; 3, 125
pp; five rubies worth 1,000 gp each; 10
F allin g Items
Wh ite fibe r s
F les h and blood
F rogs/Thads
Pebbles/ N ut s
Stones/Rocks
Fish/Eels
lee blocks
Birds/Bats
Burn ing sulfur
F iery meteors
Dmg/Rod
o
1
14
1-6
1-B
2-8
1-10
2-12
120
1100
on the corpse, its spir it may be que sti oned . This man was an adept of t he
Law ful Brotherhood on a jour n ey back
to civilization. He was ca ptured and
ly nched by three Chaot ic Sisterhood
members for no a pparent reason.
3. Crab Spider (See chart, pg. 62).
4. Fresh Nuts. These windfall s cause
1 hp da m age to a nyo ne whose h ead is
uncovered but provide one r ation of
DUNGEON
51
52 Issue No.6
dloo
0 110
11-20
2133
34-45
4660
6175
7685
86-95
9698
9900
Minerals found
Turquoise flakes
Quartz crystals
Citrine, uncut
On yx, uncut
Ga rnet, u ncut
Silver ore
Topaz , un cut
Gold nu ggets
Opal, un cut
Ruby, un cut
G P value
5
10
25
50
100
300
500
750
875
1,000
help defend .
If the P Cs a pp roach th is temporary
DUNGEON
53
.I
"
I',
tended dock.
The trading post is populated by an
exotic mixture of greedy merchants,
daring adve nturer s, artist ic cr afts men,
dusty prospectors, stoic nati ves, peaceloving clerics, and amiable tortles. Rich land is the j um ping off poin t for
54 Issue NO.6
Th e PCs will have extensive opportun ity to explore Richland Trading Post in
Pa rt 2 of t his adventure (issue #7 ).
H . Re ef Point Landing
The narrow footpath leads to the Dravya Ruins (a rea R). Forty n ative s led by
t wo w arriors and a h e r o. traveling on
foot or by canoe, ap proach the party,
beating their shields and chanting,
"Tray Sure! Tray Sure!" (" Treasure!" )
DUNGEON
55
east.
56 Issue NO.6
earthquake which destroyed the Dravish cities occurred, the land west of the
Empty Valley tilted toward the Savage
Gulf. The Great Northway's course wa s
shortened, a nd the river plunged into
the rift and along a new fissure to the
sea instead of following the now Empty
Valley. It is nearly impossible to portage
water vessels around t he falls . The
sheer 150 ' cliffs run unbrok en to the
south. Th e best chance of overcoming
the falls is to travel 24 mile s or more to
the north where the grade is less steep.
Vessel s or individua ls in the water
within 500 ' of the base of the fall s a re
caught in the under tow a nd suffer 10
200 hull point s damage or 10-100 hp
damage. Vessels or individua ls in t he
water with in 1,000 ' of the to p of the
falls are drawn over the fa lls and sufTer
5100 hu ll points damage or 550 hp
damage plus the undertow damage
listed above.
N. Floating Island
Upstream, ro unding a river bend, is
a flat , grass-covered floating island
about 300 yards in diameter, slowly
floating downstream. Birds stand on
the is land's 4 '-high shore . There is
only a little space to pa ss th e island
on either the insid e or outside curve
of the r iver bend.
The isl and is a sudd , a floating m ass
of vegetation which broke free from a
riverbank u pstrea m during a flood .
There is plenty of room on the rive r to
avoid the mass if t he PC s pilot their
vessel to t he inside curve of t he r iver
bend . If t he P Cs try to pass on th e outside bend, t he sudd crus hes their vessel
aga inst the riverbank cau sin g 318 hull
points damage. Any indi vidua l pinned
between the sudd and the riverbank
suffers 1-6 h p damage. The PC s can also
avoid the sudd by moving downst ream
faster than the island, then turning and
passing it on a str aight away ins tead of
a curve.
The island easily su pports anyone's
weight . If the PCs land on the sudd,
there is a 25% cha nce per tur n thei r
vessel is crushed unles s they pull it onto
t he floating island. When the PCs land
on t he sudd , t hey di sturb 12 nesting
d r agonflies with 3' wingspans. The six
wh ite and six black creatures attack
fur iously. Th ey have no treasure, but
the su dd contains fruit t rees that ca n
su pply 5dlO rations.
Lost Ruins
Read the general desc ription below
followed by t he specific description for a
ea ch lost ruin. PCs will have the oppor tunity to explor e t hese lost ruins in
more detai l in Part 2 of this adve nture
(issue #7) .
Scattered over a square mil e is the
rub ble of a r uined city. Th e most
conspicuous structure in the city is a
ce ntral 50 '-tal l moun d. Several huge
sto nes with holes the size of a man
bored through them stand abo ut the
central mou nd. Stone arches stand
20' over some st reets . The rest of t he
DUNGEON
57
R . Dravya R uins
Scave nger birds wheel abo ve a city
overgrown wit h dead weeds. A cold
wind moans through the empty
streets of th e vast dese rted city. The
ruins lie trapped between desolate
grassla nds an d a deeply erod ed riv erbank squeezing a trickle of stagnan t
water.
58 Issue No. 6
T. Yaz a k Ruins
Port 1
DUNGEON
59
60 Issue No.6
Purple Sage.
Woods,
Cle ar, Grassland
:Animal
Anim al
Dragon
Flyer
Trib e
Un us ua l
HiUs,
Valley, Barren
Animal
Dragon
Flyer
Tri be
Tr ibe
Unus ual
Riv er
A:nimal
Dragon
Flyer:
Swimme r
Swimmer
Tr ibe
Swamp
Dragon
Flyer
Flyer
Swimmer
Swim mer
Tr ibe
Ocean
Dragon
Flyer
Swimmer
Swimme r
Swimmer
Tribe
Jungle
Anim al
Animal
Dra go
Tri be
Tribe
Tribe
Animals
Barren,
Clear, Grasslan d
Caecilia
Dog, normal
Horse, draft
Hor se, war
Purp le worm
Ru st monster
Id6
1
2
3
4
5
6
Woods
Bear, black
Centipede
Devil swine
Dog, normal
Owl bea r
Rust monster
River
Amoeba , giant
Decapua, marin e
Gray: ooze
Gray ooze
Rat, normal
Termite , fresh
Woods, Jungle
t\ ranea
Derv ish
Lupin
Na tive
Pa gan
Phanaton
Rak asta
Thrtle
River, Swamp
Cay.men
Day -men
Valley, Hills
Caecilia
Dragonne
Dog~normal
Horse, dra ft
Horse, war
Rust monster
Jungle
Caecilia
Centipede
Dragonne
Purple worm
Rat , normal
Rust monster
Tribe s
Id8
1
2
3
4
5
6
7
8
0"
Pagan "
Rak ast a ""
Tortle
Day -men
Tortle
Thrtle
Tortle
0"
0"
Valley,
Barren, Hills
Dervish"
Lupin"
Native
Nomad
Pa gan
Rak asta
'Ibrt le"
Ocean
Snapper
Snapper
Snapper
Snappe
Snapper
Sna pper
Snapper
Snapper
Swamp
Chimer a.
Dragon, black
Dragon. gold
Dragonne
Hydra, flying
Wyvern
HillS/Valley
Chimera
Dragon , gold
Dragon, red
Dragonne
Hydra , flying
Wyvem
0"
" Except in Bylot Hills and Dry Fla ts. Roll again.
" Except in YDZak Steppes. Roll again.
Flyers
IdlO
t
2
3
4
5
6
8
9
10
Un usuals
All Terrains
Dragontl y, bl ack
Dragonfly, blue
Dragonfly, gr een
Dra gonfly, gold
Dr agonfly, red
Dr agonfly, white
Hawk, normal
Hawk , gia nt
Pocket dragon
Pocket dragon
I d 12
1
2
3
4
5
6
7
8
9
10
11
12
All Terrains
Djinn i, lesser
Doppleganger
Efreeti, lesser
Golem, amber
Golem, bone
Golem, bronze
In Visible stalker
Living sta t ue, crystal
Living stat ue, iron
Living stat ue, rock
Hypnosna ke
Shadow
Swimmers
Id6
1
2
3
4
5
6
Ri ver/Lake
t\ moeba , gia nt
Amoeba, giant
Gray ooze
Gray ooze
Hydr a , sea
Termi te, fres h
Swamp
giant
Amoeba, giant
Decap us ,Dlarine
Gray ooze
Gray ooze
Termite, swa mp
Ocean
i\.nioeba , giant
Decapua , marine
Fish, giant r ock
Giant . storm
Gray ooze
Termite, sal t
Woods/Jungle
Chimera
Dragon, gold
Dragon, green
Dragonne
Hydr a , flying
Wyvern
River/Oce an
Ch imera
Dragon, gold
Dragonne
Hydra, flying
Hydr a , sea
Wyver n
~moeb8 ,
Dragons
Id8
1
2
3
4
5
6
Cle ar/Barren,
Grassl a nds
Chimera
Dragon, blu e
Dra gon, gold
Dra gonne
Hydr a, flyin g
Wyvern
"cr -
--
Dmg
S ave
ML
AL Source
AC
HD Mov e
-- 915 30 '(10')- 2-12
F7
10
N
I
CC5 0
180 '(60')
2-12
F2
7
N
B25
1 bi te
3
4'
MU3_ _ 7 _
_ 1.-6 + poison
7_3"'':'''' _ 180'(60'), in .web.l20'(40'J__
c_ eGG
1 bite.
Aranea _
3 '(1 ')
I
1-4
FI
12
C
CC5
Archer bush
7
2
120 '(40 ')
2 c1awsll bite
113 113/1-6
F2
7
B26
N
4
Bear, black
6
24 0'(80 ')
E46
1 butt
18
FI
5
N
Bison, bu ll
7
4
F39- - N - E46
- - -lS - - a
- 6
60'(20 ') Caecilla -"
6'
- 1 bite - 90'(30')
1-4 or BWT
1 bit e or wea pon
FI
8/9
N
CC33
Cay-ma n
7
2
. N _ 8 28
I bit e _
9 _
1/2
60 '(20')
poiso n
NM _
7
Cen tipede, giant.. _
120'(40')
2-811 6
F3
7
N
B32
Chameleon , gia nt ho rned
1 bitell hom
2
5'
1-311-3/2..gj! 1Of3.12 + 3-18
120 '(40'), fly 180 '(60' )
2 c1awsl3 heads + breath
F9
9
C
E47
Ch ime ra
4
9'
120'(40 ')
I
BWT
Ct -7
9
C
Cleric, Chaot ic Si st erhood
4
7
1Cler ic, La wful Brotherhood - 4 - 7 -120'(40') Cl-7- 9 -~
BWT 120'(40 ')
7
N
B38
1-8 + poison
1 b ite
Crab spider
7
2'
_ _ FI
F2 _
..5_
..4 _ 3 '(1')
..9 tentac1es_
. 16 ea.
. 9 _C_CC64
De cap ua, marine _
240'(80' )
1 butt
1-4
FI
5
N
E46
Deer, herd ani ma l
7
2
FI
10
L
E53
120 '(40 ')
V
I
BWT
Dervish
I
3 (9)
IBO'(60' ), hu ma n 120 '(40')
1 gore or blow
1-12 or BWT
F9
10
E46
Devil swine
C
9'
a
8 - N" B39
6 -4 + 1 -150'(50') - - 1 bite"- - - 28
F2 Dire wolf"
1 fist or whi rlwind + specia l 2-16 fist or 212 wh irlwind
E48
FI4
12
C
7 + l'" 90 '(30'), fly 240 '(80')
Djinn i, lesser
5
7_ 2 + 2....180 '(60')
1 bit e
16
_ F l _ 8!6_ N. CCl3.
Dog _~
90 '(30 ')
1-12
F8
B28
Dopplegan ger
I
8
C
5
4'
90 '(30 '), fly 240 '(80')
2 c1awsll bite
2-512-51220
F7
8
C
B28
Dr agon , black
2
7'
27/2-7/3-30
90'(30'), fly 240 '(80'
2 cla wsll bite
F9
9
N
B28
Dr agon, blue
0
9'
2-8f2-86-36 F I I -I 0 - L - B28
2 c1a wsf1 bite
Dragori, gold 11 * 90 '(30'), fly 240' (80')
2
90'(30'), fly 240' (80')
16/1-6/3-24
B28
Dr agon , green
2 clawsl lbite
F6
9
C
I
8'
MU3_ _ 8_
N _CC7l},
1-3 + venOIll
8
Dragon , pockeJ .
3 ' _ 90'(30'), fly. 120' (40 ')
1 bite .
90'(30'), Oy 240 ' (80')
18/18/432
FlO
10
C
B28
10**
2 clawsl1 bite
Dra gon , re d
1
F8
CC64
180'(60') swim or glide
1 bite or 1 spit
324 or special
9
N
Dragon , sea
I
8"
3+2
60'(20 '), fly 240 '(80 ')
1-6/3
1 bitell acid breath
Dragonfly, blac k
F3
8
N
CC64
I
F4 - 9 -N- CC64'
- 1-6/4
4+2
60 '(20 '), fly 240'(80')
1 bite/ l ligh tning breath
Dr agonfly, blu e
1
60 '(20 '), fly 240'(80')
1-6/5
1 bitel1 gas or fire breath
F5
9
N
Now
5 +2
Dr agonfly, gold
3
60 '(20 '), fly 240 ' (80')
1 bite!1 ga s br ea th _
1-6/4
4_
8_
N.. CC64 ,
Dr agonfly, green
0
_ F4..
60'(20'), fly 240 ' (80')
1 bitell fire bre ath
1615
F5
9
N
CC64
Dra gonfly, red
2
5
60 '(20'), fly 240 ' (80')
1 bitell cold breath
1-6/3
F3
Dragonfly, white
2
3
8
N
CC64
150 '(50')
2 claw sll bite or roar
16/16/424
F8
N
CC65
Dragon ne
3
8
8'
F 15
2-16"
- 310 -90'(30'); Oy 240 ' (80') 12
C
E48
1 fist
Efreeti, lesser
180(60)
14 ea. + poison
4 spines
F3
N
E49
5 +5*
8
F ish. giant rock
7
_ 84 8 + special_ _
_ 1.t special _, _
2_
15* ':-150'(50')
E50,
Giant , storm_
F15.
. 10. _ L
180 '(60 ')
2-12121212-20
2 clawsll bite
F5
12
N
E50
Golem, amber
6
10'
120'(40')
4 weapons
BWT
F4
12
N
E50
Golem, bone
2
6'
240 '(80')
20 **
1 fist + special
330 + specia l
FlO
12
N
E50
Golem , bronze
0
a
18- -3"'10'(3')
- - 26
- I Z -N
B31'
F2
Gray ooze' - 450 '(150 ')
eC16
F2
3 +3
I
16
8
N
Hawk. gian t
6
_ mf __
_ _1-2
7_
N _ CCI6
I
Hawk. normal _
8 -Jh _ 4BO'(l6Q:) _
V
120'(40 ')
F4
7
I
BWT
7
Hero, h um an
41
90 '(30 ')
Nil
F2
6
N
E51
Horse, draft
7
Nil
3
120'(40')
1-6/1-6
F2
9
N
E51
2 hooves
Horse , war
7
3
a_
- -13 - - - 1-LO'ea . +'''"s pecia l F 512 - 11 - N
E52
Hydr a , flying
5-9 *'" 60 '(20') 5
5-12
1-10 ea
F5-12
11
N
E52
Hydra, sea
5
59 *'" 120 '(40')
_ _ _ _ 1 bi.te.OI:. l..ga?:,e; tail
C _ CC70,
MU5 _ 9_
4
_
1-8 or sleep; 110
Hypnosnak e
8':"" 90'(3.0) _
Name
Amoe6a, gian tAnt, giant
- -
--
--
--
--
Na me
Inviejbleatalker
Living sta t ue, crystal
Living statue, iron
Livin g st atue, rock
Lu pin
Native
NomalJ _ ..
0"",
Ort_ __
Ore chieftain
(attac ks as a 4 HD monster)
Owl bear
'Pagan
Pha naton
Pha naton, aubchief
Ph an aton, eubehie f
bodyguard
Phonaton, wor chief
'Phonolon;-wa rchier - bodyguard
Purple ,wor m
Rakasta
Ra t , norm al
Rust monster
Sabre-tooth tiger '
Seal, fur
Shadow
Slime worm
Snapper
Sperm whole
SWlfllhbuck ler; h u ma n
'Iermite, fresh water
Thrmite, 1l81t water
'Thrmite larv8,"sa lt -;;;:te r
'Thrmite, swa mp
Thrt le
TroJl"Vampi re rOMe
Warr ior,.hum an
Wyvern
=-
CC Creature Catawg
C Compa nion Set Book 2
V varies
AC
34
li D
Mo ve
-S - 120 '(40')
90(30)
3
2 _4 ~. _ 30(10)
60 '(20')
4
5'
120'(40')
6
2
120'(40')
9
I
y
~ ]- 1 20'(40')
5
4 +1
90'(30')
6_
1. _. 120 '(40 ')
6
1
120 ' (40')
120'(40')
5
5
6- 1- - 120'(40')
7
90 '(30'), gliding 150' (50')
11
6_ 6 _ 9 0'(30 '), gliding.15Q;~50')
90 '(30'),
6
3
gliding 150 '(50 ')
90 '(30 '), glid ing 150 '(50 ')
8
3
6
' 2 - 90 '(301/
glidi ng 150'(50')
6 _1 5 ~ 60 '(20 ')
90'(30 ')
,~
60'(20 ')
s
120'(40')
2
5'
0- 8- 1 5 0'(50')'
120'(40'}, swim 240' (50')
7
3
7_ 2 ,t2:-90'.(30;)
60'(20')
6
10
30'(10 '), swim 180'(60')
5
3
180'(80')
6
36'
S - -5 - 120'(40')
2+ 1
120'(40')
8
5_ 4 _ _180 '(80 ')
ISO' (60')
9
'k
90 '(30 ')
4
1+1
30'(10')
4
3
"6"+"3" -1 20 '(40 ')
7
30'(10')
4'
7_ 2_120'(40~ _,
3
90 '(30'), fly 240'ry'90')
7'
8
' AT
1 blow
2
2
2
1
I bow
t"weapon
I
1. spear
1 spea r
2+1
= =
1-611-6
l cB11 -8"'+'Ios~i al
2-1212-12
BWT
BWT + poison
BWT BWT+2
BWT_ _
BWT
Save
ML
AL Source
12- N -ES2
F3
L
B32
11
F4 _ _11_
N_ B32,
F5
11
B32
C
F2
6
L
CC3.
y
F1
7
CC41
FlSN -E53 '
F4
10
C
B35
FI
618_
C:_ B35,
FI
8
C
B35
F8
2 c1awsll..,bite
.. -,
1
I
1
1
1811811 -8
BWT1-6
2:7
1-6
F3
F IFl+2
F6.t 2 _
F3 + 2
1
I
1-6
1-6
F3+2
7
L
F2 + 2 - 7- r .-
I bitell sting .
2 war cla wll l bite
1 bite per pack
1
" 2"Claws/1 bite" I bu tt
1
1 bite
2 c1awsll beak or l iang bow
1 bite
1
special
specia l
1 bite or ink spray
special
2 c1awlll bea k or weapon
~ 2 c18wSlI bite- - 1 thorn + blood dra in
1_
1 bitell sti ng
Dm.
4 ~16
1-6
1:4..!r ,llpecial
2-12
1-611-611-8 or BWT
380
BWT
1-4
11i
1
13
1-4/1-411-6 or BWT
1-6/1-6/1:10
18
Bwr..t poison
2-1611 -6 + poison
E - EX1Jf!rt R ul4'book
BWT -by weapo n type
9
N
B35
S - N "' CC42
7
L
CC43
7_
L. "CG43
L
7
CC43
CC43
CC43
EnS
FB_ I 0--..N_
F2
9
N
CC44
NM
5
N
B36
F3
7
N
B36
F4SN ' B27
FI
5
N
New
F2 _ 1 2_ C_B36
9
N
CCSS
F5
9
C
CC46
F3
F I5
C38
7
N
FS9N
F2
8
N
E56
F3 _
1 1_
N . ES6,
NM
3
N
ES6
Fl
10
N
E58
L
CC47
F4
11
- F6 -10/S -C - ES6'
F2
CCS8
12
C
F2 . _ .B__ V
E57
F4
9
C
.....,i.... 1O':
1'>0"'"
"ll>ftlft of oM
s..,. _ Parl2 .......
plotel .. 1M!) l::. pert Set ..udiot ~ ..
...- . . . . _
btpfI '" OO NUW N
_ .. If! n llo
~ for
.. P"1"t1 r# 2-lI
.......- of 4, j,.IOtb
8II..... ~utII.
fl,.
TORTLES
OF THE
PURPLE SAGE
Part 2
1(."""""
,-M_
"'""!,,,;""
o.alooke4-
_.
to -,uod
u.r.. lost
Pr...,.. _
thioir -'~lrJ'
8 usue No.7
to
GREAT NORTHWAY
h ~"
24 mile o
LANDS
DUNGEON 9
roenss OF ltlf
O"t~
'f'IIMtable
'I'ime
Actmt)'
Wonhip in ..,mpIe
BId. to bed
~ i n ........
BftUf_
Wcdl .-.tiDe
Wonhip ill tM>pIe
w.u... '" ...Ipool ball
Wonlllp no...,1e
Midni~t
U lO..&:OllOt
"30 "'-"'-
7:Oll.ut
9:00 Hl.
llXlO 4-1t
11:00 4)01.
N_
Lunolo
l~ '"
:t:OO,...
,:z-.Y1 . ..
:::oec.
Wonl", ;.. _
__
pie
1:00 ,....
1:30,...
h,p.""""......-k O""tofou.
m;n utooo W .,.... .....h -.-hip tilN'.
-....TMl ..
1fM...... on 'h~ .\uopf!l
....... 1l.~"1
d wta...,
n oawed fn"lt WWlhl p Ill'" ~ lltUIli ..
puniWntoal. AM nQI>
t"'"
mI,.....
1'1<.,. ti._
......n....
_
""""'"
td
. ny. ~ . lloo.rod tho
In whid>
tJ>o, .... ~ Ire
be1ow.
2n d 1
4th 1
10
Il
Md'b'
tot',.,. .....
s..... ce.
A~ Cl ; hp4;
....,
e
H_ lw. Osll......-
A1t1lDnet. Chamberlain
s.n.. Com"".......
Keeper. Granalot'
....."
!l
10 '
01'lI....1 p""lt"'n
!'.a_y.
wan>o<!
Irow
II"'''
....
.....
Ito
p. .had........... ,"," ty _
-..tuJ. _
. . .,. =<4
_"orboooI""""'WI
""f'IIn!W
""",IS i n
.llll "l"'llo.. N_
ij
.......... to
Work
SUpper
Wonlu)) In _ pi c
1\1 brd
6 :OO~ ..
1'1>0 LaWful
~....,IN:.
41111 . ..
4,30''''
_.--npl.ioM.
o.ncs,......... -.....
cq>l.i..... itt tho
Adopt
S.... cu sn. a
e1_
_I>
&om
..
"""'8'"
ell-ac1<en' meloy
C.oft&Jnc,n'. W.......h o p" (........ 21 n
~ted anlaalll lOtl ln m - Ibopo to
procI_ ..Ul, Ute
p<oil -m.
E-=lo""""
uppli.... LuuI.. ..m.
fllliohood I
of """ craft. finisbod
,....ho..U wl-.dani p<i<ew, .. od tbo
c r ~ abo do _ lr. ro. hiR.
It""'...
'tho ,.....,.
_k _ _ he
............1.
ts 01 ~ 01u.-
111
\ Y1'O'> 500...
."t-s,
r.a
N<I'ri<e, S..... nl
Aoolyto
1
None
I..oludos 4>ly te,",,,",, doctot". gnrd.",... ot~ble h.nd, . n;mal kMP"'", <II" <>tho.
pooiti_n lleted .. be lo"lli n ll 10 ~ ",",v~nt ofth. BrOlMrhood.
.. ,.
1., .-
_.
I "O>A
o.' ",
,~
Duu","" L. .rl
N
,----, 0 0
".
" .
".
17~
""
00
f----I 0
0'
00
00
00
"EM
"'I;
D3Jgg
,
".
'"
".
I,
""
. . I .
,
r;r;:1 '"
L.:.I.:.:.J
"
1 squa,e - 10'
DU NGEON
11
to
in<,..,~..,
per..,,,,,
.....11
who are li.ted in i~a lic.
below are cleric> of t he Lawful B""th~,..
hood. Their . tati.tic. Rl"e lioted by thair
positions on the Outpo.t Clerie Pnsi
1211M.la No. 7
tlOru! ti<bl.
"'''IiI'.
off,,,,,.
I""..
f""''''''
"""" (l 6W i.
~oed
""rrio>,
50' length ohop<, a la rlS" .<><k, a tindo,bo~, . b,,,,,le<, a du n ,word u,ed for
ca uterizing won nd. (1-4 hp damage per
application, but the wouad ioared
d _d), oi" filled wa""'skin" and ,nx
wineakin o holdlns qua rt of win. e:>eh ,
A flaok e.mtalning 1-24 m.di... l l~o .
in wat. r i>l u""" for tram portlng Ih .
la.oh. T hay die If j~l\ oul ~ r waWr for
llION th.n 24 ho W'. _
I 7E. lU.... t;ng H.II a n rl fl<>rmitnry_
"""""-Il""
17C.
B~ lh ~",l
L"l"; " .
.MV' . /1. 11
h~H
c1~ri<"
II""....
area 13,
DUNGEON
13
... - .....
tim.... I<IoMo
i~ . he ..Jo.o_ th.
_I _
ldl"&" 2.1.NI 2.~ ,~ ....1oM.
peDII and tollta 4M chicbn. dudr.,
....... ..........a.
~and
SUr. t _
i<latIN
s......
h a~<u llve
.....
.......
l1li
Tba dte-trid&e _
f.bt, dilcll
be Iw>ioted by two mea IIAin&' a
Ge~
P"'P"IP'"_
29B. ,"... 1
hk c...-.&...
N.M . - of
.... t l ..-i-o._wallM _ _
-r
PflII_,..."'"'_
,. . 1II'\tOd>
'\;
........ cnltoo
be
n-,....._
- pK-~-,,,,,,,,
0IIb be '
1a~.Iitlkr'
D. O..d ..-<l
.lAL
n.... _ ""'.'""
IlI'Ples.
---~P\_. "'''''''''''''''
30. Di ld., Thoo dlldl ..............un&' the
ie 2(1' wi~ and 10' deep, Rain
... .... huoolkded ta _depth 0(5'.
~\ey
14 ISlue No.7
_ aldl
nd pol't<'Ul h uppo<t
l'QPe.
baylQ/l,
<tut_"A
__ ;"
s.c:n. i o ' -
_ _ tbiI
-n..
ill""'"
opwa.,
and.~tN.Mi.
rluvoch tho
AlI.-....d
noY1I:N _ - , duri,._ip
,.,....
~ B.
"1 _ _
II"
nl.hor-t1~that
.........lad.
If the Pea need to hi.. a nille. tbeT
,.
"-~. -
UjJllc""vt~bl~ u id~
'''.
'rouble.
a nd ry e,
m1B, 37(';), a
wiu~
or
(wud ], :w w ). A luckecl
"""'J!lw, "'"I<>i,,
DUNGEON 16
M ill
'I'~e
",illwright i. a priest
eatlog nt'm.il.
41, Sh eepfold. The ,hepherd.' quaeter.! are here """,~g 424 ohoop. The two
b<!
..,.,..,.,,,,s'
D"ng<O~ Leoel
43. Go ot Sheds, The geath.,.,I.' qua:-ten are hore muong 4 24 ll"""to. The lwo
goatherd. are !!eM'anb oftha cler ics and
16 l$sUElNo , 7
...
10' thick.
~II .
~.
\
from the ceiling heam., Between the
hm doo"" on the oouth "",11 i. an unfiniched mo.p of the G",.t Northway l.nd.
Riohl<lnd Trading Purl ihown Illa,,!!
tho w....t ""..t. The ring and <orllc
&haped.arth mounds (_ Part 1, J>'-g.'
5-8-59, i.sue f(;) "'" shown a. wat.r
hoi, 'I'h. Ik...t NOO'lbw.y .od tho
lnealions of ruined <iti are not ohown
57R.l1u ar<l Roo m. Thi, room 10
directly abo". the .ntrywoy (MA l. A
JlOI'toullls wlndla.. atand. to nne . id. of
the room, Unle". the tower !laB been
reoently attacked, the metalsh.athed
I-"-'J'\culli. han~ uvl-"-'cL.d by a WI'" in
Ihi. rWIll. A door read,ed by .q""",ing
around lhe .oopellded POr"'ulli. l.ad.
out.id~ to the roor of the ~atehou..,
which
A' 0 fi,hting pl<ltfo.-m.
Three fi.tsited murdeT hole. P;eT"" tho
floor of t b. gutU"d room ond allow the
entryway to be observed or defended.
The guard room i. illumiootod through
two .,,;ned window"
oeT".'
fi,.
'0
~ '4;
DUNGEON 17
ML 6; AL NI
18 Issue No . 7
pigeon_ along to inform him of their prog"'''''. Tlt.h~ PC. ",fi,,,, ~i . twjI,,,",,, ',~ e i ,
Iltay in Ricl:tbrnd m oy bo a ohOl"t. one. If
they do not lISe tbe birds ... instructed,
the PC. "ill not be welcomed to Richland
in th e futu re,
The
Lo~1 Rul n~
a-
LOST RUINS
Gate stone
Crum bling monol ith
Marble column
':1,.: Rubb le
I::;) Pile of bones
CROSS SECTION
1
DU NCEON 19
aquar e
1U'
Ie
"'k"",."
y_~
Gate Sid"".
20 1S$\le No, 7
D ,.UV'f~ M~,wl;ll",
zoo lIP
ByllJl MMolUh.
The PCs oense they are being watch ed.
Surln.nl)', th~ f1gur . on top ofth. pillOT
bendo down end begins beeting a loud
dr um . The ngure is a pSgRD lookout
.igneling othee Neutrnl Alli a""" memo
ber>. Alkr bnatlnKUte dmm for twtl
,uunw" he atl<J<1o \h~ PC. with hi.
lonl: how and 20 aJ'l"<Jws. The pnl:an
carrie/! no per""nnl trea","'.
Y""n~ Monolith.
The PC. renu lhey are heing watched,
Suddenly, tho figu~ atop the pill'" lin.
an animel horn w it. lip. and begins
trumpeting. The figure ;" " dervish
loo k~ut signaling othor L.wful Alli,.n..
m<>mbers. Aft.r trumpotin.g hi. horn for
lwo rounds, he attacks the I'Gs with his
light ..."","""" and 30 q""-l'l'el. 'I'he
d.nio!> oorri<>. no p",""onal tn."""'.
La".
d"".
r.ar;
morph self
Le~ping from ro ver ~ t .,e" 4 (;, ..
human d",,,,,,ed in dark . oior ' abo .. t a
PC '. ba ok (p il fer . , of the Cha otic
Si9terhood, A C 7; 1'7, hp 18; M V 120'
140 '); 'AT 1, Dmg hy weapon tYP"; S""e
1'7: JIlL 9; AL C: long ' w.... d; OL 4 ,~%,
s-r 40%. RT 38%, PP 50 %. M545%, CSS
931t, H S Mit, HN M J.
From d""p in thn Ilh ~dt>w. ",, ~r 4H,
~he
Bylor Lai,.
Tn" Pl'. !><Ie. (ho iow gl'QW l. and pu"".
Yazak Lairs
Bu ild inlr.l4A, 4 B, ~n d 4C "'-'" t hola;.."
un -lO lu"i"", Huwlin ~, h",h, ~nd
"'....,, 1. CUJHe (l'UIn ~re~ 4D, uoed "" ~
0.1 "".
retreat fr om combat.
Bywe
~'U1
Y""oJo Bo ne Pile,
D""'-'Y<' Mound
The wJn ged l",ardo ~re ~ du~lly p oc ket dragon . Their hoard <ontain, l ,OS(l
ep, 7,350 ' p , ~nd ,,"ven top.." worth
24~ gp e oeh .
DUNGEON 21
22 Issue NO. 7
QuiCK Fix
Bylol PalM,
Pnlh.
'"a
i
Woodo,
m ea r; Gra la nd
Animal
,, lli..,.
a
Anillllll
Fly er
Thib.
Unu.ua.l
runs,
Valley, B ~ ..
:Anlmal
River
lli_
Animal
"'"~.
..
'''''
Flyer
,~
","0
on",
Swimmer
Unu.ual
Sw"",p
Oe"....
lli"".
lli"".
Flyer
"'"
Swimmer
Swimmer
Thib.
Flyer
Swimmee
Swimmer
Swimmer
Thibe
JunKIe
A.,"",
Animal
Dr"ll<>n
on"
Thibc
Thibc
A.nimalo
Ha......n .
a u r; Gr "".I" nd
Ca""iHa
1'loII, M rmal
'",
a
""'"". draft
Ko""e, war
Purple worm
RUBl rno""ter
R"" r, bl""k
('",ntip'lllo
Hiver
A"",,"M, giant
ru....pu. mari""
fl<>.;l
Wood.
~WiM
IloiI, normal
Gray"",,,,
Rat,oormal
ThmIlte. fwlh
Owl bear
Rust ll1fIoster
Valley, HiUe
C... dli.
Dr"ll" n""
Dog, Ml'rna l
HOT,"" draft
Horoe,war
Ru", mnmrt.'"
Jungle
C....,iH..
Centipe<l.
Drag<>Tl""
P"'l'l~ WOTm
Rat, nOl'mal
R"... mon""'r
Trib~.
Valley,
rae
i
a
Cleou-, Gr.....h...111
"""'"'
Lupin
Native
Nomad'
0"
-,.
Pngnn"
Rakasta
WlMJdo, Jun~lr
Araue..
Derv l""
Lupin
Nati""
Pagan
Phandon
...
""'
-,.
,
,a
s
a
7
ro
BliI''''''', Hill.
Derviah "
Lupin "
Nati""
Nomad
""
Pagan
R......
'lbrtl..
Ocea n
Snapper
s"ap",,"
SnaPP""
Snapper
Snapper
Snapper
SMppe<
.Snap
Unu.u al.
Id12 AU 1"l'1'Dln.
Djioni, lesser
a
Doppl.gang<>r
F.f. aati, 1... _
a
Golem, amber
s Golern, bone
e Gulem. bro"".
lnviloihltalker
e Uvin~ . (atua, cry_WI
s Uviug lItnluo, isu"
ro UViD~ . tatue, rock
ri
lIYPllo. nake
ie Sha dow
All Thrraina
Dragonfl y, bI""k
Dr..gonfly, bit,.
Dragonfly, green
Dragonlly. i old
Dragonfly, red
Dr"llunfly, wbile
Hawk , IlUl"mnl
Hawk, ~lalJ\
P<>ckel dral[<>n
P""ket draR<>n
l<UO
""",
-"
""
""
Torlle
Riv"r, Sw " mp
c...y"",n
Cay. men
Caymen
SwimmeTl!l
'",
t
,a
s
"
RiverlLake
AmO$ba, giant
Am""ba, giant
Uray..,..
Gray "" ..
Hydra, "'0
Thrmit" , f",. h
Swomp
AmO$ba, giant
AmoeM , giant
U""ap"", m ari~
G.-ayo<>u
Gr..y OM.
""'Tmito, _ omp
Oeea"
Amoeba, gian t
Deo.apll.,merino
fuh, giant rock
Uiant, . torm
G,.y""".
Tonalte, It
Woods/Jungle
Chimera
River/Oce an
Chim era
Dra~all, ~ld
Dragon.~ld
Dra gona
".,
a
a
s
Uelll'lBanen,
Gr"""lands
Chi"",ra
Dra""", bl""
DralOOO, guloJ
Dr~~OIll'"
Hydr a, fly in~
Wyvfffn
Drag<.JIl, I:Tcrn
Drag<>on~
D,a~u"lJ"
Hvdra, flyj ,, ~
Hy,.lo'a, ""e
Wyvo..,
lIyd...., flvi,,~
Wyveru
Ilwamp
ChImera
Drag on. black
Dragan, gold
H;n . NlIll n ~
H"oJ, n. nyu",
Chime ra
Dral<l1l1. itl ld
Dragon, red
D,a20nne
Hydra , n Vi"ll
Wyvern
W.vvern
Dr n ~ u n n "
N_
'Atnoe1>.a':"giw
." . allea
Bear. black
Caeoili a
Cay.man
Centip<de, giant
Chil>1l!Ts,:""e
Dee.pw, .......in.
"""""
Devil.wine
Dire wolf
Dji~nl, 1_,
"'"
o..p]> l .ga:r. ~
n.,- . \>JoIrk
Dragon, blue
Dragon, gold
Dr.goll, gtreD
'io.g.iJi,-poeliet
Dr"l:" n , N<!
,Dr!,g oaily, bl'\.C"
Dragoaily, blue
Dragonl1y, gold
DragonOy> green
'DriogollOY, ..,.j
Dragonfly, white
,Drag""...,
Efroeti,l_
Go1...., bo".
,Gol~~~
Gray """.
H.",k , giant
Hawk, normal
'Hem;;.; dm/t.
, 8 - . ..",
Hydra , Oy il1ll
Hydra , sea
Hypn06nake
] nVisibl. sWkei'
Lw;ng statll'l, orystal
,LiYi!>istat"". i>n
Lw;ng """t".., rook
Lup in
Menen ory
NlIt!Ye'"
N_.
,,
.',e
,,
AC
Move
30'(10' )
18[),{60'), in w.b 120 \401
_ 4 _J2O'(40' )
,..
15 -
,.
6O'(2()')
OO'(3()')
"
60'(2 0')
,,.
S'(I ')
121Y{4lYl :
. ..hi.
180'(00'). hu"",.. 120'(40)
lSO'(W')
OO'(3[)'), fly 240 '18O'j
,,-
10 *-
...
V@
3 (9)
,e
,
7 +1*
1/'
-,n,
-,,
-,
-,
11**
!* - 9O'(S~i1 2O'(40 j ,
",
,.,
c
!:-2
a
a
f5 _
,-
5 +5"
15 *"
tW161)')
,,W':""UO'@Oi!
,-,
.t o*-
..
O_
,
a
.,., a
,,s ,,, ,.e
,a ,.a
,, a
,
a
a
,W
OO'(3(1l
: 20'(401
LO'(S')
450U5U~
480 '(l60~
3 - : 3't{2()').
120'(40 ' l
3_ 1 20'(40 1;),
60 '{20')
59'*
1200(40')
59 "
900(SO ~
1:HI0(40'}
900(30'.'
l"._SO\HI?
6O'(20~
120H 01
12or40')
1 -120~(0 ')
1_
120\ 40 ').
,.-
Dm,
m
AL S....,..,.
F7 - 1 0
I ""idie t nu. h
212
N C, ,,,,
I bite
1-6 + !,,>ioou
Mt13
C
_
F>
Li3-lJSIJ.-S _ _
2elaw.n. bito>
N
ass
1 bit<
Fe
e
N
I bit< or weapon
14 or BWT
F>
N ccaa
1 bite
NM
N
sse
Poi"""
2 daWilS heads + b,.-ath-l.:l1\.3I2-&'lCloo.I2"+"3-18 - F 9 9C - E47
9wntllcl
1-6 ea .
F>
C CC~
<BWT., ~
.... l ..""poD
_ F t -lO - L _ F..53
1 lIOn or ...a pen
112o:rBWT
rs
W
C
1 bite
a-a
sa
N
ass
1 list or whirlwind + sp<tei..l 2-16 fiot or 2-] 2 whirlw ind
ra C
- 'f-8"- 1 bite'
- - Pt 8/6 '- N - e C I
I blow
112
sa
a C
2 elaw.ol1 bile
2-512.-S~O
~ 7_ 8_ C _ B28
~,
:I .'" wllll bile
27127!3-30
~
N
~,
2 0:"",1IIl bite
2-81285-;16
Fn
W
L
2 cl"ws! ]bite
1-6/1';;" S-24
ra
C
.aaa
kNr"l- v.~ om
~ bite
MUS9 - N '"' CC15
2 olaWlll hite
: -8l l -!1.'4 3 ~
ro C ~,
, ! bit:ell ""id ~. D
FS_ ~_ N. . Ce~
' -6013
1 b lWl lightnillg breath
1-6/4
s
N CC~
1 bite'l g... or fi,.., breath
N_
ss
s
N
1 blte'l g... bre" t h
16/4
s
N CC64
'1 blM r>t<H relllh
1 -815
F li9 - N ,, ~
W,
1 blt.e!l <:old br eath
ss
e N CC~
)..liJ14'4-24
F 8_
8 _ N_ CC&6
2 .olawill bite or.roar
~,
2-16
ra C
4..,i n
14 ..... .. poiaon
s N
1 + speci.1
8-48 + .F>!ci..l
W
L
E50
~rcla .... Mt.ti_
2-12.'212.'220
Fli~2 -'N" E50
4 ... apo",
ra N E"
] J:"Wl. ,~. ~pe< ia l
3,30 .;;~a1
FlO- ,2 _N_ E5 0
] acidic wuch
a-e
sa
ra N
] 01....
r.s
sa
N CCl6
1 claw
NM
N eC1S
Nil '
p'!'- 6 - N " ESt'
Nil
I-Itl -l
N
EM
2 """"'..
].51)";
""",q
F2 ...... 9 _ N
1-10 ..... + "",,"i..l
F5 t2
n
N
E5~
5L2
1-10 .....
F5 12
n
N
E52
1 hite or 1 gat<!;Ini l
1-8 or.l..p; I-1O
a C CC70
MU'
1 b1.....
--*F 3 ' - 12 '- N - E52
2 hi" ...
HIl1S
PO
n
r. B32
_ 1-811.8 + ,~ _
_ PO _ l~ N ass,
2 j>1""",
2_1212 _12
2 IIl.agn>O jets
n
C
BS2
nwr
sa
a L CC 39
I ""'''pOn
,~
I we"pOn
s N
- BWT ~ poison
1'bow - V "'CC4 ]
'"
"
.-
-.
""
'"
'"
'"
..
'"
,,,
,,,.
,
',
,
,
,
,
"
"
.W,
,,,
,,,
"
'"
'"
"
'"
,.,
"
,.,
'"
."
~wea1"'J1
,~
" ,
"r---F
"
rc
EO'
i
j
h
n
H
Vince Garcia's 20-year dream ofsalvaging the Titanic was recently crushed.
Nevertheless, he continues to send in
module proposals and is a frequent
contributor to DRAGON@ Magazine.
Vince is designing the thief, assassin,
and merchant guilds for the Living City
in POLYHEDRON"', the magazine ofthe
Role-Playing Game Association'" Network. In his spare time, Vince's main
interests in life are Stevie Nicks, Jan
and Dean, and Victoria Principal. Look
for more ofhis work in DUNGEON'"
Adventures soon.
THE
DJINNI'S
RING
BY VINCE GARCIA
24 Issue NO.9
Adventure Background
Nearly two years ago, you left your
home in the Canolbarth Forest and
joined a party of adventurers to seek
your fortune. For a time, there was
much adventure to be had within the
Grand Duchy of Karameikos, but the
discovery of a treasure map eventually
led your group to the deserts of the faraway Emirates of Ylaruam, where
adventuring was much different from
back home.
The harsh, merciless environment
was like nothing you had ever experienced, and soon you longed for home.
When the opportunity presented itself,
you explained your feelings to your
friends and bid them farewell. Refusing
to take a magical sword offered you
because the party had greater need of it,
you asked for nothing more than money
enough to get home - and a bandit
chieftain's moonstone ring fashioned in
the shape of a cobra.
After many days of travel across the
hot sands, you began the long sea journey home, eventually landing in the
port of Serendib, one of the cities of the
Minrothad Guilds. With a three-day
wait until the next vessel sailed for the
city of Specularum, you paid for lodgings in one of the city's better inns.
Wearied from the long, restless voyage,
you stored most of your gear in a closet
and collapsed into bed, falling deeply
asleep.
With a start, you awake, certain that
someone has called your name. Grasping the hilt of the silver dagger you
always keep beneath your pillow, you
turn to see who has entered your room.
The entire chamber is bathed in the
silvery light ofthe full moon gleaming
through an open window, yet no one is
Moonstone
3rd-Ievel Lawful Elf
S
13
I
16
W
14
D
16
C
13
Saving Throws:
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:
Rods or Staves:
Spells:
Ch
14
12
13
13
15
15
14
1
"I don't care about any reward;' you
reply. "I wouldn't want to be a slave,
bound in a ring. I'm willing to help you,
but are you certain I can do the job?
And how will I find the room that holds
the other half of the ring?"
"Your courage alone is a great weapon;' the ring replies. "Use it together
with wisdom, and no enemy will prevail
over you. As to the chamber holding my
other self, I am blinded to its location. I
know only that it lies within the palace
where I shall take you. Now hurry! My
power weakens with the dawn, and we
have far to go before then. Step onto the
carpet lying before your bed."
Looking down at the foot of the bed,
you see a carpet some 6' long and 4'
wide. If you obey the djinni and immediately step onto the carpet, go to 10. If
you get dressed first and retrieve your
equipment, go to 13.
mirror, one week's iron rations, two
full waterskins, 50' rope with grappling hook, three small sacks, 12 iron
spikes, a small hammer, tinder box,
two torches, spare tunic and boots,
spare dagger, spell book.
Valuables:
Moonstone ring valued at 500 gp;
purse containing 30 pp, 15 gp, 12 sp.
Spells: Two first-level spells and one
second-level spell from the spell book
below. Choose wisely. Moonstone
may not have the opportunity to
change these spells during the course
of the adventure.
Spell book:
First Level Spells: Detect magic,
magic missile, read languages, read
magic, sleep.
Second-level spells: knock, levitate,
mirror image, web.
DUNGEON
25
2
As you near the city, it becomes clear
that once many people must have lived
here, for there are remains of quite a
few structures, although most of the
smaller buildings have fallen to rubble
from the long period of neglect. While
passage is somewhat difficult as most
streets are filled with rubble, the wide
stone avenue you are now approaching
extends almost unobstructed to the
intact pyramid.
If you want to explore the areas of
rubble, go to 28. If you would rather
explore the area around the pyramid, go
to 16. If you turn around and walk east
in the direction the carpet was last
heading, go to 6.
3
You're not going to risk life and limb
on anything that's not directly related
to the quest - the city's probably haunted anyway! The carpet, meanwhile,
continues on toward the rising sun, and
eventually heads downward, landing
upon a sand dune.
"We are here:' comes Rafii's voice. "The
palace lies beyond this mountain of sand.
With the dawn, I weaken and can give
you little aid. If you find the chamber
containing my other self, place the rings
together and command my release, and I
shall be freed. But be wise - the enchantments yet protecting the palace may
prove deadly. Proceed cautiously, and may
fortune smile upon our quest:'
Go to 40.
4
Curiosity has always been one of your
traits, and this is too good an opportunity to miss. If you climb the rope hanging down from the opening, go to 34. If
you prefer to use your own rope and
grapple, go to 12. If you have memorized a levitate spell and wish to use it,
go to 42.
5
The gallery leads you 30' into the
pyramid before you discover it has been
sealed off with gigantic blocks of limestone weighing many tons. But to the
side, a small passage has been chiseled
away. Squeezing through and upward,
you discover another gallery, the floor of
which must be the tops of the limestone
blocks preventing passage from below.
You continue on for about 100' until you
reach a dead end where another tight
passage leads down, presumably beyond
26 Issue No.9
6
You begin what you hope will not be
too long a walk, for the sun is rapidly
becoming unbearable. Check your Intelligence. If the roll is successful, go to 40.
Otherwise, go to 23.
7
You find yourself looking at a giant
scorpion behind a mound of rubble. It
notices you and begins to approach,
pincers clacking and needle-sharp tail
quivering.
If you draw your sword and fight, go
to 11. If you prefer to cast a sleep spell,
go to 17. If you'd rather cast a mirror
image spell and attack, go to 15. Or, if
you call on Rafii for aid, go to 19.
8
You swing your trusty blade in the
mummy's face, but your blows glance
impotently off the supernaturally powerful creature. If you now use your torch
against the mummy, go to 43. If you
have picked up the glowing sword and
try it against the foul monster, go to 26.
Or maybe you should call on Rafii for
aid (go to 19).
11
Yourealize that this is a fearsome foe,
but your sword arm has never failed
you yet. Roll for initiative and begin
combat. The scorpion needs an 11 to hit
you. It makes two attacks with its pincers for 1-10 hit points damage each,
along with 1-4 hit points damage from
its stinging tail. If you are stung, you
must make a Saving Throw vs. Poison
or take 8 additional hit points of damage. You need to roll 16 or higher to hit
the scorpion, which has 16 hit points.
If you kill the scorpion, go to 9. If the
scorpion kills you, go to 108. If the fight
looks hopeless and you decide to call on
Rafii for help, go to 19.
12
9
The scorpion swarms at you with its
pincers and deadly tail. Dodging as best
you can, you make several lunges at it,
each failing to penetrate the creature's
thick body armor. Then, at last, you
discover a soft spot in the chitin and,
making a perfectly timed lunge, you
thrust your sword upward through its
jaw and into the brain cavity.
For a moment, the monster stares at
you with unseeing eyes. Then it falls to
the ground with a thud. You prod it
with the toe of your boot to satisfy yourself that it is quite dead, then proceed to
search the area.
Your scrutiny reveals no treasure of
any sort. If you now choose to explore
near the pyramid, go to 16. If you think
it's time to leave the city and head east,
go to 6.
10
Swiftly, the carpet rises and floats out
the window. "I hope you know that I
13
"First things first:' you answer. "It
wouldn't do to go on an adventure in my
nightclothes with nothing more than a
dagger! You'll have to wait a minute:'
After dressing and hurriedly grabbing
your things, you jump aboard and barely have time to toss a platinum piece
onto the bed to cover the carpet's cost as
you lift up from the floor and begin
moving out the window.
"At least you could have waited for
me to put my boots on:' you exclaim,
peering down upon the darkened city.
"There is no time to waste:' the djinni
answers. "Before the dawn comes and
my powers wane, I want to make sure
you arrive safely at Abu Iblis's ivory
14
19
The hieroglyphics read, "The hand of
death be upon those who disturb the
sleep of the entombed:' Go back to 37
and decide what to do next.
15
Several mirror images of yourself
appear, confusing the scorpion so that
you may make two free attacks before
rolling initiative. Go to 11 and conduct
combat.
16
As you draw near the pyramid, you
discover something interesting. An
opening exists halfway up the structure,
from which hangs an old rope. The
bones of a few camels lie on the ground
below the pyramid, where they apparently were securely tethered and then
abandoned.
If you try to find a way up the pyramid, go to 4. If you'd rather leave the
city and head east, go to 6.
17
With the calm you've learned from
hard experience, you intone a droning
series of syllables even as the scorpion
advances toward you. Then, just as it
rears up to strike, the creature sinks
downward into the sand and lies still.
Quickly, you bury your sword in its
head. After satisfying yourself that
the scorpion is quite dead, you search
the area but find no treasure. If you
choose to explore near the pyramid, go
to 16. If you decide to leave the city, go
to 6.
18
Nervously, you creep down, coming
out before a large copper doorway with
many strange hieroglyphs and symbols
etched into its surface. Three wax seals
upon the door have been broken, and a
rope binding the double door handles
has been cut and tossed aside.
Prepared for danger, you pull one of
the handles and the door pivots open. In
the torchlight, you see the remains of
four tomb robbers spread around a stone
sarcophagus at the chamber's center.
Next to the doorway lies a glowing
sword.
If you go in and search the bodies, go
to 32. If you retrieve the sword and
20
You fly all night on the carpet, crossing the sea and penetrating deep into
the deserts you so eagerly departed just
a few days ago. Then, as dawn starts to
break ahead of you, the carpet begins to
shake and quickly loses altitude. Holding on for dear life, you are unceremoniously dumped on top of a sand dune.
While shaking the sand from your
clothes, you notice the remnants of an
ancient city below you. There is no sign
of any ivory palace, but at the center of
the city lies an intact pyramid amid the
ruins of what may have been temples.
If you decide to explore the city go to
2. If you start walking eastward, the
direction the carpet was flying before it
crashed, go to 6.
21
With a grating sound, the lid begins
to slide away. Then, to your horror, a
bandaged hand reaches out from the
coffin and grabs hold of your arm. Make
a Saving Throw vs. Paralysis. If you
fail, you are paralyzed with fear for one
round, allowing the mummy to attack
first. If your Saving Throw is successful,
roll initiative and conduct combat.
The mummy needs a 9 to hit you, and
makes a single attack per round which
does 1-12 hit points damage. In addition, a successful attack transmits a
disease which prevents your wounds
from being magically healed. You must
roll 15 or higher to hit the mummy. It
has 15 hit points.
If you attack with your own sword, go
to 8. If you have the glowing sword, go
to 26. If you swing your torch at the
22
Inside the sarcophagus you discover a
golden headband fashioned - like your
ring - in the shape of a cobra. A copper
scepter capped by a golden eagle lies on
a mouldering pillow. As you grasp the
scepter, knowledge comes to you that it
holds several clerical spells which you
may cast at your desire (remember to
cross off each one after it is cast):
Resist fire
Snake charm
Cure serious wounds (heals 2d6 + 2 hit
points damage)
Striking (You may cast this spell on a
weapon of your choice prior to any combat. For five rounds of combat, the
weapon will do an additional 1-6 hit
points damage on each successful hit.
The spell duration expires after one
hour).
Go to 25.
23
Unlike the forest, there are no mossy
trees here to help you tell the direction
you're heading, and soon you begin to
stray. The heat is made bearable only
DUNGEON
27
24
The carpet obeys your command to
land and gently sets down on the outskirts of an ancient city abandoned
perhaps for centuries. Most of the buildings are now rubble, yet at the center of
the city rises an intact pyramid.
If you want to explore the city, go to 2.
If you think it is better to forget the city
and fly on, go to 29.
25
You make it back to the outside without incident. It is now early afternoon,
and you pause to take a drink of water
before fastening your grappling hook
and descending. Evidently, you've been
sipping without noticing, for the
waterskin is now empty. Cross it off
your list, leaving you a single
waterskin. You free your grapple with a
flick of your wrist, coil your rope, and
begin walking east, the last direction
the carpet was heading. Go to 6.
26
The sword does half damage against
the creature, with a + 1 bonus to hit
and to damage. If you kill the mummy,
go to 46. If the mummy kills you, go to
lOS. If you wish to call on Rafii's aid, go
to 19.
27
Through the glow, you can see that
the sword is quite plain. A simple
. leather-wrapped hilt and steel quillon
are attached to a thin, flexible blade.
(This sword gives you a + 1 bonus to hit
and to damage.) Add the sword to your
list of weapons and go to 25.
28
As you move through the fallen
masonry, nothing of special interest is
apparent. Roll one six-sided die (ld6).
On a score of 1 or 2, go to 35. If you roll
3 or higher, go to 7.
29
"I'm not here to explore dead cities:'
you say to yourself as you step aboard
the carpet again. But now, with the
28 Issue No.9
30
Your backtracking returns you to the
avenue leading to the pyramid. If you
explore the area around the pyramid, go
to 16. If you leave the city and walk
east, go to 6.
31
Hour after hour passes, and as you
look down it seems as though you have
been flying over the sea forever, for
you're certain that you detect waves
and whitecaps below. Finally, however,
the first signs of dawn appear ahead,
and in the pale light you realize you
have crossed the sea and have been
flying over an expanse of rolling desert.
The carpet still flies well, and as the
sun begins to appear on the horizon, you
notice the remnants of some sort of city
lying below.
If you attempt to land and investigate,
go to 24. If you decide to keep going, go
to 3.
32
The robbers must have discovered this
tomb fairly recently, for their corpses
are still bloated and rotting. It takes
only a few minutes for you to decide
that the bodies contain nothing of value. The glowing sword near the doorway catches your eye as you turn away,
so you thrust it through your belt next
to your own sheathed blade. Add it to
your list of weapons.
If you want to examine the sarcophagus now, go to 37. If you've had quite
enough of the smell and only wish to
leave, turn to 25.
33
The "ivory palace:' you notice, is
really made of bleached limestone
attractively decorated with mosaic tiles.
On approaching the gateway in the
wall, you discover its thick iron portcullis has been battered down and lies on
the ground before you. As you step
through the opening, you feel a magical
tingle play over your skin.
Beyond the fallen portcullis, a long pool
faces the palace, reflecting its silver dome
within shimmering blue waters. Ringing
the pool are several stone benches. 1b
34
The rope seems old and tattered, but
it will probably hold your light weight.
You make it almost all the way up and
are getting ready to swing onto the
ledge before the opening when the rope
finally parts.
'Thst your Strength to hold onto the lip
of the ledge and climb over. If you are
strong enough, go to 42. If your Strength
roll fails, you slip and fall, plummeting
toward the ground 100' below. With certain death a heartbeat away, you call on
Rafii for help. Go to 19.
35
As you pause for a moment, your keen
hearing detects a snapping and scraping
sound on the other side of a large pile of
rubble. If you investigate, go to 7. If you
prefer to retreat cautiously, go to 30.
36
Through an open archway in the left
wing of the palace, you discover a well
filled with water! Drinking from the
well will cure all damage you have
suffered from thirst and heatexposure.
You may also fill both your waterskins
if you wish. Go to 53.
37
Approaching the sarcophagus, you
observe it has an outer casing of stone,
possibly protecting an inner casket
beneath its heavy lid. Hieroglyphics are
inscribed upon the lid's surface, and
lying on the floor nearby is an iron bar.
If you cast a read languages spell, go
to 14. If you use the bar to attempt to
open the sarcophagus, go to 41. If you
search the bodies for valuables before
departing, go to 32. If you decide to
leave the room as it is and exit, go to 25.
38
"I am the true Rafii," a voice speaks
from the ruby as the face of a djinni
appears in the gem. "Earlier, I sensed
your arrival and knew you meant to do
good. You carry Abu Iblis's soul in the
tome you carry. Cast the book into the
flames and he will be destroyed!"
41
You pick up the iron bar, wedge it
under the lid, and try to slide the heavy
stone aside. 'Thstyour Strength. If the
roll is successful, go to 21. Otherwise,
you cannot open the sarcophagus and
may either search the bodies and depart
(go to 32) or you can depart and leave
the room as it is (go to 25).
42
You have made it safely onto a ledge
halfway up the pyramid. Several feet
away, an aperture is roughly chiseled
into its limestone shell, and beyond
stretches a long gallery some 20' in
height and breadth. Hesitating to trust
infravision, you decide to light one of
your torches before entering. Cross one
torch off your list and go to 5.
43
As you swing the torch, you see your
opponent's wrapped appendages begin
to catch fire. You inflict 1-6 hit points
damage with each successful hit. If you
win the fight, go to 46. If you are killed,
go to 108. If you wish to call Rafii for
help, go to 19.
44
The pool glistens in the sweltering
heat like a sparkling blue jewel reflecting the palace as though its surface
were a mirror. As you approach the edge
of the pool, you can see its tiled bottom
a foot below the surface of the water.
If you taste the water (especially
tempting if you've been suffering from
heat exposure), go to 39. If you ignore
the pool and explore somewhere else,
return to 52.
39
45
40
The heat of the sun is almost blistering, but you trudge onward for almost
an hour. Then you climb a large hill and
pause to look down. Resting in a valley
below the sand dune you now stand
upon is a white palace. A wall surrounds its perimeter, with a pair of tall,
slim towers at the two corners nearest
you. A gateway at the center apparently
allows entry onto the grounds facing the
domed palace itself, which is set back
100' from the wall. Go to 33.
46
As you fall back against the wall,
exhausted and relieved that the monster is destroyed, you notice that the lid
47
Moving toward the right wing of the
palace, you note that quite a bit of rubble litters the walkway, as though various items were dumped onto the tiles
for inspection. It's shady here, though.
As you move to peer through a door left
slightly ajar, three snakes slither out
from a pile of refuse next to you.
If you decide to fight them, go to 45. If
you have memorized a sleep spell and
would like to cast it, go to 61. If you've
found a magical scepter and would like
to use it, go to 57.
48
Youdance and dodge as you meet the
cobras attack for attack. Finally, the
last of your foes lies cut in two, quivering in its death throes.
Continuing your exploration, you
decide the right wing of the palace was
once a barracks for Abu Thlis's men-atarms. A few skeletons show where the
men must have fallen during battle, but
DUNGEON
29
52
49
You lean over to touch the bottom of
the pool and catch yourself before tumbling in. This is an illusion! There is no
water - nor a bottom within immediate
reach.
If you use your rope and grapple to
descend into the pool, to see what lies
beneath the illusion, go to 55. If you'd
rather explore elsewhere, go to 52.
50
The main palace is octagonally
shaped, and you enter through an archway. Its interior is an open pavilion
richly tiled in green and yellow mosaics
beneath a huge silver dome. Four sets of
bronze double doors exit the pavilion.
You quickly peek through the crack
between each set of double doors.
Behind the northwest and southwest
doors, stairs lead upward to the second
floor. The other two doors, on the northeast and southeast, lead to stairs going
down. Across from the pavilion's entryway, a fifth exit leads through an archway to the back of the palace grounds.
Through the arch, you can see two more
wings of the palace, each two stories
high. Will you:
- Go through the northeast doors?
(Go to 73.)
- Go through the northwest doors?
(Go to 54.)
- Go through the southeast doors?
(Go to 67.)
- Go through the southwest doors?
(Go to 69.)
- Go through the far archway and
explore the back of the palace
grounds? (Go to 56.)
51
Cautiously, you ascend the right tower
to its top. In a room at the very height
of the tower, a skeleton lies next to its
broken sword. There is nothing else of
value here, so you descend.
The left tower is similar to the right,
but totally empty. The topmost room in
this tower has an unglazed window that
looks back' into the palace grounds,
providing a good view of the entire
complex. From your lofty perch, you can
see two more wings of the palace
extending out to the rear of the twostory structure.
Check your Intelligence. If the roll is
30 Issue No.9
Will you:
Examine the pool? (Go to 44.)
Check out the right wing of the palace? (Go to 47.)
Check out the left wing of the palace?
(Go to 36.)
Investigate the towers? (Go to 51.)
Ignore everything else and head for
the main palace? (Go to 50.)
53
An opening next to the well leads to
stables and a blacksmith's shop. Near
the forge lies an ancient but complete
set of chain mail. You may don it, if you
wish, changing your armor class to 3.
Return to 52.
58
Will you:
- Explore the right (southern) wing?
(Go to 71.)
- Explore the left (northern) wing?
(Go to 62.)
- Ignore the rear area and check the
main palace? (Return to 50 and make
a different choice.)
54
Through these doors, a stairway
winds up and around the northern side
of the pavilion, emerging onto a hallway. Several doorways lead to bedrooms, all ransacked and abandoned. At
the hallway's end lie a pair of broken
bronze doors leading into what you
presume was Abu Thlis's bedchamber.
Once sumptuously furnished, it now lies
in tattered ruin, its silken tapestries
and fine rugs slashed and thrown about
in disarray.
Roll one six-sided die (ld6). If the
result is 1 or 2, go to 75. Otherwise, go
to Ill.
55
Twenty feet below the lip of the pool,
you reach bottom. At the eastern end of
the pit, a passage leads forward toward
the pavilion. 'Ib either side of this tunnel, stairs lead up to the courtyard. The
illusion above is not visible, and the sun
shines clearly through.
If you decide to explore the passage,
go to 100. If you'd rather leave and
explore elsewhere, return to 52.
56
Through the back archway, you discover the remains of four men, tied and
beheaded. Between the right and left
wings of the palace lie the remnants of
a garden and vineyard, long withered
away. Go to 58.
57
You grasp the scepter and cast its
snake charm spell. Immediately, the
59
As you lean down to submerge your
arm in the water, you lose your balance
and fall forward. The water and the
pool's bottom are obviously an illusion!
Take 2 hit points damage and go to 55.
60
Behind a tapestry you notice the door
to a secret compartment. Boy, would a
thief be handy about now to check for
traps! If you'd like to open the door, go
to 70. Otherwise, go to 58.
61
As you chant the ancient syllables of
the sleep spell, the cobras' hoods relax.
They rest their heads on scaly backs
and lie still. After cutting each one in
half, you advance to the doorway and
look in. You decide this was once a barracks, but now it contains only a few
skeletons. Return to 52.
62
Walking through an archway, you
emerge into a long dining hall, once
richly furnished. Rotting tapestries of
green, scarlet, and gold hang along the
chamber's white marble walls, and
once-fine rugs lie beneath a layer of
dust on the floor. Running down the
center of the dining chamber is a sunken area, three steps below floor level. A
short stairway at either end leads down.
Here meals were enjoyed, as you discern
from the remnants of cushions and low
tables, dishes and serving pots.
Roll one six-sided die (ld6). If the
for merciful
Run and
89
Tho bad you're not a thief'! Check your
Wisdom. If the roll is successful, go to
77. Otherwise, go to SO.
90
Within the maze of pipes, you find an
oddity: a small glass bottle securely
attached to one pipe by a harness.
Removing the bottle and tipping it
slightly, you discover a constant stream
of life-giving water flows from its spout.
The water completely cures any damage
you have suffered from heat exposure.
You cap the bottle with an improvised
plug cut from the end of a torch, and
return to the courtyard. Go to 52.
91
Scanning the ceiling and floor for any
obvious sources of danger, you step
through the doorway and begin edging
toward the waiting treasure. Suddenly,
a nightmare arises from the floor!
Writhing black tentacles reach up to
entwine you in their iron grip.
Roll one six-sided die (ld6) to see how
many tentacles have you in their grip.
You may fight the tentacles (go to 76) or
call on Rafii for help (go to 98).
92
With an ominous creaking, the doors
begin to swing outward. Instantly, you
grab your sword. Beyond the doors, a
huge chamber is revealed, lit only by
the eerie glow of the fire pit nestled in
the hands ofa 15'tall statue of a jackalheaded man. Columns surround the
templelike auditorium, possibly hiding
other areas from view in the shadows.
Lying on the floor just below the fire
pit is a robed body. Cautiously, you
advance toward it, keeping your eyes
active for any ambush or danger. As you
draw near the body, you note that its
right arm ends abruptly at the wrist,
while the other arm lies hidden from
view. Go to 83.
93
Removing a hammer and spike from
your pack, you edge toward the chest. If
you have a magical chalice, go to 103.
Otherwise, go to 96.
94
With your last breath, your screaming
abruptly ceases. Were anyone else
present, he would notice a moonstone
ring lying on the floor atop a pile of
ashes. Your adventure has ended. 0
95
Tearing at the body, you find a locket
on a golden chain around its neck. You
jerk the locket free, and instantly a
large, red ruby at its center begins to
glow with a soft light. A voice speaks.
If you have the book from the temple
upstairs, go to 38. Otherwise, go to 106.
96
The lock breaks away and the lid pops
open, spraying the area with a green
gas. Youfall unconscious, awakening
hours later with a dull headache.
Since you haven't been harmed while
unconscious, it occurs to you that it may
be safe to stay here and study your spell
book without fear of wandering monsters. You may rememorize or change
spells as you desire. When you are
through, don't forget to check the contents of the chest. Go to 87.
97
The statue certainly seems fearsome,
and you hope it won't come to life. But
as you near it, nothing happens. A
search of the statue and the alcove
reveals nothing. Go back to 86 and
make a different choice.
98
If you have previously called upon
Rafii for aid, go to 113. Otherwise, go to
110.
99
Drawing near to the doors, you sense
magic. And lying before them is a blackened, shriveled hand - minus a finger.
With a chill, you wonder if the remains
of Abu Iblis await discovery beyond this
portal. Testing the doors, you conclude a
knock spell will be required to open
them. If you do not have one in readiness, you may sit down and memorize
this spell (go to 92). Or, you may return
to the upper level of the palace and
explore elsewhere (go to 50, but you
may return to this section at any time
you feel confident enough to penetrate
the doors).
100
The passage leads forward about 100'
to a small room filled with pipes. You
feel certain some are drains, while others must serve purposes unknown.
Roll one six-sided die (ld6). If the
result is 1 or 2, go to 90. Otherwise, you
may return to the courtyard and explore
elsewhere. Go to 52.
101
Youswing your sword again and
again, hacking your captors in half with
each blow. The last of the horridcreatures? - drops away, and you stumble to the far wall, safely out of reach of
any others that may be lying in wait.
Skirting the sides of the room, you
make it to the far end and lay claim to
quite a fortune in booty! Youpack away
many thousands of gold pieces' worth of
rubies, emeralds, and gold. Then you
turn your attention to the chest. Visions
of the fantastic treasure within tantalize your imagination. Will you:
- Attack the lock with a hammer and
spike to break it open? (Go to 93.)
- Cast a knock spell (if you have one
memorized)? (Go to 79.)
- Ignore the chest and return to the
ground floor of the palace? (Go to
111.)
102
The water in the pool is fresh and
clear, revealing several skeletons at its
bottom. Steps lead down into the water,
and the bottom of the pool may be clearly seen 4' below. Two small drains are
set into the tiles on the bottom, one at
each end of the pool. Return to 88.
103
A brilliant green glow shines through
your pack as you near the chest. It's
your magical chalice, but is it warning
you of danger or pointing the way to a
fantastic treasure?
If you try to open the chest, go to 96. If
you feel the chalice is warning you to
leave the chamber, go to 111.
104
Instantly both moonstones shatter,
and the flames of the fire pit rise to the
roof of the chamber. Amid the roaring
thunder of the fire, a humanoid figure
begins to form. Youstep toward the
statue to observe this fascinating sight,
but in moments your fascination turns
to horror. Taking shape in the flames is
a figure identical to the body on the
floor. You've been tricked into releasing
the captive spirit of Abu Iblis!
"Well-meaning fool:' the coalescing
figure hisses down at you with an evil
leer. "You have freed me from the
entrapment I have endured for so long.
How easy it was to trick your puny
intellect into helping defeat those who
bound me.
DUNGEON
33
107
You receive no mercy, and what you do
receive is too unpleasant to describe.
Consider your adventure over! Q
105
108
106
"I am the true Rafii," the voice
speaks. "It is too late now to stop Abu
Iblis, Hurl me into the flames while
there is yet time!"
Without hesitating, you hurl the locket into the fire pit and it explodes,
34 Issue No.9
111
You return downstairs. Would you
care to:
- Go through the northeast doors?
(Go to 73.)
- Go through the southeast doors?
(Go to 67.)
- Go through the southwest doors?
(Go to 69.)
- Explore the back of the palace
grounds? (Go to 56.)
112
Back downstairs, you must decide
whether to:
- Go through the northeast doors?
(Go to 73.)
- Go through the southeast doors?
(Go to 67.)
- Go through the northwest doors?
(Go to 54.)
- Explore the back of the palace
grounds? (Go to 56.)
113
Desperately, you hope that Rafii's
powers are great enough to help you a
second time, but there is no response.
Go to 108.
114
A whirlwind engulfs the serpents,
sweeping them away into the desert.
With the whirlwind's coming, you sense
Rafii weakening.
Inside this wing of the building are
only some skeletons in what was once
their barracks. Return to 52.
109
Back upstairs, you have several
choices. Will you:
- Go through the northwest doors?
(Go to 54.)
- Go through the southwest doors?
(Go to 69.)
- Explore the back of the palace
grounds? (Go to 56.)
110
A whirlwind begins to fill the room,
pulling you away from the tentacles'
115
It's great to be home - and it's not
bad being rich, either. You've a pack full
of gold and jewels, Abu Iblis's spell
book, and a flying carpet that folds
down into a silken handkerchief, among
other treasures. But coming home with
the tale of a great adventure surely is
the best treasure.
After all, how many elves can count a
djinni as a friend?
Q
SHIP
IT
i 9 you'll
d
1t'~'~""W
'''-I
Trade Routes
1 hex = 24 miles
tion in every tavern, ship, and inn. DMs
should not simply give players the information, but should role-play the parts of
shopkeepers, bartenders, and patrons of
various establishments. By asking
polite questions, the PCs can discover
the following factual information:
- The ghostship attacks only weak,
unprotected vessels and seems to be
able to tell these from better armed
ships.
- The port masters are in a hurry to
be rid of the ghostship because port
business is falling off, resulting in a loss
of revenues.
- Merchants, craftsmen, and the
seamen's guild are complaining loudly
about the rise in freight rates, loss of
merchandise, and danger to crews.
There have been calls for the ouster of
the port masters.
- The ghostship is interested in ships'
cargo only. Ships are never destroyed,
and seamen are not taken as slaves or
food. Crews are allowed to abandon
their vessels, and the ships themselves
are usually found the next day, floating
lifeless with empty holds.
- The local militia has tried several
times - unsuccessfully - to deal with
DUNGEON
45
Rumor Table
1. The ghostship's crew is led by a
powerful vampire. (False.)
2. Clerics have no power over the
undead crew of the ghostship. (True.)
3. Magic of any kind will not work
against the ghostship. (False.)
4. The ghostship is in league with a
storm giant, and the two share the loot.
<False.)
5. The ghostship attacks only at night.
(False.)
6. There is more than one ghostship.
<False.)
7. The ghostship's crew can control
the weather. (False.)
8. The crew of the ghostship use magical items. (True.)
9. At least half the ghostship's crew
are bone golems. (False.)
10. The leader of the ghostship's crew
can conjure and control water elementals. (False.)
11. Somewhere on the bottom of the
ocean is a huge pile of treasure collected
by the ghostship. (False.)
12. There is a large amount of gold
and jewels on the ghostship itself.
<False.)
13. The ghostship can be diverted
from attacking by throwing a small
amount of treasure overboard. (False.)
14. The ghostship is equipped with a
large catapult. (False.)
15. Only several patriarchs working
together will be able to destroy the
ghostship. <False.)
16. The creatures on the ghostship are
from another plane of existence and are
immune to both normal and magical
weapons. <False.)
17. The ghostship can be destroyed by
46 Issue No.9
Hiring a Boat
PCs will have to rent a vessel of some
kind if they do not already own one.
Even if the PCs have a ship, they may
wish to rent another rather than risk
their own. The owners of idle freighters
can be found in taverns, inns, and eateries near the docks. Ships can be
rented by the month at 10% of their
cost, plus a sizeable deposit. The DM
should check the Water Transport Table
on page 19 of the Expert Rulebook to
find the cost of any vessel. For example,
the table lists the cost of a small sailing
ship at 5,000 gpo Thus, one month's
rental of a small sailing ship is 500 gp
(10% of 5,000 gp). Ship owners rent
their vessels at only the monthly rate,
1 square = 2'
The Ghostship
The ghostship plaguing Koll is, in reality: an undersea boat (see end of module).
Pirates have disguised the boat as a
ghostship, using pieces of rotting hulks
~hey found on the ocean bottom. Garbed
In old, rotten clothing and greasepaint
the pirates disguise themselves to
'
appear as a crew of undead. So far, their
secret has never been discovered.
It is important that the DM make no
mention of pirates until the PCs discover the nature of the ghostship's crew for
themselves. It is also very important to
avoid deliberately misleading the players. The DM should say only that the
ghostship's crew "look like zombies" or
that they "appear to be undead" not
"the zombies are led by two gh~uls:' or
"the undead attack:' If any players
complain of being deceived, remind
them that no one in Koll, even eyewitnesses, had ever seen through the
pirates' disguises. It was therefore
impossible for the people' of Koll to '
describe the marauder as anything
other than a ghostship.
The pirates are led by a 5th-level
human magic-user, Sork the Enchanter.
DUNGEON
47
48 Issue No.9
Morale:
. "... ,
. ...
' .\
. - -,
. .,.,: .- ::
' ,'
" At the Spottle Parl or" is a D &[}~ module for one to three characters of 2nd
4th leve l. A variety of classes would be
helpful , including at least one fighter.
The adventure takes place in a wooded area just nort h of the city of Gla ntri
in the D&D game's Kn own Wor ld (see
GAZ3 Principalities o(Gumtri), These
wishing to incorpor ate t his adve nture in
a diffe re nt setting sho uld feel free to
ma ke adjustments as they see fit . The
OM shoul d have two six-sided dice
available far each PC .
Adventure Background
AT THE
SPOTTLE
PARLOR
BYRIC!< SWAN
24 Issue No, 12
DUNGEON
25
26 Issue No. 12
DUNGEON
27
28 Issue No. 12
own bets during these rounds in accordance with the rules of spottle.
A round is played as follows:
1. Each PC announces his bet, places
it on the table, and rolls one die. (Niss
decides the order in which the PCs roll,
and this order remains for the rest of
the game.)
.
2. Each NPC then announces his bet,
places it on the table, and rolls one die.
(The DM reads this information from
the chart under the 1st Roll column; the
die roll is the number in parentheses
following the amount of the bet.)
3. Niss rolls one die. (The die roll is
the number in parentheses in the 1st
Roll column.)
4. Each PC makes his declaration
(Hold or Raise). If he Raises, he places
the increase on the table. He then rolls
his second die.
5. Each NPC makes his declaration,
places any bet increases on the table,
and rolls his second die. (The DM reads
this information from the 2nd Roll
column.)
6. Niss rolls his second die (the number in parentheses under the 2nd Roll
column).
7. Niss pays off the winners and collects from the losers.
Following each chart is an events
section which explains specific NPC
actions and other interesting occurrences which take place during that
round.
Here's an example of how Round One
might go, using the information in the
Round One chart. Assume one PC is
playing. The PC bets 5 gp and rolls a 2
on his first die. The DM announces that
Vansin bets 2 cp and rolls a 2, Gergy
bets 1 gp and rolls a 3, and Shkad bets 1
gp and rolls a 5. Niss rolls a 3. The PC
declares he will Raise, adds another 5
gp to his bet, and rolls a 5 on his second
die, for a total of 7. The DM announces
that Vansin declares a Hold and rolls a
1 for a total of 3. Gergy declares a
Raise, adds 1 gp to his bet, and rolls a 5
for a total of 8. Shkad declares Hold and
rolls a 4 for a total of 9. Niss's second
roll is a 2 for a total of 5. Niss pays off
the PC, Gergy and Shkad. Vansin loses
his 2 cp,
NPC players' names marked with
asterisks in each chart are the winners
of those rounds.
Round One
Vansin
Gergy*
Shkad*
Niss
1st Roll
2 cp (2)
1 gp (3)
1 gp (5)
(3)
2nd Roll
Hold (1)
Raise (5)
Hold (4)
(2)
1st Roll
1 cp (3)
boot (2)
2 gp (5)
2nd Roll
Raise (4)
Raise (1)
Raise (6)
(6)
Niss announces that Gergy's boot has a
value of 2 cpo After declaring a Raise,
Gergy increases his bet to two boots for
a total value of 4 cp. All the NPCs lose.
Vansin puts the squeeze on his chosen
PC, adding any money he gets to his
next bet (and losing it again). Gergy
asks his PC, "How can I win one time
and lose the next time? I don't get it:'
Shkad leans into his PC and hisses,
"You put the evil eye on me again and
I'll kill you:'
(2)
Round Three
Vansin
Gergy
Shkad
Niss
1st Roll
1 cp (2)
fig (5)
5 gp (4)
2nd Roll
Hold (eaten)
Hold (5)
Raise (3)
(5)
(6)
Vansin*
Gergy*
Shkad
Niss
1st Roll
5 gp (6)
10 gp (4)
5 gp (1)
(3)
2nd Roll
Hold (1)
Hold (5)
Hold (1)
(1)
Round Five
Vansin
1st Roll
holy symbol
2nd Roll
Hold (1)
(2)
Gergy*
Shkad
Niss
10 gp (4)
1 gp (4)
Hold (5)
Hold (3)
(6)
(2)
Niss announces that Vansin's holy symbol has a value of 25 gp; losing the symbol causes Vansin to turn pale and offer
a prayer for forgiveness for betting it.
At the end of the round, Shkad lunges
at his chosen PC again. "I challenge
you, evil eye:' Shkad hisses. If the PC
refuses the challenge, Niss explains
that the PC will not be allowed to play
for the rest of the night. Further, the PC
must sit at the feet of Shkad and act as
his personal servant.
If the PC accepts the challenge,
Bufred leads the two combatants to a
clear area beside the gaming table.
Bufred explains they are allowed to use
personal weapons, but they cannot use
magic, and they must stop the duel
when he gives the signal. Otherwise, he
says, the living statue will be activated.
Shkad fights viciously with his club.
When either he or the PC has lost half
his hit points, Bufred signals for the
duel to end and leads them back to their
seats. If the PCs' friends join the fight,
the fight is declared invalid and ordered
stopped (or else Bufred threatens to
activate the statue). If the PC is wounded, Vansin offers the use of his cure light
wounds spell. After the spell is used,
Vansin politely asks the PC for a contribution to the shrine fund; any money he
gets is added to his next bet.
Bound Six
Vansin
Gergy*
Shkad
Niss
1st Roll
ruby (5)
10 gp (3)
fish (5)
2nd Roll
Hold (6)
Raise (6)
Raise (1)
(4)
(3)
Round Seven
Before this round begins, the toad turns
toward the window and starts to howl.
It continues to howl throughout the
round. If a PC asks what's wrong with
the toad, Niss explains that the moon
must have come out - spottle toads can
sense the presence of the moon and
enjoy serenading it.
Gergy becomes upset when he hears
the moon is out, as he's afraid it will
trigger his transformation. If a PC asks
why he is so agitated, Gergy refuses to
explain. "I won't tell:' he says. "I've
gotta go!" As Gergy rises to leave, Niss
stops him. "You can't go!" Niss says.
"This is ... uh ... the howling toad
round! There's big money in it if you
stay!" Reluctantly, Gergy sits down.
Vansin*
Gergy*
Shkad
Niss
1st Roll
10 gp (3)
1 gp (2)
10 gp (3)
2nd Roll
Hold (4)
Hold (6)
Raise (2)
(1)
(4)
DUNGEON
29
bets of Vansin and Gergy (and any winning PC bets), Niss dips into his bag of
holding and gives each winner a blue
pearl (value 50 gp) as a bonus for the
"howling toad round:' "See?" he says.
"Aren't you glad you stayed? Now let's
have no more talk about leaving:'
Round Eight
Before this round, Gergy shakes and
gasps, then quickly transforms into his
wereboar form. When the transformation is complete, he sighs with a snort
and signals with a hairy hand for the
game to continue - since his se~ret is.
out he might as well keep playing. NISS
shr~gs, but says that they'll have to.
figure out a way for him to communicate his declarations. If the PCs are
unable to come up with an idea, Niss
suggests that Gergy grunt once for Hold
and twice for Raise, which Gergy does.
Shkad is not happy about this arrangement. "I don't want to play with an animal!" he snarls, then demands an opi~on
from his chosen PC. "What do you think
about it, evil eye?" Regardless of the PC's
answer, Shkad hisses at him.
30 Issue No. 12
Vansin
Gergy*
Shkad
Niss
1st Roll
5 gp (eaten)
10 gp (5)
5 gp (4)
(4)
2nd Roll
Hold (1)
Hold (4)
Raise (2)
(3)
AT THESPOTTlE PARLOR
Round Ni ne
Va nsin
Gergy
Shkad
N iss
1st Roll
10 gp (1)
10 gp (6 )
1 gp (5)
2nd Roll
Hold (2l
Rai se (5)
(6)
(3 )
Hold (4 )
Vansin
<;ergy
Shkad
Ntse
1st Ro ll
40 gp and
pearl (l)
5 gp (6 )
2nd Roll
HGId (l)
flas k (6)
Raise (4)
Hold (2)
(6)
(61
Midnight Rendezvous
At t he completio n of the 10t h ro und (or
ea rlier, a t the OM's discretion), there is
a loud k nock on the door. Bufred nero
vously opens it, and in stri des a la rge
hobgobl in wearing a br ass crown . He is
Thou!: AC 6 ; HD 3; hp 18; MV
120'(40'); 'AT 2 claws or 1 weapon; Omg
1-311 -3 or by weapon type; SA para lyzing touch; SO regenerates 1 hp per
round; Seve F3; ML 10; AL C.
Guzz slams the door behind h im and
Bufred locks it on his orders. When
Vansin gets a good look at the hobgoblins, he Iainte dead away.
Guzz surveys the room and nods h is
approval. "Very good, Ni88. These mongrels will make fine thou] food:'
At th is point, the PCs m ay li kely
suspect they've been sucke red. Bu t
before they ca n take action, Niss spea ks
DUNGEON
31
32 Issue No. 12
Troubleshooting
Here are some tips for handling unexpected problems that may crop up during the adventure.
The PCs go broke: If the PCs lose all
their money early in the spottle game,
or if they don't have much money to
start with, Niss makes them a nointerest loan, telling them they can pay
him back with their winnings or make
arrangements to do some work later to
payoff their debt. If the PCs resist a
loan, Niss gives them 10 gp each as a
gift.
The PCs threaten or attempt to rob
Niss: Niss threatens them with the iron
statue. If the PCs persist, remind them
that Niss is well regarded in Glantri.
Should any harm befall him, the PCs
will likely be in big trouble with the
Glantri officials.
The conflict with Shkad gets out of
Simulating Spottle
The DM may wish to actually roll dice
for the NPCs instead of using the
tables. If he chooses this option, he
should secretly roll1d10 for every die
rolled by the players or rolled for the
NPCs. If a 10 is rolled on the 1d10, the
character's die has been eaten by the
spottle toad.
For a more interesting simulation,
take a long piece of string and make a
circle about 2' in diameter on your gaming table. Place a saucer in the center of
this circle to represent the spottle toad.
Players toss their dice into this circle. If
a die strikes the saucer or lands outside
the circle, it is considered eaten by the
toad. The decision of the DM as to
which dice are eaten is final.
As a variation, you might try ThreeDie Spottle, which increases the stakes
and adds another element of uncertainty. Each player rolls a total of three
spottle dice; each Raise doubles the
previous bet. (For instance, if Player A
bets 1 gp and Raises on his second roll,
his bet increases to 2 gpo If he Raises
again on his third roll, his bet increases
to 4 gp.) When all of the players and the
Spottle Master have completed three
rolls, the Spottle Master rolls 1d20. Any
player whose total exceeds the number
rolled on the 1d20 automatically loses.
The surviving players compare their
totals to the Spottle Master's total, and
winners and losers are assessed as in
standard spottle.
As the popularity of spottle continues
to spread across the Known World,
other variations are sure to develop.
Regional versions rumored to exist
include Dead Man's Spottle, Fireball
Spottle, and the extremely tricky Gelatinous Cube Spottle. The DM is encouraged to explore these and other spottle
variations in his own campaign.
n
"Th is mOOule," Randy says, " W IU w ritten Qn the flovr, whik in a constant stale
of drirmishinf( with my dog. Whilt' working on manuscrip ts, I ma ke piles of the
pages. maps, and reference books to JU I'P
th em wi thi n eMy reach . Th e dog insists
hi' has th e rig ht to sleep on these pi les. I,
on the other hand, prefer that su.ch ROptr
rific excursions tak e pla ce elsew here. Th
da te, th e border d ispute has not been
settled to th e complete satisfaction of
either pa rty."
D&D~
OF NESTS
AND NATIONS
BY IlANDY MAXWEll
Arson, rioting,
sabotage, murder
- and no suspects.
ArtworIo: by Paul Joquava
Th ~
Adventure Background
Specu larum is in an uproar. In the last
few wee ks , guards on the city wa lls
have been mu rdered at t hei r posts; a
watc hma n was hurled ecreammg from
the High tower; fires ha ve broken out in
the city ; warehouses filled with goods
have burned to t he grou nd; conjured
monsters have a ppea red in t he ma rk etpla ces a nd do ne a great deal of dam age;
a nd water te r m ites have appeared in
Mirror Bay, doing dam age to bot h docks
and shi ps.
No design or pattern ca n be fou nd in
the mu rders, fire s, or conjurations.
Traladara n a nd Thyatian guards have
DUNGEON
47
Rumor ThbJe
Choose the appropria te statements from among th ose in brackets to suit the situation. The OM may wish to include Baron von Hendriks and the Black Eagle Barony
as IUllI1e8 mentioned in th e rumors. Thyat ian nobles always blame the Traladaran
clans; the 'Iraladaran clans, of COUI'8e, blame the Thyatian nobles. In a mixed group of
Thyatians and Traladarans , elements from the Foreign Quarter are blamed. It is
likely that people will accuse groups or organizations they ha ve personal gru~
against. All of the roman are (alae, but the PCa ha ve no way to know this at fust.
Some of th e rumors are known to be (alae by the Duke and his advisors. but informa.
tion on th e veracity of a rumor may not yet have reached th e general public.
1. Some (minor Thyatian nobles; lesser 'Iralad ar an clans; fore igner s of all sorts)
have joined togethe r to overthro w th e Duk e. They are usin g fire and murder to
get r id of anyone who stands in their way. They are not above murdering or buming some of t heir own in orde r to avoid suspicion.
2. The Duke was nearly assassinated by someone using a crossbo w. A (Thyalian; Tr aladaran; foreign) quarrel was definitely used in the a ttempt .
3. The lTral adaran clans; Thy atian nobles; forei gne rsl hav e secretly asse mbled
a fleet of ships and mean to breach th e sea ga tes a nd sack th e city.
4. The lmniortals are wreaking havoc on the city for failure to follow the principles
of th e [Church of Karameikoa; Ch urch ofTraladara; Cult of Hale v]. Only strict adher
ence to those principles will convince the Immortals to show mercy.
5. The [Kingdom of Thieves; Veiled Society; Iron Rin g} is directly responsible for
all the trouble.
6. The [Church of Kar ameikos; Ch urch of Traladara; Cult of Hetevl is r esponsi ble for th e fires and murd ers .
7. The Patriarch of the [Church of Karameikos; Churc h of Traladara; Cult of
Ha lavl haa offended creatures from anoth er plan e of existence. They will cont in ue
th eir attacks on th e city unt il the Patriarch l S overt hro wn.
8. Many wells and fountains in t he city ha ve been poisoned by [Thyat ians; Tr aladarans; foreigners}. The poison causes a mild ins anity, mak ing people attack
one another or commit suicide. When th ings get bad enough, th e poisoners will
charge a very high price for the a nt idote .
9. The [Order of the Griffon; Magician s' Guild; Elvenguardl has something to do
with a ll these stra nge goings-en.
10. The Elvenguard and Admiral Hyrakeoe are using the murders and fir es as
an excuse to [depose th e Duk e and establish a military rule; have the Duke ra ise
taxes so he can Increase th e amount of money spent on the military; form a secret
network of spies and informers to spy on the people cf Specularum].
11. The flre a and murders are part ofa complicated extortion plot by some group
' in the [Old Quarter; Nest; For eign Quarter!.
12. Specularum is und er a curse, a nd the only way to lift it is to [depose the
Duk e and put a Tral adaran in his pla ce; rid th e Duk e's court of all Traladara ns;
rid t he cit y of a ll fcrei gne rsl .
48 Issue No. 13
HIGHRC,ltCH
tVOL."' c "" RI VER
..
;,:
",:', '.'
~ .
-~
:.
,I
..
.i~.:,
. ",
<
".
"
." .
'
'.
..
: '.
, I
I
...:.....
",
. ' :: ",
.
~'
"
.. ,.
~J. ~ .
','
....
, ' :.
:
I
DUNGEON 49
..'., :.,:, ,
\
50 Issue No. 13
OF NESTSAND NATIONS
disappeared.
A wholesale foodstuffs business (J) in
th e Mercha nt District was heav ily damaged by fire , No one sa w or heard a ny t hing unusual. Thldon , head of t he
Magician s' Guild. examined the area
a nd stated t hat a d~lay~d blast fire ball
gem was placed und er some sac ks of
Ilour. 'Iel don also te ntative ly connected
th e warehouse fire with the Ierendi sh ip
fire three days ago, a nd more positively
connected th e wall gu ard's murder wit h
those of the halning, merc hant. watch.
man. and other wall gu ard. based on his
stud ies . Enraged , t he Duk e offered
2.000 gp for the na me of th e murderer.
2.000 gp for th e name of the magic-user
who is conjuring monsters, and 2,000 gp
more for th e me gie.usee setting fires .
"iJt~rmon t 3rd: A priv ate guard, hired
by s shi p's ca ptain. was foun d dead in
the night aboard th e ga lley he was
guarding (K l. Ot her sa ilors in t he area
were attacked by sleep spells. When
qu est ioned. t he ship's captain was
amazed. Th e ship had not loaded a ny
cargo; th e guard was simply a precau t ion agai nst other sai lors " borrowing"
gear from his vessel wh ile he and his
cre w spent th e night ashore . Th ere was
DUNGEON
51
52 Issue No. 13
Hivemind's Plan")
ceete r,
The hive mind has the same chance of
performing or transferring a thief abili ty as thieves of the following levels: 6th,
5th, Srd , 2nd ( X 3), 1st ( x 4). It may use
or tranBfer any thief ability at any of
the listed levels, at will .
The hivemind has devoured nine
clerics and is able to Turn Undead at
the following levels: 6th, 4th. ard, 2nd
(x 2), 1st (x 4). Like thief abilities. the
Turn Undead ability may be used at
any listed leve l, at will. The hivemind
c:an cast or transfer the following clerical spells: cause 'isht wounds. cure lisht
wounds (x 2), darlmf!SS, 'ish t (x 2),
remove fear, resist cold, blight. find
DUNGEON
53
U
I
~ 7E - U I
U I
-+-7D- U I
DI7C
H
+=
... gggg l-
- 2-
+
II!;)
[]
[]
[]
CD
CD
CD
CD
CD
I
I
1
El El
c c
ElEl
gg
El El
c c
ElEl
I
11 11 11
)I
I
I
,g lgl
II
1111 11 1
..., CD
CD
""'
I'-'
I-
,-N
D~B -
Ipl
~8t-
CD
CD
Ground Floor
5-
-L
--ILl4A
4B
I
I-
#t-!ll
D
I
~ 7A -
""'
....
U-
-1[j -
1111 11
- 6A -
I I
6C
-I-U~I-
~D~
wr
)-
Second Floor
1111 11 11 111 111 11 1
r-
loft
11111111111 111111111
Lumber Warehouse
54lssu. No. 13
1 square
5'
DUNGEON
55
56 Issue No. 13
nop
OF NESTSAND NATIONS
debt . An interview with a ny rep resen ta tive of t he Veiled Society re veal s that
the merchant had worked out a paymen t schedule with them; his paymen ts
wen! up to da te . The Veiled Society
could only lose money from th e mer chant's death. The re is no eviden ce th at
a nyone would wa nt to have killed th e
merchant . Spells revea l nothing.
Nuwmont 23rd: Hiveleader 11 walked
from t he Flying Hamhock at dusk to the
shores of Mirror Bay and cas t a create
normal monsters spell, cre ati ng 10
fresh-water termites (D). The hiveleader
wa s seen by a n elven sa ilor on a small
cr aft docked at the sout hern shore. The
elf could not give chase or capt ure t he
spell-caster because his vesse l was
being a tta cked by th e te rmites. The elf
sa w th e epell-caete r turn a nd walk due
sout h, a way from th e ba y. Once th e
spell-caster was past t he wall tower, the
elf could not see where he went. The elf
described the assaila nt as a normal
h uman wearing local dre ss, but distance
a nd darkness prevented him from seein g more .
The hivem ind used its inuieible stalker
spell during t he term ite attac k. The
stalker was comma nded to kill anyone
it chose in the Hightower. The stalke r
chose the watchman tending the fire
and threw him from the tower (E). A
speak with the dead spell reveals t hat
the guard was thrown from the tower by
an in visibl e force and did not jump.
Then! is no oth er evidence.
Nuwmont 25th: Hiveleader 13. whil e
invisible. hid a chlayed blast fire ball
gem in a bale of fleece being loaded on a
ship (F), just before noon. The Ierendi
freigh ter loaded the bale onboard, and
12 rounds later the gem exploded. All
tho se killed or injured were Ierendi
sail ors . There is no evidence of what
ca used the explosion (even if PCs dive
and exa mine th e rema ins of the ship).
Th e hivemind used the peephole in
Fyodor 's bedroom a gai n t hat evening. A
halflin g was chosen at r andom , and an
invisible sta lker was sent to kill him .
As orde red, t he stalker followed th e
halOing until he was alone, then killed
him a nd t hrew him into the bay (G).
Inte rviews with the halfling 's frie nds
(eight people, evenly divided into ma les
and femal es, halflings and humans)
reveal the following: The halfling. one
Artemus Gra vel, was a con artist who
confined his activit ies to rigged ga mes
of three-card monte and selling phony
t reas ure maps. The ha Jning and his
DUNGEON
57
58lssuo No. 13
DUNGEON
59
60 Issue No. 13
DUNGEON
61
62 1ssuo No. 13
DUNGEON
63
64 Issue No. 13
S
18189
IW
16 8
O
16
C Cb Co
15 14 5
'M'RE FGHTlNGFOl
\Cffi UFt
cta
American Heart
Association V
H r U U'OTJri1lll a trll.it'f'ly
"''lOW
THE
WERERATS
OF RELFREN
BY GRANT BOUCHER AND WlWAM KURTWENZ
48 Issue No. 14
d i llol'a~.
Events In Reftren
Th e tow n of Relfr en is a small haml et
similar to th ose found throughout t he
Swtee Alps in ou r own world. Th e people
are friendly and welcome st ra ngers, but
avoid drastic cha nge a t a ny cost . Th ey
are a ll human unl ess noted otherwise .
Recent ly, a great many visitors have
DUNGEON 49
50 Issue No. 14
nee
......
IOU'"
,.
16 .
.....:..
'
'!:.,,;
.~
.>.
14
I,
:,. ~
: ,~ .
'I ;
'1
,
- N
\.
1 square 16 '
DUNGEON
51
THE WERERATSOFRELFREN
~y
52 lssue No. 14
"""'"
ATlE'rrlON! A'I"nNT1ON!
THE MANAGEMENT
EMERALD MOON
CHEESE FACTORY
~m
- -
- -IGI
- -
- I I
I I FI I
i,
, , I
I
, ,
'
~
.
I,
, I,
I
I, , , ,
- ' " IH I
Area 4
-,
n'H -I-+-t-+-I-+-l
- 0 - - N, 1
l-tt
.
"
I
- J, -
or
11I11I 111111I111111
-+. '
-K
- - - - - - -I -I - - - - -
IH IIIIIIIIIIII . :
or
DUNGEON
53
THE WERERATSOFRElfREN
54 Issue No. 14
ermed .
J Ut' " Nl mb ln o n ru.." No glt'r: AC 4
(2 in rat form); 1'8; hp 30; MV 120'(40 '1;
' AT I 10", . u'ONi + 2, ~harm P"f'Ofl:
Orne by ""to.pon type; San 1'8; ML 9;
AL C: S 12. I 14, W 10 . D 16, C 12. Ch
18; SO immune' to normal wupo~ in
rat fonn due to Iyanthropy; rifll( of
proltinn. ...3. ro~ of d'mbing. potion
of i'lt'u'bil~ . J il" ls prrM5 the most
charismatic and s moot h-tal ki n g weon-rat
(,
I
, II
..
.' t
/
/ -
O\JNGEON
55
THEWERERATS OF RELFREN
56 Issue No. 14
'1. Karen', Bakery. A frie ndly 16year-old girl, Keren Qwen , il currently
the chief baker for this little town. Her
parentlilrained her well and wrote
down all the fa mily recipes before their
deaths some four years ago. For over
three yean, t he youn g bw.ineuwoman
lived with th e Borkea next door (ana 6),
but rece ntly she was dee med old enough
to Jive on her own by the town council.
Her baked goods are fan tastic creations,
the mai n taste treau to be found in the
town.
Recently, Karen had a great ecere
when the he rbaliat'. ahop next door
(area 8) burned down. Only the pereeverance of the towtUpeople uved her
bakery.
Karen doean't know anything about
t he plot in town, but she knowa that the
herbalist never left. a Ilre going at night
(aa the constable ma intains). She al90
knowa that th e her balist had a pet dog,
who has been lee n wandering about
town recently (lee area 14).
Karen Q wen: AC 7; HD 1; bp 5; MV
120'(40'); ' AT 1 cutting k nife; Dmg 14;
4m
DUNGEON
57
58 Issue No. 14
,- ~
. t o
unremarkable - even after he becomes
a greater wererat.
18. She p her d '. Stockya rd a n d
Valley. Th e ecut hweete m comer of
to wn is walled ofTwjth a 10'h igh wood
en fence. Only one large door a ppears
throughout its length, with a mu ch
smaller door cut into it. Beh ind th e wall
IiV" the tow n'. en tire a nimal popula tion (u ce pt horse s a nd pels). Cow.,
chickens, pigs, a nd sheep ere all raised
by one man, kn own to th e to wnspeople
only as Animal Ma n .
This poor man is huma n but very,
very ugly. Because ofth is, he hides lik e
a leper behind the fen and takes care
or th e only creat uret. he feels won't sh u n
him . Act ually, although the good people
of Relf,.n probably wouldn't invite him
to dinner every nigh t, lOme or t hem
woul d befriend h im if he just gave them
the chance. Most people allow him to
mi nd his own bu ein eee as long &I he
does n 't bot her anyone . The only person
in town who hee eeen Animal Man
regularly is the pri est, Father Th ero
(area 19). When orders for milk failed to
come through one week, th e priest man ag ed to convince An imal Man t ha t he
D\lNGEON
59
60 Issue No. 14
THEWERERATS OF RELFREN
mother, and child) an!! in rair cond itio n;
euminatioD reveall only. few small
bite. on each of th em. not enough to
hne UuaN their death&. The consUl-
now
DUNGEON
61
,n
Eon
RAT
On We rerats
Accord ing to the D&D Ba sic: Se t
62 Issue No. 14
GIANT R Aj
."
JUST
THINK HOW
YOURIDOS
WILLFEEL
WHENYOU
FINALLY
GETYOUR
NAMEIN
THEPAPER.
: ~ -tJ.-..... ~
~f
;::~
~ ~~
American Heart
Association
WrnHlGHTl1\G F01
'OPUFE
DUNGEON
63
IN PURSUIT
OF THE
SLAYER
BY CARL SARGENT
Can a merciless
killer possibly be
your ally?
Artwork cv Bob G lodrosiCI'I
DUNGEON
13
14 tseue No. 15
- - Rood
sa.yer"iJ\'aoI
--
En counte r Areas
Many of t heee encounte r areas incl ude
meetings wit h normal. nonadve nturing
h uma ns . For convenience, stat ist ics ror
these people a re gi ve n here.
Vill a ge rs a n d farmhands: AC 9 ;
Norma l Man ; hp 16; MV 120'140'); I AT
I ; Omg by wea pon type; Save Normal
Ma n; AL L: equipped 88 OM sees fit .
I . F a irw",lIf' ann. All that rem a ins
here is a l ingle bar n to the north or a
group Dr st ill. burning shells or bu ildings
tfarmhouse, stables, two barns. Iarmhands' cottagt"8. ete.) wh ich were alm08t
e nt irel y mad e of wood. Th ere are no
IUrvl VOrs , only 10 charred a nd bloodied
bodies. sla in by fire and by the I WOn! .
J ust to the east or the main farmhouse
is a l ar~ well (he nce the rarm's namel
next to which stand watering lroUKhs.
The PCs' mou nts can drink here (no
time pena lty ),
2, H ara kil' s " arm. Visiting t h is farm
cou nted III a detour, si nce Alberin
ma de it dear that the Slaye r road otT
north fro m Fai rw ell Farm, end this
place ie almost due ea st . It is clear Irom
i8
DUNGEON 15
161ssu& No. 15
DUNGEON
17
...,,
just i n C8~ t he red..(:l oak ed. ridE'f doubled ba ck. The folk he re can \(>11 t he
Pes t hat there are el ves in the woods. if
As the PC . ente r the woods it is ev eni ng - not yet dMk . but the l un il not
II
Ma ke it pla in that th e PC. canno l eontinue on thro ugh the night: the horses
181" U8 No. IS
uu
T he
.~ I \"I!' 11
e n d t h e S ls)'(' r
DUNGEON 19
20 Issue No. 1S
IN PURSUIT Of THESLAYER
THE
BARROW
MOUND
18quare 10'
DUNGEON 21
IN PURSUITOF THESLAYER
22 Issue No . 15
G rt"Y p h lloeophe r- AC 4; HD 9 ; hp
40 ; ~ I V nil; 'AT nil ; Drng nil : Save C9:
ML 12; AL C; CC/85 . T he gr ey philoeopher dwells within an'a A o( th e barrow
mound but muy projl'Ct its ma liceslOittint(, almost -invisible fi~ res wh ich are
t he projections of ite evi l and brooding
thou/o:htlll up to 100 ' ewey, The ph ilosopher, the undead fl.lic of a Chaoti c ele s-ic
who died in the a ncie nt ba ttle here. ill a
({Til)', insubsta ntial figure th at 8 it3 atop
a sto ne t hro ne in the barro..... It dOl'II not
attack . nor dOl'II it deft'nd itse lf. Whe n it
iR destroyed, itA previoullly cow led and
invi llible (ace peers out with an expreaaio n of evil enlighten ment, a nd the
figu re dt aappears w ith Il blood curdling
scream . The grey philosopher cannot he
Turned. but ita malices can be Tu rned
8 8 epecrrea i n s uccessful Turning
attem pt a ffl.'Cts 212 of t hem I. These
hatefullutle e ntities look like sma ll
wisps of smoh wit h vagul.'ly hu man
(acell and II pind l)' clawed hands.
M al k (, 1l 1 1 5 ~ AC l ; U D l ; h p S l;'tlch;
:.IV 150'(SO'1; 'AT I tou ch; Dmg 16, }8,
or 1 10 1!K't' bel ow ); Save C6 : MI. 12; AI.
C: CC /85. Th e tou ch of a malice ca ullt'll
16 hp damage to Ch ao tic creat ures. 18
hp da mage to Xeutra ls. and 1)0 hp
da ma ge to La w Iuls.
A, Main C h a mber. The grey ph ilosopher (see "The Undead Crea tures'Tsits
on its cold throne here if it has flot yet
bee n dis t urbed . Th e re is one object. in
this chamber that is importa nt . This is
t he magica l StaffofS hriewnillR. whic h
ma y be used by Wolfram in melee or be
a ni ma ted by t he po8llt'8lIion a nd Oy to
the attack. Th is is a high ly evil Itoff +2
which st rik('8 vict ims for 212 + 2 hp
damllge (2 12 + 4 hp da mage against a
Lawfu l opponent]. On a ny h it , t he vic t im mu st Save V8 . Spell s or be affected
by one of the follo wing efTectJI (roll td6 ):
paralysis for one tu rn (13), mu m my rot
(45), ent"rgy drain (6). If a natural 20 ia
rolled , the victim ill dra ined of tw o e xperten ce le vel s (as if hi t by a spectre).
Th e staff alec haa powers of sum moning a nd controlli ng un dea d, but these
a re detf'fmint>d in part by how, where.
a nd b)' whom it is uSt'd. Th e PCs will
not be able to U lle it (to do 80 is a highl y
ev il act). If the staff is controlled by the
DUNGEON
23
PRIDE OF
THE SKY
BYRANDYMAXWELL
Adventure Background
Of the tales of unclaimed wealth and
legends of lost treasure, the story of the
42 Issue No. 20
DUNGEON
43
.&
Mountain
Broken
lands
Badlands
Cataract
X Crash site
"AqNT
1 hex = 8 miles
GERTIE'S MAP
'''",
44 Issue No. 20
J'
.......
,
/'
jectures and fabrications. All the rumors are false except #8, which is not
completely true; only a few of the elven
crewmen now guard the treasure in
Undead form. The PCs have no way of
knowing whether the rumors are true
or false except by investigating the
crash site.
1. The dragon that attacked the airship was not killed and still guards the
wreck and treasure hoard.
2. There are over 100,000 gp worth of
gems, jewelry, and precious metals just
waiting to be claimed by anyone who
finds the wreck.
3. The Immortals have claimed the
crash site, and it can no longer be found.
4. The Pride of the Sky never really
crashed. It was all just a clever hoax to
steal the treasure.
5. The orcs living in the Broken Lands
found the crash site and looted the wreck
long ago.
6. The airship either fell into the
Vesubia River or on the bank of the
river, and it has long since been washed
away in floods.
7. The Pride of the Sky did not carry a
great deal of gold, gems, or jewelry, but
was loaded with scrolls, potions, rare
send messengers back to warn the temple. Manscorpion logic dictates that if a
patrol is victorious, no warning is necessary. And if a patrol fails to return, that
is warning enough. If a patrol returns
and finds the temple has been attacked,
it will stalk the attackers throughout
the temple.
If any PCs surrender to or are captured by the patrol, they are taken to
the temple for interrogation and certain
death. Captured clerics suffer immediate ritual sacrifice on the altar, while
all others are allowed to live until fresh
meat is needed. Those unfortunate
enough to be allowed to live are often
used by the manscorpions for training.
Fighters, thieves, and even magic-users
are forced to fight to the death, defending themselves with blunt swords and
other ineffective weapons while the
manscorpions launch single and multiple attacks against them to hone the
monsters' skill and timing in attacks.
Nonelven demi-humans (especially
halflings) are allowed to escape so that
the manscorpions can practice tracking
and stalking. The manscorpions also
take scalps. They inflict this indignity
on dead and dying captives as well as
those they kill in battle. Elven captives
are taken to area 19.
Wilderness Encounters
The Broken Lands are extremely barren but still maintain a large number of
inhabitants. Adventuring parties in the Broken Lands are often considered a
convenient meal by those residing in the desolate countryside. Because this is
their country, the orcs, kobolds, goblins, etc. fight with maximum morale against
humans and demi-humans. If an encounter is called for, consult the list below
using the sum of 1d8 + 1d12. The DM may change or expand the list to include
monsters other than the ones listed. However, the DM should keep in mind that
the Broken Lands are the home of the Ten Tribes of Thar, the nation of orcs.
Therefore, orcs and their many cousins are the primary wandering monsters here.
A DM using GAZ10 The Orcs of Thar may wish to increase or decrease the
probability of encountering certain monsters, depending on the PCs' location in
the Broken Lands. The DM may also wish to increase or decrease the number of
creatures encountered, depending on the strength of the adventuring party.
Lastly, wilderness encounters should be discontinued once the PCs are within four
miles of the crash site.
2-3 Hobgoblins (35): AC 6; HD 1 + 1; hp 6 each; MV 90'(30'); HAT 1; Dmg by
weapon type; Save F1; ML 10; AL C; BD/31; short sword, spear.
4-5 Gnolls (24): AC 5; HD 2; hp 11 (x 9), 8 (X 15); MV 90'(30'); HAT 1; Dmg by
weapon type + 1; Save F2; ML 8; AL C; BD/30; sword, hand axe.
6-7 Kobolds (70): AC 7; HD 1/2; hp 4 (x 20),3 (X 30),2 (x 20); MV 90'(30'); HAT
1; Dmg by weapon type -1; Save Normal Man; ML 8; AL C; BD/32; club, dagger.
8-9 Bugbears (14): AC 5; HD 3 + 1; hp 17 ( x 5), 14 ( x 9); MV 90'(30'); HAT 1;
Dmg by weapon type + 1; Save F3; ML 9; AL C; BD/27; battle axe.
10-14 Red Orcs (45): AC 6; HD 1; hp 5 (x 30), 4 (x 15); MV 120'(40'); HAT 1;
Dmg by weapon type; Save F1; ML 8; AL C; BD/35; short sword, dagger.
15-16 Trolls (8): AC 4; HD 6 + 3; hp 30 (X 3), 25 (X 5); MV 120'(40'); HAT 3 (2
claws/1 bite); Dmg 1-6/1-6/1-10; Save F6; ML 10; AL C; ER/56.
17-18 Ogres (12): AC 5; HD 4 + 1; hp 20 (x 6),16 (x 6); MV 90'(30'); HAT 1; Dmg
by weapon type +2; Save F4; ML 10; AL C; BD/35; huge club (does 1-10 hp damage, excluding the + 2 strength bonus).
19-20 Goblins (55): AC 6; HD 1 -1; hp 4 each; MV 90' (30'); HAT 1; Dmg by
weapon type; Save Normal Man; ML 9; AL C; BD/31; club.
DUNGEON
45
MANSCOR PION
TEMPLE
Level One
-I~.-
Down to
area 8
N
I -f -
- f-
11111111111-
e-IIIIIIIIIII - 2
(~-H-I--J:...t
1 square =5'
Treasure
The gold-piece value for much of the
treasure in the temple may seem low,
considering that an entire floor may be
made of gold and silver. Gold-piece values for melted treasure is not figured on
the basis of how much gold and silver
will actually be recovered if it is broken
up and resmelted. The resmelting process is absolutely necessary to remove
impurities (bits of rock, charcoal, and
metallic junk from the wreck of the
airship, etc.) and separate the gold from
the silver.
Resmelting is an expensive process,
and its cost greatly reduces the value of
the treasure. In addition, while many
gems can be removed intact from the
melted metals, many jewels will be
scarred when removed and will lose
some of their value. So even though
about 150,000 gp worth of treasure was
melted and turned into a very expensive
46 Issue No. 20
~-.-
Creatures
The temple contains only three types of
creatures: manscorpions (in one form or
another), who found and claimed the
crash site; giant scorpions, who are on a
very friendly basis with the manscorpions and are used as guards and beasts
of burden; and wyrds, evil spirits who
were attracted by the death throes of the
shipboard elves and inhabited the remains of elven crewmembers who died in
the crash. These elven warriors used
potions of fire resistance, taken from a
large store of potions that was part of the
cargo, to save themselves from the fire
and heat of the dragon and the burning
ship, but they were unable to save themselves from the crushing force of the
impact.
Statistics for manscorpion clerics and
for wyrds are given individually. Manscorpion guards and giant scorpions encountered in the temple and on patrol
have the following statistics:
Manscorpion guards: AC 1; HD 8;
MY 240'(80'); HAT 2 (l weapon/1 tail);
Dmg 3-18/1-10 + poison; Save F8; ML 12;
AL C; CD/34; huge pole arm. Because
they consider the temple sacred, the
manscorpions' morale is 12.
Each manscorpion guard is clean
shaven and wears his hair in a long,
complicated braid that signifies his status as a temple guard. The guards are
forbidden to wear any upper body ornaments, such as jewelry, wrist bands, etc.
However, this restriction does not include the lower body, and many guards
wear tail streamers. Each streamer
indicates a kill and is made from the
hair and scalp of the guard's victim.
Manscorpions are unaffected by potions of bug repellent, but the giant scorpions of the temple are treated as normal
giant bugs with regard to this potion.
Giant scorpions: AC 2; HD 4; MV
150'(50'); HAT 3 (2 claws/1 sting); Dmg
1-10/1-10/1-4 + poison; Save F2; ML 11;
ALN; ER/55.
Using pigments and paints, the manscorpions have decorated their scorpion
friends in bright colors and intricate
patterns: bright yellow claws and legs
with a black or green body; legs and
body banded with bright red stripes; or
each claw, leg, and the tail painted a
different color. Also, the manscorpions
have used charcoal to draw elaborate
geometric designs on the claws and
backs of the giant scorpions, who are
completely unharmed by these decorations. The manscorpions do this to decorate their lair with living artwork; the
designs have no other significance but
may serve to mislead the PCs into thinking they have encountered some new
variety of monster.
Level One
1. Entrance. If the PCs follow Aunt
beards and mustaches. Other than magical rings, they are forbidden to wear
any adornment whatsoever except when
performing certain rituals and rites.
4. Patrol Quarters. This large room
was excavated by the manscorpions
from the fused rubble and scoria that
covers the dragon's bones. It contains
two copper braziers for heat and light,
each worth 25 gpo The room is shared by
16 manscorpions (hp 40 ( x 2), 38 ( x 2),
36 (x 10), 31 (x 2 and 16 giant scorpions (hp 22 ( x 4), 18 ( x 8), 16 ( x 4 who
patrol the area around the temple. The
patrol works in 12-hour shifts, with
eight manscorpions and eight giant
scorpions patrolling while the other half
eat and rest in area 4. This means that
the room is always occupied. If the PCs
fight the guards in area 2, the noise
rouses all the creatures in area 4. They
arm themselves and arrive as a group
at the scene of battle in one turn. If the
PCs use silence spells or somehow noiselessly overcome the guards in area 2,
they have a chance to surprise the manscorpions and giant scorpions in this
room.
5. Larder.
This room is cool, damp, and reeking
of rotting flesh. As you enter, you
hear a soft buzzing sound like the
noise from a sleeping beehive. As you
look about the room, you see unidentifiable lumps and piles on the floor.
This is the food-storage area for the
temple. If the PCs examine the lumps
and piles on the floor, they find they are
piles of carrion. Some of the carcasses
are identifiable (a man, a pony, an ore, a
giant fire beetle, etc.), but most are not.
The manscorpions generally dine on the
freshest meat, while the giant scorpions
are given the more putrid remains
(which they relish).
The room is filled with buzzing flies
and insects. Anyone disturbing one of
the carcasses or bringing in a light
source brighter than a single candle
causes the insects to swarm with the
same effect as the clerical spell insect
plague. However, because of the abundance of food in this room, the insect
swarm will not pursue its victims. Once
intruders are driven from the room, the
swarm breaks up and returns to feeding.
DUNGEON
47
large white central pillar. Closer inspection of the pillar reveals it is a large
thigh bone of the dragon. Footing is
good on the ramp due to the rough scoria floor.
Up to
7
area6 I~
MANSCOR PION
TEMPLE
/
I
Level Two
I
1'-
1\
1-
Level Two
8. Guardroom.
-10-
\
\
J
I
II , - -II-
\.
- f-12- fI
I -I-I -I--
'\.
1 square =5'
48 Issue No. 20
1--13-, I--
1-
~"'-.
--
14
Down to
area 15
~
mining gear, along with a small portable bellows, a large heavy anvil, and
several kinds of metalworking hammers. The manscorpions do all their
weapon forging and making of metal
necessities outside the temple, because
the interior is stuffy and not ventilated
well enough to house a foundry or metalworking shop. All these tools, both
mining and metalworking, are large
and heavy but usable by humans and
demi-humans.
7. Ramp Down. This ramp is steep
and turns in a tight corkscrew around a
DUNGEON
49
MANSCORPION
TEMPLE
18
1-
Level
Three
1-17- -
-.
,....-
1-
c--
1-
,....-
'--
1-
1-
f-19
16
1- '--
1- '--
1- ,....-
11- -
1-
I--I--
1- ,....1-
---
1-
1-
- t--
1-
I--
20
15
r-,
1~"~
Up to area 12
1 square=5'
50 Issue No.20
mace that, like most manscorpion weapons, is too unwieldy for human or demihuman use. Lysunts carries a staffof
dispelling with 12 charges left; he will
use the staff freely in defending himself.
11. Meditation Room. This large
room is occupied by three manscorpion
clerics and is used primarily for meditation and prayer. The walls, ceiling, and
floor are rough scoria. This room has
been excavated around the dragon's left
foreclaw. The horrendous impact ofthe
airship hitting the ground dislocated
and twisted the dragon's foreleg. How-
DUNGEON
51
52 Issue No. 20
ANCIENT BLOOD
There is also a small amount of magical treasure among the jumbled mass on
the floor. All of the magical items were
taken from victims of the manscorpions
and were not part of the airship's cargo.
By sorting through the clutter, the PCs
may find a ring ofplant control; a ring
ofprotection +2; an ivory and silver
scroll tube, worth 50 gp, containing a
scroll of protection from lycanthropes;
and a large silver flask, worth 25 gp,
containing a potion of clairvoyance.
72 Issue No. 20
Further Adventures
DRA GO,""
'"1
THE BANE OF
ELFSWOOD
8Y ST PHEN J . SMITH
Vengeance
denied in life is
reborn in death.
16 Issue No. 21
Co n d itio n
Undead fP't'a te r wyrd l
Undead fgreater wyrd l
Undead fJfl'ea ter wyed l
Alive
Alive
Undead (vi. ion)
Undea d (vil ion)
Undead (gn- ater wyrd j
Undead (norm al wyrd )
Undead (villion)
Un dt'a d (vi_ion I
Undt'ad (vi, ion)
Undea d (villion)
Undt'ad (norma l wyrdl
Undt'ad (norma l wyrd l
Undt'ad (norma l wyrd )
Un dea d (norm a l wynll
Alive
lAK"liItlon
Tra vele with odic
Tr....ele with odic
Travel. with odic:
Wanden Elfswood forest
Wanden Elfswood forell
EIf.wood se u jement
Elf.wood ee t t beme m
Tr a vele with odic
ElfllWood se tt lement
Elfllwood IM'u lemen t
EIf.wood roe uleme nt
EIf. wood lIeu le ment
Elfl ....ood IM'u lemt' nt
Elfllwood lleulement
Elflwood IM'ttleme nt
Elflwood lIt'u lt'ment
Elfewood lIfIu lt'me nt
Wa nd",n Elf.wood fort'llt
It i. poMible to bring tome of Druida'lI rt'lat ive. back to life a fter deft'ating their
undead form . Whil e the ...Ivel of the vi. ion can be rt'turned to li ft' only by a ""ish
(tht'ir bodie s were bur nf'd a, a n ofTl"ri ng to th... Sp ht're of Entropy), it il euier to
revive the elv el tra nsformed into wyrd . Unle llt the \lo-yrd, a re utterly dest royed
(thro ugh delltruction by derical Turning. di, integration, a raisl" d NJdlrrUIIl" d,ad
fully IIpell , etc.), tht' adventurt'n will be It'ft with the corpllt's. In lIuch an inl ta nee,
Druida will e llpt<'l the PCI to at leut help her bury her loved onell. [f a PC d eric:
offen to ra ilM' fro m t he dl"ad a ny of the elf ma iden '. fa mil y mem berl, he may do
IIO-provided that the body to be ra iled ie present a nd relatively intact . ANume
that the Glanad yl wyrd. hav e been undead for 16 da YI when t he PCI n nt arrive
in Elfllwood.
A deric .....ho brinlJ1l any oftht'le elvel bac k fro m the dt'ad will rK'eive ge neroUA
dona tions to h il ordt'r from the Glanaydy l su rvi von for yean to come.
OIJNGEON 17
Whispering Grove W E're not too surprieed when the fam ily opted to _k itt!
fortune e lsewher e. Th.. ties bet ween th e
tw o gro ups of elves were nev er severed.
however; once the Glanadyltl M'u led
into Elfllwood. they did their best to
kl,,(,p in touch with t hl.'i r old fr it'n ds
back. home .
Druid. i. a true Glanlldyl in l h lll ld lt'
il a lM!uonro adventu re r. Over the palll
12 years, sh... hall traveled wit h many
different ecmpenione: othe r elvea, ha lf
lings, even dw an'ell~ It is wit h hu mans,
howeve r,lhat Druid. has done most of
her ad vent uring . S he never fail , to bto
a mazed at their many different moods-,
and ho w qui ckl y t hey cha nKe. Her aMOda tio n with mankind has pr ovided he r
with knowled ge of hu man eue toms a nd
politi cs but haa also taujl:ht her how to
Nnw" . drink fin.. win _ a nd al ...., a nd
occaaionally use trick..,ry a nd deceit. In
ot he r word Dru ide 'e exper-ie nces wit h
humanity have mad e he r 8 consu mma te
edve nturer!
Nonetheless, Dr uid a is a ki nd.
friendly. fun-lovi ng perso n (a ltho ujl:h the
C'ircumstanC'H of ht'r fam ily ', d~struC'
t ion ..ilI do much to lIubd ue thellE' char
acte ri st ics durinjl: thi adve nt url'Jand ia
loyal to her fr ien ds . She tend!! to be a
bit foolhard y in ba tt le. a tr a it I he
picked up fro m one of her hu ma n com
panioll5 lthe late Renald o tht' FearlelUll.
but she has lellrn ed that Ihe ia bt.-tt e r lit
.,.-II-ca8ting than s\loordfight ing .
If Druid. i. ullt.'d IlIl a n NPC. t h.. OM
IIhould pull llOme punch " l to kl"t'p her
aliv e unti1t he fina l confro nta t ion ..it h
the crea ture re ponsible for her fa m ily's
demille. If Dru ida i8 a PC. htr player
. hould be warned t hat Dru ida ill not to
be played as a fro nt li ne fig ht..r \lo'ho
boldly tahs on wh at e ver hOrTible mon
liter the OM th rows at t he pa rty . She is
a n E.lpe rt .I.....el cha rllctt-r ca u!Cht in a
Companion,le\'el ad\'enture , Thi l is not
10 lilly that Dru ida il uJl('le1IlI: lIhe hall a
di"'erllE' al"llt'na l of 1Ipl."1I11 and weaponll.
a nd ill qu ite ca pable of hel pinK the otht"r
PCa overcome a tough foe , Sh e lIho uld
8AlIist the ot her PC, in ba tt h.'. not lead
them,
18 I"uo No. 2\
T h .. Li k..ly C u l p ri t
The Glanadyl fam ily-Dru ida rela teshaa on ly one t rue enemy, lin evil cle ric
na mt'Ci Ir kthorn Ba li n. Thie c1l'ric \lo'U
once a k indly druid who ca red for t he
pla nts a nd a nimals of Elfllwood and the
surr ounding wildern ess. When Druid a's
fam ily tr it"d to bu ild tht'ir tree- he me in
t he fore st . however; the druid became
enruge-d and ettem pred to dri ve the
el ves out wit h hi s ma,"cal abilitiell. Th e
elv es won out. but the druid made them
hill e ne mies for life.
Irkthor n then enlisted the ai d of a
sma ll arm)' of hobj{Oblins to attack the
Gla nad)'la. but the 8.lll18Ult pro ...ed uneucceeeful . Afte r th ill hattie Irkthorn
W il li ru pj.ured , a nd Dru ide 'e Iather put
him u nder II IltlJlJ to never a gain come
settlement all
wit h in a mile of the ('1...
10n K 88 he lived . For the past 30 yean
the ex-druid has lived a life ofbrood inj{
in a ema ll eheek about four miles sout heast of the Glanady l home st ead. nev er
bother ing t he el vee t he e nure time.
AlI8uming tha t the PC s ace..-pt her
olTer. Druida ta kes the pa rty to EIf~
wood seulement (area 1I, If the D ~{
want a to UIOe th is modul e's Wildem ese
Encounter Thble during thia journey. he
should dillregard any d ire roll re. ult in g
in an en counter with elf surv i vors; thi "
confronta t ion ca nnot occur un til after
t he PCa have visited El fawood . From
the een leme r u. Druide ca n ells ily I('ad
the pon y to Irkt horn ' lhack .
Since the forellt of Elfswood hu no
cha r tra illl, and becau~ th e bla nkt"t of
fa llen lea\e. ca n often hidt' IIma ll ani
ma l holes. lOO!It" rock s, and ot he r !luch
pit flills. Dr u idll aska t hut the PCs not
UllE' hor~ du ring t hi ll qu ellt. Even if the
PCII refulle' ht' r requellt, IJruidll will
tra...e) on foot. The D~ I hou ld kt"l:'p in
mind th a t the pllrty mo...ell at t hl." ra tt" of
itAII10wl'lIt member.
1.".
~.?~SI:MATIC ~ ~PO'I':!
Odle pnw.
with in I hf'll o t
PC . It rollo w .
thf'm a nd
a n adu' tha t
nil ht .
Since odica (like all spirits) a re wand erer s, the one re sponsibl e for th e desrruction of Druids's fa m ily is no longer at
th e scene or its crime. It constantly
patrols the whole of Elfswood. movin g
in a random manner. In order to fight
the s pir it . the PCs must first lind it-or
have it find th em!
6
Od ic-St arti nll
Pn in t a nd
or
Dir..("t io n
:\t o v.. m .. n l
O~1 ro ll~ II I .
Od i<" mov" ~
a h...dlf'tt.
0 :\1 rnll.. a 3.
Od ic- mo ' f'.
..tn igh t a hf'a d.
dirl't'ti on o r Ih..
lh.. PIlr1).
>--<
ibl e during the day. t he odic follows the
adventure rs un til they pitch ca mp for
the ni /{ht : then it se ttles into a t re-e
about a mi le away to begin its a ttack.
See the diagr a m abo ve for a n exa mple
of the OdicMat ic in action.
Th e OM should use h is own judgme nt
when using this random encounter
method. lf the PCs cross paths with the
od ic at the very start of t he ga me . befor e they 've gai ned a ny clues to th e
identi ty of t he ra vager of Elfawood or
ex plored mu ch of the surroundi ng wildemeee. th e aura of mystery upon
wh ich t his module de pe nds will never
de vel op. Co nversely. the PCs mig ht
e xplore all of Elfswood. gai n ev ery s ingle clu e, a nd know for a fact th at a n
odic is res ponsibl e for the dev asta tion at
the Gl anadyl setllem ent, bu t du e to the
lu ck of the di ce never meet up with the
od ic. In lihort, do not hesitate to igno re II
r andom encou nter with the odic if ita
t iming di srupts th e adve nt ure. Once the
PCs ha ve ex plored some of th e Elfswood
wild erness and picked up a few clues.
however. the)' should be cons idered fa ir
game.
Th e odic's ga me sta tisti cs. those of its
undead elve n fo11o w era, and a descrip-
>--<
DUNGEON
19
direcncn.
Autum n in Elfsu.'OOd. This edvenru re
lakt"11 place in tht" m iddlE- to la tter pa n
of t he Ial l se eso n . It ia vitally impo rta nt
that yo u convey this informatio n to t he
pla)'pn for flC"vpral rt"aso nl .
Finlt , th e t ime of yt"ar ca n great ly
enha nce t he a tmosphe re oft his edventure. Autumn is a lleallOn ofte n a~ i
Bted with d('ath or dying: trral8 turfUI
brown, trt"t"s 10tIt' th t"ir Ipa ves, bird.. fly
south , a nd a ni ma lI prt"pa rt" for th l"lr
winter hibernation s . Since dt"at h a nd
undeath a rt" major t hp mt's in th is mod
ule, the D~t ca n cont ribute gr eatl y to
the player!' enjoyment of thill adv en
tur e by uling the tlt"a80n as a n addi
tional plotl"lpmpnt.
St-oond, th(' fall llt'ason mak ell the
odic'll in it ial atta ck for m (its C'harm irrll
lea VE-I ) mu ch more ifUlidioUi a nd t"ffee'
t iY('. Wh ile a gro u p o( experienced a d
ven turers miltht wpll be l us picioul if l ilt
~ n lea v" l w.. tf' to flMt u p to t h..m in
the m iddle of a hot , breezt'll'llS s um mer
nigh t, who would noti ce s ilt dead It'av p.
. wirli ng into ca mp with a hOlit of ot hers
on a cold, windy fa ll evpninlt?
So don 't be afra id to l{t'ntly remind
tht' PC. what time of ye a r it is. Durin g
lulla in thp action as t he pa rty trav plll
through Elfswood, . how the m the aqu ir-
20 Issue No. 21
lin
Dead Tree
Whe ne \'er the D)ol rolhl thill e ncou n
ter. t he PC I pa n a trt"t" th a t hag re o
cen1l)' m't'n PO!Ule!lllt.-d a nd killed by the
odi c. Si nce it ill a ut um n, thi s tree look ll
no dilTt"H'nt than t he ma ny ot hers in the
fore!!t thnt a re 1000ing thl ir leo n s. It is
dead, th ou gh, all are all othe r lImall
plants within a 30' rad iug of it Uha nkll
to th e odi c's dead ly pr l"sence l, Decnu!\('
of the season. how('\'er, each adventurer
ha!lo nl)' n l W cha nce of not icin g thill
lIt ra nge phenom e non (4 O't cha nce for an
elf or druid l.
Trade r S pri t e ll
Thill grou p of 22 s pr iLes t rO\'el llront in
uou sly th roul{hout Elfllwood a nd th e
lIurro u ndi n.: lands, They a re oh!ll'lI!1l"d
with t rading; t>ve r)' time th e)' ml'et
ot he r civilized be ingg, they fl....1compel.
led to t rade some t h ing with tht>m. Tht"ir
leader, a talkative fell ow na med Kiplt"r,
flie s forward and allks t h 1 PCs wh at
thl"y would li ke to t rade for. lIhowinK
DUNGEON
21
ELFSWOOD
1 hex e 1 mile
H HH
)-<
)-<)-<
4
3
)-<
-,
)-<
- -
..
zr:(';
--
)-<
)-<
l~
5
H
6
H
HH H
t hem three or four items fro m the
sprites ' inventory eac h t im e t hill
en counte r is rolled . Ir t he PC a a re not
in terested in t rad ing (a nd t he epr tte e
ar e extremely pe rsistent ! or if they
22 Issue No. 21
}'-<
THEBANE OF ElFSWOOD
l'Cs will be most un welco me in her
pr incipa lity.
Th e s pr itt'8 kn ow nothing abou t t he
odic .
Ol d Man Hoo d
Th e l'Cs shou ld e necu nr... r O ld Man
Hood, a pixie druid .ah am an, severa l
times durin g th e COUf1le of this adven t ure.lfthe PCs fail to encou nt...r Ol d
Ma n 1I00d often t hrough t hl' use of t he
Wjlderm"1lS Encou nte r Table. the 0"1
shou ld sprm kle e ncou nters wit h the
pillie t hrouKho ut t he a dve ntu re , for Old
Man Hood pr ovides the PCs wit h sev era l important clues re lated to their
qu est.
DUNGEON
23
/{ivl'1l
t hl' vision
II S II\"
fl'ltr
\ ' 11.
("r 2 12
24 Issue No, 21
s-uch
c; CC.R9
f4 : ~ I L 12; AI.
IRKTHORN'S HUT
Area 2
I I'lqUHre S'
N
I
--
[JJ
A
I
[9
vO
vision ) prepared to do battle, they s ud denly felt compel led to ente r the area of
purple light lIurTOu nd ing the tree .
Therein they slowly per ished.
Usinll: a Itpt'Wt with m on sters spell on
the w)'rds (formerly Druids's au nt Dewfyrn, and cou sins Fadil , Gladia . Deeyl .
and Myra l y ields onl y v a gu e informa tion . Ea ch of these elves he ard a com moti on in the se ttle me nt . we nt cuts tde
to in.....s uga te, aaw some st ra nge lights,
and suddenly died (vict im ized by the
odi c's {inRf'r of droth power ). In their
undead exi stence. these elves ca n reme mbe r bl'i ng ordered to gu a rd t he
se tt lement from the living, but t hey are
not certain wh o or wh at gave tnis
com mand .
If the wy rd s are defeated in suc h a
wa)' that the eorpees of the el ves remai n. a PC cler ic could use a Itpro Jc u'l,h
tI" dead s pe ll to obta in the above information. This ia not a n option for the
el v es of the v iaion, ho we vee: t heir
bod ies were bu rned by the od ic's greeter
wyrd serva nts as a n olTerinK" to t he
powers of the Sphere of Entrop y, a nd
their allhes were spread out around the
se ttle me nt . All a fina l gin to the llpir it
of Ir kt horn Balin, the Immort al s of
En tropy ret u rn ed the souls of the elve s
i n the for m of a viaion to guard the
loca t ion of the odi c's tri umph.
If the Pes don 't use a , pt'olf u,ith mo,, '
sters, ro m m u" e. or contact outer pia"..
spe ll he re. 80 much the better, Thill
ad v e nture depe nd e in part on t he mystery a nd da nge r pr ese nted by a n unkn own ent ity ca pable of killing on s uch
a large scale. Whe n the edventurees
ex plore t he wilda of Elfawood, they a re
lik ely to find clues that poi nt to a n odic
88 the cu lprit . Even if the Pell don 't
piece all the dues together, t hey'lI run
L-
0
[!]
DUNGEON
25
./WO"
26 Issue No. 21
8 0 '35.
S aR:..h a rk It ",,a nt l: AC 2; 11 0 8- ; hI'
44 : M\' 60 '120 '1; 'AT 2 branch es; Om g
212.212; San F8; ~1 L 9; AL L: S A
alllmat, trtv'. ; E ft'56. If tht> odic I;"\..r
IIt't tl t'1l into t h ill hn for t hl" n i ~h t . it
~~ and kill Sa/l:..ba rk .
... T h " I>ryad. Tomb. Unlt"M th..
PC . a no acco mpa nitod b)' GliUt'r u h..
pi xie from a rpa 3 1. the)' will not flOd t he
dryad 'fI tr~. GIiUt'r. ho ....e \e r. ca n ..aflil)
poin t out t h.. dryad'. home .
Th t' d ry ad '" tn't" look s no d ifTtrtn l
from t ht' ol h..,s in th p furt"t . II ifl d('ad .
ho.....eY(" r. killed by t he odi c ..... h...n t h.'
DUNGEON
27
place for
mort'
t han a n hour. A
ff'IIU It
rad iu. aroun d itM'U. Any living erea t ure f'ntt' ri nR' thill light muat ma ke 8
SaviOR Th row VI . Spel ls or lIu ff.f R o ne level e nergy drai n (a ll if !IIruck by II
wJg hU. Demi-hu ma ns wit h an Atta ck
Ran k are afTmN difTt'rf"nt l)' by energy
dra ine.IOfIin K' 101,000 to 120,000 xp pe r
" level" drained. A new Sa ving Throw
mu at be mad e each rou nd a n indi vidua l
i. within t he light.
Th e odic ca n &end ou t u p to lIix sma ll
portions ol tM plant lu sua lly lE'av H lto
,",II. out potE'ntial rictifJUl. Tb ese Ieu"
can noat up to a mile fro m the od ic at
the' rat E' of 30' Pf>r rou nd. atta cki n.: a n)'
Cl"t'lItUre- tMy mt'e't u " UD monst e,..
and gai ninl( I Urpr1!lt' 9O'i ort hE' t imE'.
Anyone loUcht'd by a lraf ta k" no dam
a~ but mWlt ma kE' a SavinI( Thro'" \ ' 1 .
SPf>UI or bf' cllarmHJ. Cllorm HJ \ict im.
are- dr awn to the odiCa nd l ufTE'r - 4
Pf>naltin to th e'ir Savi ng Throwa when
t hey enlE'r Ih... purple light s urrou ndi nK
thE' spirit . Such unfortunatt>lI al llO r...
main in the light un t ilt h...y art' forci bly
re movt'd from t he area , h a\... the odic 'a
charm neg ated lby a dl llINI mOllu' lII pdl
or anot h...r lI uttt'lI.~fu l charm!. or dip
from t he ",nt'rgy drain.
The odic ca n alllO use e it he r a phyllica l
attack or a 1Pf>1I.li ke power lb ut not
both) !Pilch rou nd . Ita ph ylllica l a ttack ia
II blow from part oftht' polllW"lI.~ pla nt.
Uluall y a branc h or vin e 1030 ' long.
Anyone hit takel ) 12 hp da mage a nd
mUit ma ke a Saving Throw va. PoillOn
or die immed iately, struck down by t he
spiri t'l deadl y poilOnou s touch.
IMtead of attack ing " 'it h itl po5N'Ul'd
body, th e' od ic ma y cbooM- to U!lt' a ny of
the followin g 1Pf>1I.like t'fTt'd-a: dor lr
llna. .ikll~ 15 ' radiu s. C'Guu dl'~.
Olltl'rWt, d#'Od, or fing, r of droth . Th_
ca n bf' uM'd at " 'iII- up to Oncf'
per round. requiri ng only the odic'.
COrlC'entrat ion - and a..... t re at t'd a. if cast
by a )6thlev...1 clrric ,
1beo ollimote drod powr r of t hE' pa rtic.
ular odic in t hi s advent ure- is un iq u....
8aUllol! Ir kthorn Balin Ma mc a n odic
POW""
28 I$$U9 No. 21
TH EBANEOF ELFSWOOD
64 Issue No. 21
_1_ 'SIl,
_ I t_
tIy
' SR.
John Terra u:
1~ 'hfJ
h,.
RANK
AMATEURS
BYJOHN J. TERRA
"Somewhere ogre
the rainbow...."
50 Issue No. 22
RANK AMATEURS
to deplete the renke of the lower echelon s. but in a w ay that w iIl .n\'t' h im
po w er lind pr ellt i!:'e .
The PCII a re low-level tY ~1I .....hom the
Chi lf ha ll declared expe nda ble . th ough
t hey do no t kno..... t bts. ~l m m B u h ! fHllI
lik e a nnoy ing h ill neighbcre in the Principa litit'tI of Glantri , The PC II a re It'd to
bel ieve rhe t they ere envoys for the
Chil{. dehver-ing A decl ee et ien of w ar to
the Glant ri vil lage of Tri nta n,
Though at First !:,Iance t hill ad venture
see ms to be a t ras h.the-pla ye r sce na rio .
it ill not . Th e PCs deserve a chance to
avoid the painful deetbe A w a it ing them.
Throu ghout th is module there a re IIUbt ie clues she w i n ~ the PCf! that Not All
Is All It Seems. These clues should be
del ivered in a n crr.he nd way, w ithou t
u nduly a lert ing t he PCslo tht>ir signil'i
ca nce. If the I'e ll a re am urt enouKh .
they .....iIl real ize thl;" Iligni fica ncl' of
t hese hints, If they a re obtuse a nd
III0ppy - w ell. it wall n ice kn owing the m.
Whilt" it ill t rue t hat h um anoids art'
rt'ia t ivd)' s t upid . the)' do k now how to
hand le themsel ves in baule and oth er
dangeroulI llituation ll. This skil l come
from sheer pa ranoia. a natura l gJfi for
violence , a nd a n ftlUtr e8lliv(' nat ure. II
shoul d be e mphns ized. however; t hat
e ve n tho uRh humanoids art' t he "he
roes," the re ill no reason for t he adven ture\o diaintegr ate in to II mindless
me8ll of k illi n". looti nR, buening , a nd
pill a Ring of NPCII. Som e N PCa art'
indeed deserving or relat tvel y unple asan t trea tment, but it will be obv ious
.....ho they a rt', and ev en these ins ta nces
should be ha ndled with class lind good
te st e. ~t akt' su re to IIt rike a ba la nce
betwee n th e h umcro u s uapect (" Huma noid heroes? Co me on now!" ) a nd t he
!\ot'r ioull a spect (t helle PC 8 are ht.>in R
cruelly l'l't up].
If a ny player .....ho roll 8 up a bu gbe a r ill
inte rest ed . h ill PC ca n be a IIpy for
Tribal Chit'f Ohr'r. There ca n be on ly
t .....o s uc h lIpit'1I in t he pa rty, a nd the)'
ea ch "ta rt oITwilh on e good weapon e nd
10 gp . Any PC wh o has a Knowlt'dgt'
sk ill lPG, pa i{t' 351 Muc h lUI tr iba l cuI.
tu re, homel and tl'rrain, etc, ca n m akE' a
roll to 1ll"C if he kn owlI thl' RudE' Mon
grE'b ' h illtory a nd u ni \'erl'la l a ppeal as
wt'll all t he 8ta tl' of a ITain betwl'l'n
Chil'f ~l m m B u h! Ilnd Tribal Ch ilf
Ohr'r. The a ni)' bits of informa ti on th at
he ca nnot know an ' thE' C hit'fs rea l
plans for th E' pRrt y a nd t he filet tha t t he
Chief s rt'\'olt inKrt'lati\t'li are dul' to
a rri \'e IIOOn .
":.
~__
--
"
;:
~~
:A=:r~~).,.--{
':., ',.,A.
":. ' J .
J .~
J J .
',.,A .
J. ,~
. -.
- ~
- ----
-', -:
I tu' x 8 miles , .
DUNGEON
51
RANKAMATEURS
.t ,
\. ~
KiN'"
I+tA1.'Z.
-ru~f'
(jAY N"vJZ..J
~
chants to eenle on our Ircnticrs! We
ain't gonna take di e Iyin' down! It's
wa r, an ' ycuse gu ys are gonne be de
dips ... uh ... dn diplomats an'
deliver to dose guys in da vtlle ee of
Trinlan a challe nge to fight .
.. Jt>II' take a diplomatic pou ch to
52 Issue No. 22
- 2 coils of SO' of rope (one coil is defeenve end will break if used to support
the weittht of mor e than one orc -eiae or
two koboldsize cre atu res)
- a pouch with 10 gp , 20 lip, and 30 cp
- a map of the area to be t raveled t" Oa
" lap'"
-a lett er of credi t entitling the group to
free room, food, a nd dri nks at the Sign
ofthe Lost Lunch , a humanoid-run inn
on the road to Trintan
-a diplomati c pou ch, sealed with a bloh
of green goc p, that s upposedly holds
Ch ief "l mmBuh!'s declar ation of war (it
actually holds 2 lbs. of a vile, sme lly,
u nide ntifia ble glop'. Th e PCs are inst r ucted not to ope n this pouch on pain
of a rel atively unpleasant death.
If t hert> a re mor e Pes than weapcne,
a rmor, and eq ui pment , too bad! Onl y a
successful use of Int im idat ion or Bawl in g Ilk ill iPG, pa ges 35 and 38 1will
sway Eb to gi ve ever one additional
item. Such tactics work onl y th rN'
times. If attempted a fourth time, a
,. bodyguards come in a nd
half-d ozen oJ.'Te
beat up (but not k ilh the PCs, then kick
th em OUl ofthe supply hut and ha stily
!lend them ofT.
C h ie f MmmBuh! (a n unusua lly
large 010"1"1: AC 5; UO 5 + 2; hp 39; MV
90 '/30 '); ' AT 1; Omit by weapon type;
Save F5; '-IL 12; AL C; XP 150; B0/35.
Harrtde al lkobold r. AC 7; HO 112; hp
3; " IV 90 '/30 '); ' AT I wea pon: OmK by
wea pon type -1 : Sa ve Norma l Ma n:
" i L 8; AL C; XI' 5: B0 I32.
O o k u -Sep (l st level hobgobl in aha man ); AC 6; UO 1 + I ; hp 7; MV 90 '(30 ');
'AT I ; Omit by spell or weapo n type:
Save Fl ; xn, 10; AL C; XP 15; BO/31
and MO,'2 122. Ooku-Sep has no Ilpells .
SCr a tc h {goblin llCribe}; AC 6 ; HO
1-1; hp 5; MV 90 '(30 '); ' AT 1; OmK by
weapon type ; Save Normal "fan : ML 9;
AL C; XI' 5: 80/31.
Troll b od )'gua rd s f6 1: AC 4; HO
6 +3- ; hp 22 each : " IV 120'(40' ); ' AT 2
d awal l bite ; Omg 1611 61110; Save f'6;
" IL 10: AL C; XI' 650: ER/56.
Eb Nf't' z the S crou nge (gnom: AC 6:
11 0 4: hp 22: " IV 90 '(30'); ' AT I
weapon; omg by weapon type I ; Save
F4 : " IL 8; AL C; XP SO: BDI30. Eb is
very greedy a nd miserly, hating to part
with a ny of hi ll precious equipment.
Ogre b odygua rds (6 ): AC 5; H O
6 + 2; hp 40 each; MV 90 '(30 '); ' AT I
club; Omg b)' weapo n type + 2; Sa ve f' 6;
" IL II ; AL C; XP 160 ; BO/35.
RANK AMATEURS
DU NGEON
53
RANK AMATEURS
xr
56: The PC ill chal lenged to a Ba wlin g eon te et lPG, PUKe 38 1wit h Ikk y.
N ikky, II gnoll. Th e gnoll h all a
C ha risma of 16 . 'The bawlee a are a
grou p offOU t kobclds. The fiT'llt contesta nt to fai l a sk ill c hec k mUlil buy e ve ry one a rou nd of drin ks (a t a COIIt 0(30 gpJ.
Jr th e loser will not or ca nnot bu y, he ill
a t tac ked by a ll 45 cus to me rs . who force
him to II IW> p ou tside for t he n ig h t .
Ik ky N ik ky ' l{I\o lll: AC 5; 110 2: ~IV
9O'1 30' ~ ' AT I wea pon : DmKby wea pon
t ype (JonK a w ord k Save F'l ; "11. 8: AI. C;
XI' 20: a D/3D.
79 : A br awl breaks out for 220 m inute!'! ' no mu tt' t han (l ilt! bra w 1 JWr hc ur j.
Each PC figh ts one huma noid w ith the
ga me !ltatisticll all the PC. Th e ba ttle is
nonfa tal, using the una rmed combat
rule s on page 23 of the Expert Ru /",OOok.
If a ny PC goes look in g for more vict ims ,
he gets one simila r to the fint oppo ne n t
bu t .....ith one extra hit die.
54 Issue No. 22
10 : A PC is invited to join a di ce ga me
wit h five goblins, all of whom have
Ga mbli ng sk ill and Cha ri sma s of 14_
Th ey pia)' 3 12 (3d41 Kamel!for a pot of
3 30 sp per Kame . Th e .....inner of each
gaml.' is t he one w ho rollll t he hig hl'lIt on
I d20 . A succellllful ru ll a lCa ins t th e
Gam blin g skill lPG, page 38 1givee the
roller a -+ 2 bonu s. If th e PC loses. he
mu st pay 6 sp per ga me.
RANKAMATEURS
Th e eve ning e nds in t he usual drunk en
huma noid good fello.....sh ip ith most
argu me nts and hatreds. la 8 ell lIS dead
customeralswe pt eslde as every one joins
in II ..r ra nd old tap roo m lIi nKa long.
Among th e featured BOngs; " I' m II Huma noid a nd I' m Okay" "t raid all n ight
a nd 1 1I1~p all day" ), "Ninety-Nine
DUNGEON
55
RANKAMATEURS
-- -I
I sq ua re e 10'
. I \ .
~J
Ha t -ruc k s. 2nd
i=ru= ~:::I:' i
l~jIITl
Groun d
l ttJ
1.(.\"(.)
lftoA=7=T=;=;=r-:"'fl;ll[+ :P.::;:~:.~
@ - I ~
I I
\ .7;: :.:.pW J-+-+.++-t---t-'-,-:.--r';1:~~\
'.
", ,"
'- -
.,
/:~.
fl- -:
' I.. .
;1 ,-.
.~ .
' .
,' ".
, .
....,...... ' -
' , - . ; ....
. ~" .
"
~.
.',;
,
:).;'t--1- +-+-1- +-+-+- f-+-'-1 + -t- -t-''''C-+-+ -'1- t-+ -'1- '-+ .. .
e ncou nter,
J...:. "'+-+-+-j,~+-+-++-+-+
",.
..:.,,__...i:::J
.
- t-'H H--t- H-I- - 1-,,-t-++-1'-1-
'~::~H-I-+-'-IJ~tl' -
,;1-+__-+-+-+-++ '01
. .: . ~
Unde r a pile of rubble in t he northwes t corner of the room lie four inhabit-
56 Issue No. 22
RANK AMATEURS
3. Tower, G ro u n d Le ve l.
T he door is st uck [requi r ing 11
S t re n gth roll to ope n]. As you enter,
the odor offrellhly turned earth 8 S sa ils your noses . The r e is also t he
smell of bodie s bot h livin g a nd dead .
Th e room looks bore save for the
a rrowal ita in the wa lls, t he sta irs
hea d ing om inously downward, a nd
the ladder lend ing to a trapdoor in
th e ce iling .
Th ere is not hin g of a ny conseq uence
in he re. The stair!! lead down to t he
area 8 in the underground com plex.
4. Tow t' r. Secon d Level .
Th e trapdoor is stuck , like the door
at area 3. As you pu sh t he trapdoor
ope n , you not ice many st ra nds of
.....ebs crisscrossing t he room and
catch ing the light st rea ming in from
the arrowellts. Th ere are some
\'a"..ue ly hu ma noid-sh a ped lumps in
the w ebs. The nort h wal l hall a 3'
wide hole in it . Th e la dder you
climbed conti nues up to anot her
t ra pdoor in t he ce iling of this room.
A giant bla ck widow spider rests a t
the X and scuttles to th e trapd oor as
soon a s it is ope ned . try in" to su rp r ise
the first PC to pop u p. The th ree lumps
are orcs, but the on ly sa lvaga ble items
are a dagger. 45 gpo 83 ep, a nd a good
pai r of boo ts,
S pi de r. gi u nt: AC 6; HO 3 - ; hp 12;
M V 60 '120' ). in web 120'(40'); ' AT 1
bile; Omg 212 + poi so n; Sa ve F'2: ML
8; AL N; XP 50; 80138.
5 . 'Iowe e T hird Leve l.
DUNGEON
57
RANK AMATEURS
J>A
~AZ'M~N-r
y-
I~A
~iLli~
'Toe<-'2.
7A
~ ~i5'
~~ I<t111{7
yj,
4A~..2
7fVf
~A
2..
9. Armof)'.
The ai r i. I t ill a nd quiet in h tore.
There are four torch" M"t in 1lCOnct'Il,
58 Issue No , 22
-y~
~K
fuy..
-!t.~
It ge ts wor se . Any PC who Invesri jl:Oh'll the bont'S c10M'1)' and makes an
In lltinct chec k lPG, pag.. 37 1notic- tha t
the gnawing has been done in pe ueres .
An intelligent ereeture did t his, not
some animal , The \!lo'ererat in area 22
was hen- I:'njoying a ",palIt and gnawf'd
t he patterns on thl:' bon " as a way to
alleviate the boredom while . aiting for
hi s nt'J:t meal,
II . C h ie r. Uoom .
~r:17 ~
8 7~~~~L- C
@-.f1Y
~
J ",
,
?o"ll
1LAY<~
7fi,(
-:.
N ,
........
~"1'Iill
~~
..."'1'"
~n
.t!f"o:.
f iN'>!...
~Al~
0/;:1
1CilA
~,~l(
~ ~~Z
jli<o
';>
n,.r
~~
iliw
,
~"A
-,''i~9
?'V'fo'I z
-y# r\A!I'--
" C hl"l"fll Rume. Dont cumm inn unIt'll u r invitid :-':ok an to k into da
. k u11 ,"
The room beyond the door i. q ui te
romfy, Th e floor ill COVI:'n-d wal l-towa ll in rug s made fro m polar beer
sk inll, A brazier hangs ove r the pl ush
bed , pr esumably for war mth. A crude
writin g dl:'ll k hl:lll been pla ced againllt
the l:'&I't wall a nd holds some parchml'nta in elee r aight . Th e stat ue of a
bugbear in battle armor llund. men acingly in fro nt of the lIOuth wall.
This \!lo'all the bugbear chil:'f . room .
One perehment, written in bugbear,
u ya: " Okay, IlO \!lo'e messed u p, Wt'
turned an' ran when a ttackt'd by dat
grou p of elves. d....erves and halnin'. ,
Ok.ay, IlO dey only out nu mmered u . t. o
ta one , Dt- a,... okay odds fM tough
filr:htun Iik.e us! But no. we ra n bac k to
our comfy fort . cuz we were all bleeding
too much, So, ~I i ghty Baruiluth g1Vl"ll
us all d. double whammy curse, a n'
now . '1:" gotta wander aroun ' an' guard
da pleee. livi n' bu t kinda deed too, ya
know? But hey, 01' Bart, hp'. a n ice KUY
on ' tit>Z d at all e nyene e KOna d o i. t o
RANK AM ATEURS
' '1111I1111
Fort Boastt
Underground
Level
I sqUIINl - 10'
r-,..,... -
+.t
.-
0'.J
.....
." .
~
ea
i !.
-
I I
a
a
a
P I '"
a l 0
P I
17
0 1
I I I
-I
-
I
j
I
119
I ~' I
II
'l'l
torches burning with what is e bvioualy magical light . There dot', see m
to be one thing barring yo ur way
fro m all oft his treasu re, th ou gh : a
dead bugbea r who bea rs a n u ncanny
resemblance to the sta t ue in t he
Chiefs room .
~ -I
-.
~.~
j-(q=j4
0
I
~.
e
-'
0
rs
I;ol-o-
16
=lit -t+
-
~tl~
m ,~
H
..
,.; \
.t-,c: ~.~
.
...
"
DUNGEON
59
RANKAMATEURS
Any sha ma n in t he party will recogn ize the symbols 8 8 inca ntations of
gr eat powe r beyond h ill meager u nd e rsta nd ing. Th e only ot her interes t in g
thin K ill the ca bi ne t . lf the PC s ge t it
open, ree d the followin g:
The hinges sq uea k 8 8 t he doors or the
cabi ne t creak ope n. In s ide a re on ly
tw o thi ngs: som ething thal eppe ers
head ." Il l' inte nds to peas hill bad fortune o n to the PC s 8 11 best he ca n . Each
PC must ma ke a Sa ving Throw vs.
Death Ray or Flee from t he roo m in
giblx-ri ng fear for 1.6 turns . Those PCs
whn ma k.. th"ir ~ v i ng Throw" may
choose to a ttac k t he head.
S haman Tanc tnying head r AC 3;
lID 3; hp 24 ; MV n yin g 120 '(60 '); IAT 1
bite curse; Dmg 16 ; Sa ve F3; ML 10;
AL C; XP 395 ; new monste r. Th e she .
man head ca n cu r.~ one PC per round
a s well a s bit ing a victim (t hey need not
both be the same PC ). Th e curse mnn ifesls itself as eit ht'r a new physica l
detail (55'1 cha nce ; PG, pa ge 3 1) or a
new u nfort u na te legacy 145'1 cha nce;
PG , page 4 6 1.
If anyone e ue mpts to touch the 110ca lled rattle (it's a KTigri; see GAZIO
" Dungeon Mas ter's Book let " ( U ~I BI,
page 8; any PC sha ma n will recogni ze it
as such), the offender loses one point
from a nyone a ttr ibute, randomly determined, befor e th e gri gri loses its power.
All cur,f'S and a m ict ions a re perm a nen t .
14. S up p ly Room e.
You see a room that showl! clea r
si l{t\8 of ab use and looting. There art'
hea p!' of rubble everywhere. a nd a n
occa siona l ata rr led r at dam ou t from
the piles.
Th ese areas have been looted and
ru ined, but in eac h room there is a 15'1
cha nce per PC offi nd inKone of the
60 I$$UONo. 22
RANK AMATEURS
18. G u a rd Room.
22. Greet u s n .
19. Prison.
A 8tale bla st of ai r R..'lNliis you as you
open the door. It smells like an elf
cr awled in he~ and died. You're stand-
21. Klt e h e n.
Oh joy! Oh bli88! Coul d it be? Yes!
Sides of beer. Link s of 8Du8Dge!
Whl'E'llI of cheese! All of it fre sh and
re e dy to eat! And cou ld that be a
cask of a le ly ing in t he north w est
corner? Yes, it ill! Thi ll is a ki tc hen,
which even someone ....ith the brai ns
of a small see p dish could te ll. judg ing b)' t he ba ttered cook ware, t he
t.....o bread-baking ovens. and the t w o
firepite. There'll even 110mI.' cutlery
here, ru st y but Mrv ica ble .
Th e food is bot h prese rved a nd cu rsed
by Bartz iluth. Roll Id6 to det er mine t he
effect on anyone who ingelltll food fro m
this room,
I : Emberraeeing gas noilles for the
next 24 hou rs , 80 loud t ha t t he)' ca n be
heard -10' a way.
2: Si ngi ng off key for t he next t urn.
3: Weakness . All die rolls at - 1 for
the next 12 hou rs.
-I: Peinter'e curse . Vict im pointe at
one object eve r)' five lIeCOnds. loudly
dt'Claring what it is (" Floor ! Sword'
Boo t!"). Th is lusts for one hour.
S: Severe nausea. Failin" II Cc nemu.
tio n chec k means the vict im ill wrac ked
by in tense stomach pains, u nable to do
anything for one hour,
6: Fa ll asl ee p, snoring loudly, for the
next two houn, not waking up for
a nyt hing .
DUNGEON
61
RANKAMATEURS
Welcome to Glantrl-Who's Your
Ne xt 01Kin ?
If the PCs decide to continue on t heir
d ipl omatic m issi on to Trintan, read or
par aph ra se th e foll owin g:
It's sunset, a nd at long last your weary
bu nch errivee at the villal{l;' of Trintan.
Situated on a hill and sWT'Oundt.>d by a
wooden pa lisade, it looks well defended. Th is opinion is reinforced
when two doz.t.'n guards drt'S.'llod in
chain mail and surcoa ls emblazoned
with Tnntan'e colon, all bearing croAAbows and long 8V..Ord.'1, pour out of the
gate to challenge you. " Hal t, nasty
u nw8.'1ht.od humanoids! What business
do you ha ve among honesr folk?" t he
equa d leader dema nds .
62 Issue No. 22
RANKAMATEURS
Village of
Trintan
,::
==
1- 150 yard.!
:c
~
~
SlolM'
To......
N
I
-.
fined 20 gp esch and thrown into jail
(a re a 51 oveen ight . Othl"rwi~ .lhe ni ght
pauetI without e ven t .
The ne:lt morning, a group of guard.
equal 10 tw ice the number of PCI AI>"
pt'an at the inn to escort the group to
the villagt' lord. Thefle guards have the
lame statistica .. the enea a t the ga le .
""""7
~,
I'
"
ltiJI. l d.
DUNGEON
63
RANK AMATEURS
C8 !1oe
,.mt~lin "
We're Baoao-oaackl
Hu n Aw a y ! Hun Awa y!
Th e re a re se vera l wa y' out of to ....-n.
Five bea ts art' moored by t be lerd 's
cast le, a nd t he sout h Kat e uf the citadel
64 Issue No. 22
t'('I"t"VII:'nf'"
"The Vin eyard Va IH " i. 8 D& [)4 ad ven tu rf' for 4 -6 characters of levels 2-1
la bout 15 lola l hvel i l. The adventu re
lakt'" place in the Sod .. rfJord der ldoma
a nd ia companble w ith GAZ 7 Til t'
Northl'r,. R, orA,.. Geae u ee r. UnleM th e
D ~t hes a n t'lila bli.hed ca mpa ign m i.
lieu. the afoeementioned gaze tteer i.
recommended for use with t h i. module .
Wh ile it is not req ui red for play. the
gazettt'E'r info rmatio n adds dl;"pth a nd
fil ls in many m inor dl'tails. allo w i nK th..
OM to present playeTll w ith a more
complete. polillhtod. a nd "Iiving' worl d
than i. orherwbe possible. The OM
ulling his own campaign world need
only set the mod ule in a ny fron tie r area
ne ar a marsh ,
THE VINEYARD
VALES
BV RANDY MAXWtLL
Kere meikoe.
6 I$$UO No. 23
THEVINEYARD VALES
T hrnnd's
S tt' lld
DUNGEON
8 I"ue No. 23
THEVINEYARD VALES
or
The Cave
The can' i 8 1ar~t' and vaguely rec te ngu ler, about 500 ' wide by 1,000' long . Its
entra nce ill on the north side of the hill .
Upon e n lN inl.:. the PC s im med ia te ly
not ice t hat the air ill very warm and
humid , heavily tingl"d wi th the odor of
bur-nin g .....ood. Vari ou ll fungi, mosses.
a nd lich en gro w on the ..... all a a nd ceil in!:" but the Ilcor i8 ba re ex cept for nu merou s sa ndy pat cht>!I. The ge ne ra l
a t mos phere of the CIWl' ill o ne of st u ffy,
dump, di llmul decay,
THE CAVE
1 square e SO'
,, ,
I
' l[
J! i I 1~\ _ ~~I!f;
.1
I
, ,I
.'
-;.
I,
, I
0 000
t: ,,
I
-"!1'
,
I I
000000000 0 00
I,
I ,
~-H-
II
I I I
\
,I I,
l I ,
\, i
",HjJ
DUNGEON
TH EVINEYARD VALES
attack .
If the Pes offer to sea rch for t he hurd
men. Th rand and ot her defen se lea gue
members advise t hem not to ta ke ofT
into the marsh looki ng (or tro uble. Th e
cler ic tell s t he PCs to ta ke t he old abandoned spur road that once connected
Whiteheart with the Marsh Road in the
west . He ment ions tha t no one kn ows
th e curre nt condit ion of t he bridge (a rea
-I I and the shelter (a rea 5) mar ked on
th e ma p. Th e PCs will have to di scover
for th em selves whether these structu res
st ill sta nd . The eler ie lea ves the PCs
with the comforti ng th ought that the
10 Issue No. 23
3. Liza rd M an C a m p . Th is 1le('tion of
th e road pallSt's Ihrou j{h dense, la ll
reeds . These la rge cattails gro w heavily
alo ng eac h eide of what is left of the
road. Th e ..... eeds block the vie w of wha t
is beyo nd: II ca m p of 16 liza rd men just
off the north .IIide of t he m ad . Anyon e
a ttE'm pti ng to paM down the road or
near the cam p ill a mb ushed b)' t he se
liza rd men. If the PCs sta te they ore
prep a red for a n a mbus h or are al ert to
the pD!'8ibility of a n a mbu sh in t hi8
area , th t'), a re s urpr-ised by the lizard
men only on II 1 on Id6. If the PC fI make
no such prepe ra ticn e. t he y are su rp ri sed
on 13 on Id 6 .
U zard men 0 6 r. I\C 5; H D 2 + t ; hp
10 each; MV 60 '(20 '), swim m ing
120"40'); ' AT 1 wea pon ; DmJ{ by
we a pon type + I : Save F2 ; ML 12; AL
N; 80/33: l ar~e cl ubs, epeare .
Th e liz.ard men U8e the si m ple attack
method of half their nu mber ru,hin g
directly at a party wh ile t he other ha lf
cornell u p behind to cut off ret re at . If th e
PC.II ru n, there is nowhe re to go but
d{'CJK'r into t he marsh , If the PCs ere
defea ted a nd a ny a re ca ptu red a live,
they are taken to t he liza rd men's ca mp
to be t he "guests of honor" at a horrible
feast .
THEVINEYARD VALES
In th e ca mp a re ma ny w ell-gnawed
bon es of cb vto ue hu manoid o ri gin. At
the ed ge of t he ca m p ill t he r ubbish hea p
Se ve Fl ; ML 12; AL C; 80139.
DUNGEON
11
12 Issue No. 23
THEVINEYARD VALES
DUNGEON
13
14 1"U 8 No. 23
'/
-,...
"'-
. I \ '
Ilames.
T he stead is defe nded by 12 dt.'fen!\e
league fighters (four eli te, hp 5 ('a ch :
DUNG EON
15
THEVINEYARD VALES
selve .
There are 12 defe nse league fighten
(two elite, hp 5 ea ch ; 10 typ ical. hp 3
each! trying to break through a line of
25 liza rd men (two shama n., hp 14
each; 23 typical , hp 10 ee ch ]. In the
vin eya rd are 15 gi ant locusts Ihp 9
each). The locu lltlla re very hungry and
figh t with a morale of 8 r at hE'rthan
the ir usu al 5.
If the PC . ebellenge th e lizard men or
engage in combat wit h them, the repril es are forred to give up their gam e
with the defense league Ilghte re and
allo w them to e nte r the vineya rd. If the
PCI attack the liza rd men, several
t hings happen at o nce . The defense
league me n attack the giant locusts.
a nd the locusts begin jump in g. There is
a 5O'l- cha nce pe r giant locust t hat it
beco me. confused and ju mps into the
fig ht be tween the PCa and the lizard
men . If 10, a victim (either a PC or a
lizard man) te determined randoml y and
a hit roll is made, If the gian t locust
h its. t he victim i. battered for 1-4 h p.
Any victim hit by a locust ca nnot attac k
16 1" uo No. 23
" In th e Dread of Night" is a D&IY' ad ventu re for 5-8 PCs of mixed classes and
leve ls 1-3 (about 13 total levels). Lawful
characters would be best. as Chaotic
characters will find little or no reason to
help the villagers. The adventure is set
al ong the Westron Road in t he Grand
Duchy of Kara meik08(GAZl. which
covers this te rritory, would be ofhelp
hereI. Ifthe OM wishes a short adv ent ure, playable to its conc lusion in three
to five hours, the " Adventure Backgrou nd" may be read to the players and
the adventure begun near the tower
itself Otherwise. the PCs' arrival and
activities in the village should be roleplayed .
Adventure Background
IN THE DREAD
OF NIGHT
BYANN DUPUIS
6 IssueNo. 24
h.
r..
hi.
mysterious disa ppearances of
li..-oc:k aDd for the k idna pping of he admaD Gripft MIIvrov. He intends to
S8C!"ifice Gricoft on the Stone ef Secri-
Sisak
and Vicinity
"
",\
I.......
.o~t
)- f....
Wcstron Road
f-T>o
T_~
C I~lU....tee
Rh n-
I"
t-....
I'
Pll!;tu ~
and
stsakX
t'~1
Hnf'"trich
CrftII. \1....,..
r-, ........
t 'Dre'/i1
DUNGEON 7
,,\,
Slime Walll
....~ Propeny Line
Rock Wall
::::::::::: e nw palh/R""d
Riveri'Creek
Sisak Villa g e
Upper
Cow
Pasture
Lower
Pasture
: [ill :
8 Issue No.24
I!
!
I
. [[]
,
!
,,s~
IN THEDREAD OFNIGHT
gating their fields a nd for washing clot hing . The norther n ford is m uddy a nd
clouded each mornin g and evenin g after
the livestock ha s been driven thro ugh,
but it soon cle ars. The cow paths on t he
outski rts of t he village ha ve been beaten
down a lmost 3' bel ow the surface of t he
surrou nding ground.
All villagers con for m to the follow ing
st at ist ics except whe re noted othe rw ise:
Villagers: AC 9 ; Norma l Humans; hp
se lected according to age, he alth, and
pr ofession ; MV 120 ' (40 '); (fAT 1 we a po n;
THACO 19; Dm gby weapon type ; Save
Nor mal Man ; ML 6; AL L or N; BD /34.
Th e villagers have very little wealt h of
a ny sort.
As the PCs a pproach the village,
read or paraphrase the following to the
players:
As you trav el a long the Westran
Road, a s mall r ive r winds its way
a longside , someti mes t wist in g away
into the woods for a while only to
ap pro ach the edge of the roa d on ce
more further on. Its quiet gurgli ng
provides a melodious cont rast to your
t rud gi ng through t he m ud of the road.
The sun shines stro ngly down upon
you, pro m ising to t urn the squelchi ng
muck left by last n ight's rains t o
ch ok ing dust before the day is
through.
Just before noon you see a village
ahead. Its whitewashed buildings a re
nestled between the r iver a nd a n
a djoini ng creek. A few welcoming
curls of smoke rise up from ch im neys.
The field s are well tende d and neatly
laid out between stone walls. To t he
east are hay fie lds a nd past ures.
Approaching the vill age , you begi n
to notic e that t here are no a nimals in
the pastures and no vill agers in the
fie lds. In fact , as ide from a few chickens pecking about in the di rt ofthe
road, nothing seems to be moving in
the village except for one man, cursing lou dly a s he a nd his te am of
horses st ru ggle to pull a fully loaded
wagon ou t of the m ud of the ford .
purc h ase su pplies, in return for a previous use of the h orses. The wa gon contains tw o barrels of al e and many cr ates
and bags offoodst uffs, candles , lamp oil,
a nd the like. Bram and his second son ,
Igor , have been gone for three days and
are un aware of the latest happenin gs in
the vill age. Seein g the fie ld s a nd pastures empty and mos t of the a nimals st ill
shut in their barns, Bram is more than a
little concerned for h is fellow villagers.
Just a few m inutes ago he se nt Igor
ahead to the tavern to fetch help and
find out wh at's wr on g.
Bram Radescu: AC 8; Normal Man;
hp 6; MV 120 ' (40 '); IAT 1; THACO 19;
Dm g by weapon type (+ 1 d ue to
stren gth), Save Nor ~
Man; ML 6;
AL L; BD /34j S 14, II W 9, D 13, C 12,
Ch 9. Bram is currentl
med with a 10'
ho rse wh ip t ha t does 12 hp dama ge, but
du e to h is in ex pe ri ence in using the whip
as a weapo n , h e is u nable to entangle
oppone nts wit h it .
If the PCs stand by and watch Bram's
efforts, or simply wade across the ford
igno ri ng him, he indi gn antly curses
them for their disco urtesy. If they offer
to hel p Bram , he acce pts t heir assistance
with r eli ef. He kn ows about t he ev ents
in Sisak duri ng the past year a nd was
one of the fa rmers to confro nt Dentiata
but is un aware of Dieter's disappearance, Mikal's death, and the kidnappin g
of Gr igore .
One turn after the PCs firs t meet
Bram, Igor comes running back fr om the
tavern with t wo farmers to help h is
father get the wa gon un stuck. He is full
of t he news of Dieter and Mikal and
Gri gore, and isn't much help with the
wagon until he bl urts out everything he
lear ned fro m the other villagers . The
two fa rmers, Nefen Zbon and Vladislav
Kruschneh, are glad to see Bram and
shortly get the wagon and horses on
their way again, if the PC s haven't
already hel ped. Both farm ers hope that
Bram will be abl e to put an end to the
bickerin g cu rrently going on in the ta vern. They insist that he come immediately to the Bou ntiful Tappe, wit h the
adve nt urers as well, to hear what is
being said and perhaps to provide a
solutio n .
Each of the villagers that the PC s meet
is more tha n happy to babble on about
to wn 's pro ble ms . Many of t he to wn speople can suggest a nother vill ager whom
the PC s may wis h to inter view: Odolf
Czelb, for instance, who claims to ha ve
seen Mik al killed; or Casimi r Zbon , the
DUNGEON
5 cp
z ep
hp
hp
g sp
5,p
19p
19p
Ii ap
5 cp per slice
1 gp per room
5 sp per animal per night
'" Beef, pork, and goose require advance notice, as the animals need to be butchered, dressed, and cooked. They are served with all the trimmings. Anita Romov is
an excellent cook. Beef will be available for 1-4 days following the original order;
pork will be available for one additional day; a goose will be con sumed by the party
or the villagers on the day it is first served.
10 Issue No. 24
D. Zh on Resid enc e .
-Obert ZOOn , farmer
-Nefen ZOOn, Obert's eldest son (farmer)
- We lda Zbon , Nefen's wife
- Nefen and Welda's three chi ldre n,
ages 3, 5, 6
- Ca sim ir Zbon , Nefen's younger
brother (vill age cowher d)
Rumors: Casimir tells of sever al occe si ons when a mysterious slee p came over
h im . When he awoke, more animals
were missing. <True; he was a victim of
Thaddigren'a sleep spell.)
The Zhon s own the onl y bull in the vtl la ge and receive extra payments from
the villagers each spring. Casimir Zbon
is a handsome and eligible bac helor. In
return for tending the vill agers' cows
and sh eep, he receives milk, meat, and
h ides. There are between 20 a nd 25 cows
and oxen in his care, nearly 20 shee p,
and 10 or 12 goats.
Casimir tells the PC s that the vil
la gers have lost nearly a third of their
stoc k in the la st year, with most being
stolen in the la st few months . What
Casim ir won 't mention is that a few of
the missing animals were taken away to
be sold in another vill a ge by an associate
of his . (This scam will stop as soon as
Dentiata is dealt with, as Casimir will
no longer have a conven ient ex cuse for
the m issing animals.)
E . Yo rbini Re sidence .
- J a nos Yorbini, physician and fanner
- Wencesla va Yorbini , Janos's wife
-Three sons: Radu, age 15; Dmitri,
age 13; J akos, age 11
DUNGEON
11
...
replies. "What-roe-an old lady, tramping about in the dark looking for a poi SODOUII pla nt?"
If the PCa rome for information or
advice. HURa Kroza carefully removes
her deck offortunetelling cards from its
velvet wrappings and performs two
readings (or the adventurers. The first
reading reveals: " Bewa re the death from
above!" After the second set of cards is
dealt, she suddenly screeches in a high.
cackling voice: " Whe n t he hidden door
opens not for thee, Dentiata's true name
will be your key." Runa then hustles the
PCsoutofher hovel and shuu the door ,
refusing to speak to them again. She
knows she has given a true prophecy and
wishes to meditate on the experie nce.
G. Podsk Residence.
-Han Podsk , fa rmer
-Gilda Podsk , his wife
- Maria Pods k, 10.year-old daughter
-Mika l Podsk , lOyear-old sontna med
for his mater nal uncle, Mik al Tappe)
R umor: There's a golde n vial containing
t he elixir of youth in Dent iata 's wor kshop. (False. Han , one of t he far me rs
who took th e tour of Dent tete'e tower,
noti ced a st ra nge golde n-colored via l in
the wor kshop. He menti oned it to
a nothe r villager, who told a t hird vil lager th at Ha n had St'en a golden vial
with a mys te rio us potion in it. That
villager the n added the idea that t he
poti on wou ld restore vitality to a man .
The next te ller of t he rumor tur ned t he
potio n of vitality into an elixir ofyouth.
The rumor has now gone full circle. Han
te lls the current version rather tha n
what he actually saw,)
H , Cze lb Residence .
-Stanislan Czelb , farmer
-Da nik a Ceelb, Stanislan's wife
-c-Th ree children: one son age 15,
another son age 10, a daughter age 6
-OdolfCzelb, Stanislan's younger
brother (village drunkard)
121ss<Je No. 24
K. Reh Residence.
-Armand Reh, farmer and sheep
shearer
-Milka Reh, Armand's wife (village
weaver, spinner, an d dyer )
-Fourdaughters,ages7,9,ll,13
Rumor: Thaddigren Dentiata'slife was
once saved by a dwarl; because of that,
he will never harm any dwarf. (False.
The DM may substitute elf, or physician,
or anything else if desired.I
L. V1em Residence.
-Vladimir Vlem, farmer, woodcutter
and carpenter
-Velika Vlem, Vladimir's wife
-Valdemar, their 17.year-old son
RUITWr: Thaddigren Denriata has a
female slave who is really a vampire in
disguise. He lets her kill any unwelcome
guests. (False. Dentiats has a slave
named Ashira, but she isn't a vampire.)
DUNGEON
13
IN THE DREAD OF NIGHT
14 Issue No. 24
DUNGEON
15
...
I I 1 1 I I
Tk~~
"w
r- Room
- p- r.
'.1\1 1
1 square - 10 feel
lH~
I
~ "~-l - +--~
f--
+--
c..
i
i
I
I
\\
T \,
IiI
I~~ ,
+--1
It
A
,oeh;'
I-
Iwej_
0-1--
1Tower
II-
1I
16 Issue No. 24
I I I
The live stock barn is 50 ' x30 ' and one
and a half stories hi gh . It contains a
riding horse, a mule, eight large ponies,
one cow, and three black goats. All of the
an imals are kept at ground level. Each
pony is tied in its sta ll with 5 ' of rope
attached from its halter to an iron ring
set into the feed rack mounted on the
barn wall. The loft contains hay, grain,
and str aw for bedding, and some seldomused harness and tool s. A tack room at
ground level contains harness, gear, and
tools. Some of the animals may be cut side in a large pen during daylight. The
grass on the hill is lus h and green duri ng
spring and summer, but due to ove rgrazing, the pen enclose s only dust or m ud.
There is a cord of firewood st acked
against the east side ofthe barn.
R idin g h ors e : AC 7; HD 2; hp 11;
MV 240 ' (80 '); ' AT 2 hoove s; THACO 18 ;
Dmg 1-4/1-4; Save F1 ; ML 7; AL N;
ER/51 ; XP 20.
Mule : AC 7;HD 2; hp 11;MV 120 '
(40'); 'AT 1 kick or bite; THACO 18;
Dmg 1-4 or 1.3; Save Normal Man;
ML 8; AL N ; BD/34; XP 20.
Ponies (8): a s riding horse, but with
HD 2-2; hp 7 each.
A secret tunnel leads from the barn to
the first dungeon level ofthe tower (area
The Tower
gkJwglobe).
A 1 ~ -diame ter pipe juts out slightly
from the north wall next to the glowgkJbe plate. This is part of the sound
system running through t he tower walls .
Loud noises (such 88 combat) in any part
ofthe tower may be heard t hrough this
pipe. Normal conversation carries
faintly along the pipes and may be heard
by someone listening very carefully with
an ea r pressed to the opening. The pipe
will be noticed by anyone examining the
silver plate or by a thief ma king a h ea ring r oll at the door to the northwest
stairs.
2. Warag's Qu arlera.
I--+-"
(I .
iE
#c II
I .... I
,-
1-1
Fir st Floor
~'
~,
I.
.!i-
1-
1=
I I I
"
c i"tP~
Third Floor
r
I
~I
~"
l- I -
IIII-
I- I--
I- I--
-no
:1
Second Floor
This room is obviously used as sleep ing quarters. There are four bunk
II-I-I--
1-
"
F
The Roof
DUNGEON 17
...
IN THEDREAD OF NIGHT
18 Issue No. 24
or
5. Pantry.
9A. Bathroom.
This 10 'x 10 ' room wit h a til ed floor
holds a large bath tub, toil et , a nd
sink.
9B.Closet.
If this is Thaddigren Dentteta'e
close t, he exhi bits poor taste in clot hing. Everything in here is black: the
Behind the silver box, ca refully concea led in a mess of spider webs and dust,
is a n unobtrusive wooden box. A small
but deadly spider attacks a ny hand that
disturbs the webs. If the spider is noticed
(12 on Id6) before it attacks, it ca n be
easily k illed; otherwise , it has two
attacks per ro und (Save vs . Poison or die
in 2-5 turns). An y PC wit h the ring of
arachnid control fr om Dentiata's desk
may control the spider long enough to
get the box-if t he a dventu rer notices
the spider first.
Sp ider: AC 10; HD 1-1; hp 1; MV 180 '
(60'); ' AT 2; THACO 19; Dm g poison ;
Save Nor mal Man; ML 12; AL N; XP 5;
unique mon ster .
The wooden box is locked but not
tra pped . There is a 5% penalty to a
thief's open-locks roll (Th a ddigren Dentiata has the k ey). Inside is a pair of
ex quisitely cut ma tching rubies (worth
1,000 gp as a pa ir , 400 gp each if sold
separately). A hidden comp artment
beh ind the wooden box ca n be discov ered
on a roll of 1-2 on Id6 if eomeone search ies for it . In side the com partment is a
via l containing one dose of a nt idote to
the sma ll but deadly spider's venom.
The To wer-Third Floor
DUNGEON
19
The Dungeons
I "'lua", ..
f,""l
L H =t=H= ~
T he Dungeons-First Level
13. Game Room.
- 11 -
L-'-First Le vel
I
.i,
I
- 16 -
l.L
Third Level
Seco nd
Level
The Tower -Roo ftop
20 Issue No. 24
DUNGEON
21
16-18. Elevators.
Th is is an empty lO'x 10' room.
These rooms are elevators t hat take
passengers to the lower level. Eac h h as
two doors: the outer. secret door , and an
inn er door that swings ope n a nd shut
with the secre t door. When the elevator
descends or ascends , on ly the in ner door
22 Issue No. 24
The statue in t his room fu nctions identically to the statue in area 15. It also
rotates any time the statue in area 15
rotates, thus alerting the occupants of
the guard room to t he impending use of
one of the elevator rooms. Unlike the
unfortunate you ng man in area 15, thi s
really is a statue. Dentia ta h ad it carved
in the likeness of the young man turned
to stone, reasoning t hat two identical
statues would likely quell any suspicions
that one wa s once alive.
There is always at least one a nd so metimes two ore guards here, a s per The
Orcs' Locations table in " Th addigren
Dentiata and Friends" (one may have
been ca lled upstairs to help repe l
intruders). Gordog the Interrogator (a rea
25) will join any orcs in the guard room if
he hears fighting on this level.
The door leading to the dungeo n corridor is r einforced with iron. It is not
locked, though it can be. Just to its left is
the final outlet of the communication
pipe. A hook set in the wall to the right
of this door hold s the keys that unlock
a ll door s to the cell s (areas 21-24) and the
interrogation room (area 25). J ust under
t he keys is a bi t of discolored stone t hat
sticks out of the wall half an inch. (Th ere
--
25 . Interrogation Chamber.
Thi s room smells like blood. and there
are bloodstains everywhere. One
corn er is taken up by a messy bed .
Only a few torture devices are
present, but they a re well used.
Gordog, Dentiata's "int errogator," will
be here ifthere hasn't been fighting on
this level. He is either eating, sleepin g,
sharpening knives, or (if the ore is here)
playing ca rds with Warag (OM's choice).
Two potions of healing and one potion of
extra healing are stored in a small chest
under the bed . Hidden in the straw of the
mattress are 50 gp oThere is a 25%
chance that a villager has been ca ught
wandering near the t ower and is being
interrogated by Gordog . (lf tbe PCs need
help in a fight on this level , the DM may
provide them with an NPC ally in this
manner.)
C' Gordog the Interrogator: AC 7; F,J.;
DUNGEON
23
Death-From-Above
ARMOR CLASS: 6
HIT DICE: 3 (hp 20)
MOVE: 30 ' (10')
NUMBER OF ATTACKS; 1
THACO: Will hit any character failing
a Saving Throw vs. Paralyzation
DAMAGE: 1-4 (initial dr opping
att ack only)
SAVE AS: Fighter 1
MORALE: 12
TREASURE TYPE: Non e
ALIGNMENT; Neutral
XPVALUE:75
The death-from-above automatically
hits a nyone who misses his Saving
Throw vs. Paralyzation . The initia l
attack does 14 hp damage. Then th e
monster (resembli ng a tou gh rubber
mat, a'x 12' and a foot thi ck ) smothers its victims in 1d10 +10 rounds and
digests them in 10-40 turns unless it
is killed (a digested character may not
be resurrected). The death-from-above
has sucker pods on all its surfaces
that it uses to grab prey. Once it has
digested its meal, it uses its suckers
to slowly crawl back up the wall and
again hang from the ceili ng. Any
adventurer in its gr asp ca n attack it
with a -4 penalty to hit, but only with
a short weapon (such as a dagger) and
only ifthat weapon was in hand at
t he t ime of the attack.
24 Issue No. 24
HROTHGAR'S
RESTING PLACE
BY STEPHEN J. SMITH
He wanted a scabbard-but
got the shaft.
Artwork by Terry Dykstra
32 Issue No. 25
Adventure Background
The treasure map in this adventure
takes the form of an old diary belonging
to a wizard named Aeloros Runolfsen.
Among other passages detailing several
splendid adventures is the following
entry, which hints at lost treasures: an
intelligent sword and a silver statuette
of a lion. The date of the entry is about
25 years in the past.
"Our expedition to the land of Karameikos has come to an end, and we shall
begin our long journey home to Soderfjord in the morning. My bold friends
and I return home far wealthier than
when we left, yet we have paid a steep
price as well-our fearless comrade
Hrothgar has been lost to us forever.
"While staying in the town of Kelvin,
we heard stories that a marauding red
dragon had been terrorizing some of the
farms north of town, swooping in over
the moors to burn down a barn or devour
a cow or two. My companions and I,
knowing that where there's a dragon
there's bound to be treasure, immediately volunteered to hunt down the beast.
DUNGEON 33
Lower Level
8. Bottom of the Pit.
Upon reaching the bottom of the pit,
you find yourselves in a vast empty
cavern. Yes, empty-there is no sign
of Hrothgar's skeletal remains or his
treasure. At the east end of the chamber, however, are two dark passages,
and from them comes a strange grindingsound.
The grinding sound is caused by the
burrowing of three caecilia (see area 11).
The noise comes from both tunnels but
sounds stronger at the entrance of the
northeast passage.
Hrothgar's remains and treasure are
not present because they were picked up
long ago by a gelatinous cube that scours
this level of the caves. The barbarian's
body was totally dissolved by the cube,
but his metal treasures were not. The
cube (and the valuables the PCs are
seeking) is currently in area 11.
DUNGEON 35
_ _ _ _ _ _ _ MARVEL
Continued from page 23
Aftermath
The police Special Weapons Force,
unsure of what to do with Mastermind,
locks him in a special invisibilitynullifying harness designed by Stane
International. The harness has Remarkable Nullifying Power (Players' Book,
page 76) with Feeble range and is made
of Good-strength material.
Heroes familiar with Mastermind
realize this equipment won't affect the
mutant illusionist. If they aren't familiar with him or don't notice this, and
don't accompany the police until the
villain is locked in a psionically shielded
prison cell, Mastermind easily escapes
within hours.
If circumstances force an Inner Circle
member to go public with his or her
superhuman powers, the rest of the
Inner Circle, pretending shock, expels
the member publicly-but only publicly.
The member will return to the Circle
covertly or in another identity.
_
Karma
Karma should be awarded according to
the Karma Summary Listing on page 37
ofthe Players' Book. Here are some
possible Karma awards:
Detecting Mastermind's illusions: +5
Karma.
Deducing his presence and locating him:
+10 Karma.
Defeating Mastermind: + 100 Karma.
Stopping a violent crime: +30 Karma.
Multiple rescues (more than five people):
+100 Karma.
Joining the Hellfire Club: + 1 Popularity, -1 Karma.
Getting an Inner Circle member to
betray his or her powers: + 20 Karma
per Circle member, to the hero who
manages it (and undying enmity from
that Circle member in the futurel), {}
MARVEL, MARVEL SUPER HEROES, MARVEL
UNIVERSE, and all Marvel characters, names, and
likenesses are trademarks of Marvel Entertainment
Group, Inc. Copyright 1990 Marvel Entertainment
Group, Inc. All Rights Reserved.
DUNGEON 37
CARAVAN
GUARDS
BY STEPHEN J. SMITH
30 Issue No. 20
CARAVAN GUARDS
Meet t he Bhuts
Other statistics are variable and ac compa ny the description of each member of the caravan. These "NPC "
descriptions list the bhuts' monster
statistics as well as the statistics for
t heir human forms lin brackets]. The
bh uts fight as 7th-level fighters during
the day. with the exce ption of Sir Bryan,
who attacks as a 7t h-level magic-user.
Even while the bhuts are in human
for m, they still cannot be harmed by
nonm agica l weapons or attacks.
When these creatures ass ume their
nonnal (monster) forms , they attack as
7HD monsters using their claws and
tee th. The only exceptions are " Ogre:'
who always attacks wit h his beloved
t wo-handed sword, and Sir Bryan, who
DUNGEON
31
CARAVAN GUARDS
32 Issue No. 26
DUNGEON
33
CARAVAN GUARDS
Shortly after Sir Bryan hires the adventurers, Sir Rickinson " t he Wolf '
DeNorland begins romancing the female PC with the highest Charisma
score. He begins with th e introduction,
"Sir Rickinson at your service, my
lady," and constantly hounds his admired PC with more such chivalrous
nonsense. By mid-afternoon be will be
so forward as to say (pick one), "The
34 Issue No. 26
CARAVAN GUARDS
DUNGEON
35
C ARAVAN GUARDS
36 Issue No. 26
might find themselves coveted for magical research by a mad wizard or two.
(See GAZ3 for more details about the
Principalities ofGlantril.
Ahmed AI-HUBsalTl of Kirlrulr (5th
level fighter ). Ahmed is a handaome,
well -tanned warrior from the village of
K ir kuk in the Emirates of Ylaruam. He
is most than kful for being rescued by
the PC s a nd offers to throw a great
party in t heir ho nor if they accom pany
hi m to his dese rt home. Such a celebret ion could be used to introduce the PCs
to t he Ylari customs of eoffee -drtnking
and story telli ng. Kir ku k is described in
detail in GAZ 2 The Emirates of Ylaruam . wh ich also includes a number of
adventures wit hi n the vtllege'e wa lls.
A ldan Volstro.\e (5t hlevel figbter/Srd level merchant). Aldan is a fr iendly.
brown-haired man with an outgoing
personality and a silver tongue. Hia way
with words and ability to put peopl e at
ease with h is pleasant speech is an essential asset for someone in h is.line of
work. A former adventurer. Aldan invested his wealth into his own buaineee,
the Volstrake Mercantile Trading Company based in the city of Selenica in the
Republic of Darokin. If the PCs enjoyed
their one-day st in t as caravan guards for
Si r Bryan. Aldan can offer them similar
employment protecting some of his wagona . See GAZll The Republic of Dorokin, for more info rmation on the
merchant character class and hints for
running merchant- a nd caravan-based
adventures.
n
"Tarfil's Thmb " is a D&D~ game edvent ure for Expert-level eh aractees. It is
designed for a resourceful party of 5-7
characters of levels 10.14 (aro und 70
total levels). This adventure is set in the
D&D Known Worl d. starting in the city
of Kelvin and proceeding eastward onto
the Nameless ~Ioor, in the Grand Duchy
of Karameik os. Several monsters in this
adventure, such as the beholder and t he
banshee, have been taken from the
D&D Companion Set. The D&D game
accessory GAZI The Grand Duchy of
Korameieoe may be useful in se tting up
the bac kgro u nd. but it is not required .
Th e adven ture may easily be placed on
a moor or in a swamp nea rly any.....here
t he DM wishes.
TARFII:S TOMB
BY CHARLESJ. NEVEROOWSKI
8 Issue No. 27
TARFieS TOMB
DUNGEON
TARfIL'STOMB
Ivan Su manov: AC 10; C2; bp 8; IAT
1: Dm g by weapon type : MV 120 ' f40');
Save C2; ML 7; AL L; W 18, Ch 14. Ivan
10 Issue No. 27
TARFIl'S TOMB
alo ng the sou theast bord er of the moor
durin g the fIrst half of the trip.
Although the western t hird of t he
moor is claimed by Baron Kelvin all
part of his dom inion, t he area claimed is
sparsely populated by he rds men a nd
peat di gge rs dwelling in sm all, isolated
villages of wattle a nd daub huts. Th is
are a ill only sli ghtly less dangerous
than the eastern portion of the moor.
While the party travels acrose the moor,
the OM should try to play up the atmosphere crea ted by the foul weather and the
nature of the moor itself. Nights upon the
moor are cold and wet. The days are
miser ably humid when it isn't raining
and miserably chill when it is. Insects .
mud, m ist , wind, and fog all affect tra vel
on the moor, working t hese into the description of travel can add to the atmcephere. The Pes will see vel')' little
sunlight on their tri p to the barrow.
Tra vel on t he moor without a gui de is
ext remely hazardous. For every t wo
hours of daylight during wh ich the
party travels on the paths, there is a
lin2O cha nce that the lead PCs will
stu mble into a well-d isgu ised bog. This
chance takes into conside ration those
that a wary party saw and bypassed
a long t heir rou te; a careless party
should be pe na lized accordingly. T he
rate a t which the trapped characters
sink a nd su bse que ntly drown is le ft to
t he DM 's di scretion. If any of the PCa
wander a ro und or try to tra vel at ni ght.
th e cha nce offalling into a bog becom es
1 in 6. che cked every t urn.
Ch eck for wander ing monsters every
four hours; a n e ncounter occurs on a J
on Id12. Three encou nte r table s are
given; the DM should choose the a ppropr iate tabl e for t he path taken.
At the halfway point in t he journey
(the first night by horsebac k or the
seco nd n igh t by footl, whe n the party is
camped on the moor. only the following
encounter occurs. U the party is on foot,
roll normally for wa nder ing encounters
during the first and th ird nights.
We n-wol f Atta ck
At midnight on t he eve ning when the
PCa reached the halfway poi nt of their
journey, as a thick fog roll s ac ross t he
sodden moor and the fu ll moon glimme rs a deep orange in the southeastern
sky. a long howl breaks t he silence of
the night. If Sergei is with the party
and not on guard. he a w ekens immedi.
ately and strings his bow. If on guard.
Wulfwolde H ill s
~.-
-"" I
~ ~.
~W
~.
DUNGEON
11
TARfIL'S TOMB
Eastern Ro u te
(H ills)
(Moor)
( FO n>~t8)
1. 520 bugbears
1. 224 elves
2.216 ghoul s
3 . 18 trolls
4 .3-18 wolves
5. 18 spectres
6. 2-12 ogres
2. Caer Wed.gewood
3.318 sprites
4. 14 t reants
5.2-8 black widow spide rs
6. 14 dryads
12 1ssuo No. 27
TARfIl'S TOMB
time: '
No matter what t he advent urers try.
Se rgei refu8t's to continue on with t he
pa rty. He'll wait here, he says em phatica lly. Bes ides. he led t he party to t he
bu rial mou nds . and someone m ust stay
behind to watch the horse s.
As Se rgei lea ds t he horses toward
the shelter of a sma ll copse of
stunted t rees, he t urns to gay, " Bewa re Basmirelle . She smells the
blood of liv ing souls a nd kn ows you
draw near."
Lea ving Sergei Mishev beh ind , you
en ter the area ofmounda under which ,
you assume, are interred the remains
of the ancient warriors killed in the
battle with the beast-men.
Some of the mounds, however, are
marked by sq uat pillars of weathered
granite, the size a nd number of
stones proportional to the height and
gi rt h oft he mound on whic h they
st a nd. It is this obse rva tion that
brings you to t he tallest mound
a mong the bar row s, one marked by a
ri ng of seven huge pillars of lichen cove red granite.
Th e mound a head of you is 15' high
at its flat, grasay to p. Th e gr eat
stones stand 10' hi gh and form a r in g
approxi mately 25' in diameter, the
whole moun d bei ng 75 '-80' wid e at
its base.
For an instant, you see wh at appears to be the pale figure of a
maiden in shimmeri ng wh ite standing bet w een t.....o of the pillars. But as
quick!)' as you notice it, the figure
disappears.
DUNGEON
13
TARFIL'S TOMB
I . E n t ry C ham b e r. Th e followin g
description should be given to the players when their characters enter the
barrow:
You sta nd in a damp, domed chamber
approximately 20' in diameter a nd
12' high at its highest point . The
floor is earth, and a small pile of
jumbled sto ne blocks lie s in a shallow pool of water be neath the ga ping
hole in the ceiling. Small wooden
doors with ornate bronze hinges face
north and east. To the south , a 5'
wide by 5' high pa ssa ge slants upward. The northern door is locked
with a sh iny metal padlock of unusua l design, having tw o keyholes.
Th e western portion ofthe cha mber
is shro uded in im penetrable
darkness .
Deathly si lence commands t he
barrow, except for the occasional soft
tap of water falli ng into the pool
from the outside.
Th e darkness hid ing the wes tern
quarter of t he chamber from view is
ca used by a conti nual da rkness s pell .
Annakarr cast this spe ll to h ide those
who guard the entry into the barrow.
Aft er the PC s ha ve had a moment to
glance around the room, Annakarr's
two gu ardia ns step out fro m t he
shadows of the spell. The two guardians
a re bone golems, each with fou r swords.
80n(' gole m s (2): AC 2; HO 6* ; hp 54 ,
14 Issue No. 27
TARFIl'S TOMB
TARFIL'S BARROW
1 square" S'
N
j
o --6
Da rkness s pell
Entry hole
~
I
keys that are re qu ired to ope n the s pecial padl ock to t he norther n tomb. On
t he floor beneath t he battle axes si ts a
chest tha t contains the sk ulls of eight of
t he gnol l.beastmen.
If a party member carefully se arc hes
around the stone biers, he notices that
the earthen floor of the chamber has
bee n disturbed near the head end of the
southern slab. If the slab is pushed
aside or overturned (requ ir ing a com bi ned strength of 50 or more), the ad ve nt urers discover the monsters'
tr easure cached in a small hole. The
following items are located there: a
DUNGEON
15
TARFIL'STOMB
16 Issue No. 27
TARFIl'S TOMB
DUNGEON
17
TARfIl'S TOMB
to enter the chamber. he began casting
a wall of ice spe ll to prevent the party
from disrupting t he incantation .
Car gilon Dar kbringf'r: AC 1 (with
r in g and shield); MU 11; hp30; 'AT 1;
Dm g by spell or wea pon t ype; MV 120'
(40'); Save MU ll ; ML 10 ; AL C ; I 17;
XP 2,700. Ca rgilon possesses a dalUfer
+2, a crystal ball, a ring ofprotection
+ 3 , and a potion of healing. He has just
finished imbibing a potion of sight and
casting shield and det ect invisible spells
on himself. as well as cas t ing the wall of
ice spell and a protec tive spell on An na .
kar the Conquerer (see following ).
Cargilon has the following spells memorized: cha rm fWrson. magic missile ( x 2),
invisibility, eominual dar/mess, web,
fireball. lightning bolt. confus ion, polymorph other; [eeblem ind, telepo rt.
Gathered. arou nd the sarcophagus are
Anna karr a nd h is followers . For nearly
a fort n ight they ha ve worked in shifts,
tw o or three a t a time, invo king the
powe rs of Chaos lo b ind Thrfil's soul.
Wh ile not cha nting the inca ntatio n,
they prayed , ale, and slept , never Ieav ing the lomb. As Tarfll's spirit began lo
weaken , t hey gradually increased the
intensity of t heir chant until all seven
of them join ed in 20 hou rs ago, focus ing
their combi ned powe r agai nst the Tr a ladar wa rl ord. No w the five lesser cle rics
are exhausted, not be ing powe rful
eno ugh to sustai n their phy sical
st rengt h , a nd h ave a ga unt look a bou t
t hem . Lodigris the Wicked, a Chaotic
lama converted to A nn akarr's be liefs
long ago, has retai ne d m uch of his
st rength due to hi s fa ith . Still , on ly
Annakarr be ars no sign of ph ysica l
str a in, h avin g drawn a gr eat deal of h is
power directly from the Thme of Binding S ouls, a powerful relic of Chaos .
Lesser cl erics ot C h aos (3 1: AC 3;
C3 ; hp 15, 12, 10; ' AT 1; Dmg by
wea pon type; ~I V 60 ' (20') fr om exheustion a nd encumbrance; Save C3; ~fL 11;
AL C; XP 50 . These cle rics wear plate
mail be neath t hei r robes, a nd each is
a rm ed wit h a mace + 1. Although their
weakened condi t ion has no effect on
t hei r combat abilities due to their re ligious fa na ticis m. non e of them has the
powe r left lo cast spells. Each wea rs a
plati num chain worth 200 gp o
Elders ot Ch a o s (2): AC 2; C6 ; hp 32 ,
25 ; 'AT 1; Dmg by s pe ll or weapon type;
l\.1V 60 ' (20 ') from exhaustion and encumbra nce ; ML 11; AL C; W 16; XP
725. Tbeee men a re no t quite as drained
as their lesser brethren. and they still
18 Issue No. 27
TARFI~S
TOMB
DUNGEON
19
song.
HQPLT
FPO San F ra ncisco, Ca li fornia
96608-5522
38 Issue No. 27
MAN
".
L--'------''----''~_'_'_''__
;
- v.
' .
__--2.-_~=:::..__
_____.J
For this D&D'!: game mini-scenario, you need the Basic, Expert. and Companion
rules sets. It works best for 3-6 player characters of levels 46. This lighthearted,
low-threat encounte r can fill out a play session or lend color to an overland journey.
Though se t on the border between Glaotri and th e Broken Lands in the D&D
Known World , it fit s easily in to any campaign.
20 Issue No. 28
DEN'S MEATHOOKS
wears lea ther a rmor and ca rries a short
sword, a short bow, a qui ver of 16 arrows, a nd a sh ield. Each also ca rries a
small iron hoo k, the emblem of their
com pany (l hp dam age). They fight
when cornered but prefer to run from
superior opposition. The brigands lead
pursuers t hrough the forest into an
ambush .
Wrapping It Up
By interrogating the brigands or follow.
ing them by stealth, the PCs should lind
their way to the sma ll Meathook en campment, a few milea away in a dry
gorge clumsily concealed with dead
foliage. He re a family of giant weasels
once hollowed out a lair in the side of
the gorge. Adventurers long ago sought
out and slaughtered the weasels, leaving the cavernous tunnel unoccupied
until Jask Ma nden arrived.
Manden , a vain and insecure man, is
currently hiding out in the cave due to a
misha p with another of the treasur es
h is band recently foun d. Ma nden tr ied a
creamy salve on h is body, only to diacover t hat it turned him bright orange
all over! (It was a n ointment of ta nning;
see the Dungeon Masters Companion,
page 54.lTh avoid public r id icul e, he
intends to remai n in t he wease l la ir a
mon th or more. He's been drinking
heavily; being orange will do that to a
man.
There are 20 brigands in the encampment, plus any who escaped the PCs
after their ambush. Horses equal in
number to the original number of bandits are tied to posts and tree branches
in the area. When they spot the PCs,
h alf of t he bandits charge at once with
sho rt bows or short swords, while the
others scramble onto the ir horses to
attack with broad swords. All li ght at
li rs t to subdue, t he n (as the PCs mop
them up) t o kill, and fin ally jus t to get
out alive. Mand en shouts dru nken cr.
dere from the lair, but he soon ret rea ts
via a rear exit tunnel some distance
away. His horse waits there. If he ca n
get a five-round lea d on the PCs, or get
a quarter mile ahead, he loses any
pursuit.
A well-dressed snob, Ma nden wears
one item that clashes with his outfit: a
ring of Jif~ prolt'ction (Dungron Mast~r.
Companion, page 52) with four charges.
When fleeing , he carries a small strongbox with 21 gp, 150 sp, and t hree infe rio r, yellowish pea r ls worth perhaps 200
gp a piece . Th e ointment of tanning is
us ed up , thoug h its attractive walnut
box might bring 10 gp.
Manden's Meathooks
Brigands (20-35): AC 6 (7 for bow men not using shields); Fl ; 5 hp ; 'AT
1; Dmg by weapon type; MY
120 '(40'); Save Fl ; ML 8; AL C; XP
10; leather armor, shield, iron hook ;
each ha s either a short sword and a
short bow with 16 arrows (50%) or a
broad sword (50'1.
1bo slove nly for the Glantrian
anny, too cowardly for the Broken
Lands, these brawny, unwashed men
prowl the bord ers between the two
lands looking for rich people to rob
and poor folk to beat up . They cr ave
the illusion of power and su periority
that Manden gi ves them.
Riding horses (one per brigand):
AC 7; HD 2; bp 9 each; 'AT 2 hooves;
Dmg 14/14; MV 240 '/80 '; Save Fl ;
ML 7; AL N; XP 20; ElU51 Ihoree);
each has normal tack and 1-2 empty
sacks tied to the back of the saddle.
Jask Manden: AC 3; F4; 18 hp;
'AT 1; Dmg by weapon type; MV
120'(40'); Save F4; ML 9; AL C; XP
75; plate mail, broad sword, t wo
daggers, ring of life protection. Reduce Manden'lIto-hit chances by 3 for
the duration of his drunken ness .
While working as a plowboy, J ask
Manden dreamed ofjoi ning the elite
of Glantrian eceiety. Wh ile working
as a stableboy (after a petty theft got
him Fired from plowing), Manden
decided that good clothes and classy
speech were the key s to prosperity.
While in the Glantrian ar my (he
enlisted aft er the stable fired him for
DUNGEON
21
Furna ce Helm
For every 1,000 XP a magical item is
worth, the furnace will function for
one week at a SR of 2. The SR can be
boosted to 3 by sacrificing more than
one item sim ultaneously, but there is
a 25% chance that this will cause the
furnace to explode, causing 10-100 hp
damage to all within 30'. As stated
earlier. a sh ip in the atmosphere or
gravity well of a large body moves at
a rate of 600 yards per round for
every point of SR. However, all ships
can travel 100 million miles per day
in wildspace regardless of the ir SR. 0
rien has other things to do, but as a nonhuman adventurer of sorts, he may cross
paths with the PC again. He will bear a
grudge against anyone who thwarted his
plan to take over the trading post. However, th e PC shouldn't recognize Rudvarien in ea ch of his new disguises.
The secret of sus t ain ing a good archenemy is t o a void over using him . The
PC should not en counter Rudvarten
more t han once at each level. Here are
some of the endless possibilities:
1. On the eve -if a particularly profitab le adventure, Rudvarien joins the
PC's party disguised as a n NPC adventurer. He fights like a good teammate
until the treasure is won . Then he
seizes a good opportunity to betray the
party and steal the treasure.
2. The PC 's party repeatedly encou nters a tival party of NPC adventurers
whose leader is Rudvarien in disquise.
Even his own scruffy henchmen don 't
know t ha t he's really a mon ster.
3. The PC enters a castle or town
where Rud varien is impersonating a
local official , such as the mayor or
guard captain. Using his auth ority,
Rudvar ien fine s, arrests, and otherwise
bu Jlies the PC's party. Will the PC rec ognize his old nemesis and finally exQ
pose him?
DUNGEON
69
NIGHT OF
FEAR
BY MARK LUCAS
40 Issue No. 28
NIGHT OF FEAR
the cr owd to help search for the mysteeiintruder. The OM ca n in itially give
Rudvarien the ide nti ty of a ny guest
(ot her than th e player characterl).
OUII
A Ca ll to Arms!
10 be gin the advent ure. read or paraphrase t he followin g to the player:
growling, and screaming from downstairs. Within seco nds, you hear
running fee t , pou ndi ng on doors, and
a call to arms: " Everyone u p! Gear
for battle! The trading post is u nder
attack!"
The noise s ubsides quick ly. By the
t im e the PC ex its hi s room, t he second
floor hallway is dark a nd deserted. The
DM may start the PC in a ny of t he
empty guest room s (m arked wit h Xsl on
the second floor. A glow of light and the
murmur of excited voices com es up the
west staircase leading down to the barroom (area 11.
If the PC goes down stairs into area t ,
r ead the following:
You find the five members of the
Crellar family and the other guest s
gathe red around a puddle of blood on
the barroom floor . Crellar addresses
the circle of worried face s by the
light of h is lantern.
" It looks like we hav e an intruder,
folks. I can' t find my guard dog, Bone
Breaker, and this looks like his fur in
the blood. We'd better split up and
search the place. My family will search
your rooms upstairs. You guests searc h
the first. floor and the bam. All the
outside doors sho uld be locked by my
key, and the window shutters should
be closed and bolted from the inside.
Let me kno w if you find t he intrude r
or whe re he brok e in.
" And be carefu l. Bone Breaker was
the toughest dog I ever had."
DUNGEON
41
NIGHT OF FEAR
42 Issue No. 28
NIGHT OF FEAR
5. Mirapesh
1. " This search is futile. I say we set a trap to catch the int ruder."
2. Mirapesh slips away from th e group to break into a etrcngbcx.
3. " Let's fin d out what the intruder wants and just give it to him!"
4. " U we surrender now, maybe t he monster will be merciful ," (He's wrong.)
6. Lyons
1. " For all we know, Crellar plays this hoax on all his gu ests . He's probabl y upstairs looting our rooms right now?'
2. " Th is place is too big. Let's split into smaller search parties."
3. "Perhaps the intru der is after one of us in particular. Are any of you being
followed by an old enemy with a grudge?"
4 . " Per haps one of us is really a dopplegan ger."
7.lJf
1. "Maybe we're dealing with a win ged creature that flew down a chimney."
2. " Per haps one of us is a lycanthrope, such as a wer ewolf."
3. " Maybe we can use a spell to determine which of us is the monster."
4. "I keep wondering why the intruder attacked the guard dog firs t?'
8. Rudvarien
1. Rudvarien comes to the group disguised as Crellar and says to an NPC, " Come
ups tairs with me. There is somethi ng in your room I'd lik e you to explain ?'
2. The monster appears as Crellar's daughter, Mary, to seduce a male guest into a
pr ivate rendezvous/ambush.
3. Rudvarien impersonates an NPC who was separated from the group, claimi ng
to have been struck from behind, robbed , and left unconscious. When the real
NPC returns later, the group will wrongly think he or she is the monster.
4. Rudvarien slips away from the guests and goes upstairs. Disguised as the PC,
he briefly attacks Crellar and flees ba ck downstairs . Thi s will cast much suspicion on th e PC an d lead to some interesting role-playing!
DUNGEON
43
NIGHT OF FEAR
1++1+ --lEl~
- & 0
-[J
0 -
- [J D[]3
I I I I I I I
-l ~lJ :cr7
[g-++g+ -1gt-~
- [J
[J90-[J~QI~g
I
Do g
[J
[JUo
-~
2~
= +
Q ~Q
--+;+Q.
Q~Q
I
I
I
I
11
f!
I
I
I
ffi-4 ~ ........
s C]
I-II '
I
I
I
I- 1-.
().3
8. Crellar's Room. Thi s room contains 8 doub le bed in the sout heast
comer. This is where Crellar a nd his
wife , Gertrude , sleep. Th ere is also a
che st of drawers beside t he fireplace, a
closet in the northwest corner, and a
chair at the foot of th e bed. Someone
could stoop through the fireplace and
enter the kitchen (area 3) from here.
The closet contains Cre llar's clothes.
A tinder box and an unlit lantern sit on
the chest of drawers. which contains
Gertrude's clothing.
44 Issue No. 28
J:
NIGHT OF FEAR
I I I I I I I
I I I
111111
Il I l
I I
00
T
1
60
000
c
g
12
~~~~=u~~~~~ 808
iL[d iL[d ~[d iL[d iL[d ~[d iL[d [dJl[dJl[dJl 00
~-rd
00
"iIDi
).
.I
The Barn
11. Stable. The double doors at each
end of the barn are barred fr om the
insid~ a~ night. Read the following
description aloud the fir st time the PC
I..
l.
_L
DUNGEON
45
Furna ce Helm
For every 1,000 XP a magical item is
worth, the furnace will function for
one week at a SR of 2. The SR can be
boosted to 3 by sacrificing more than
one item sim ultaneously, but there is
a 25% chance that this will cause the
furnace to explode, causing 10-100 hp
damage to all within 30'. As stated
earlier. a sh ip in the atmosphere or
gravity well of a large body moves at
a rate of 600 yards per round for
every point of SR. However, all ships
can travel 100 million miles per day
in wildspace regardless of the ir SR. 0
rien has other things to do, but as a nonhuman adventurer of sorts, he may cross
paths with the PC again. He will bear a
grudge against anyone who thwarted his
plan to take over the trading post. However, th e PC shouldn't recognize Rudvarien in ea ch of his new disguises.
The secret of sus t ain ing a good archenemy is t o a void over using him . The
PC should not en counter Rudvarten
more t han once at each level. Here are
some of the endless possibilities:
1. On the eve -if a particularly profitab le adventure, Rudvarien joins the
PC's party disguised as a n NPC adventurer. He fights like a good teammate
until the treasure is won . Then he
seizes a good opportunity to betray the
party and steal the treasure.
2. The PC 's party repeatedly encou nters a tival party of NPC adventurers
whose leader is Rudvarien in disquise.
Even his own scruffy henchmen don 't
know t ha t he's really a mon ster.
3. The PC enters a castle or town
where Rud varien is impersonating a
local official , such as the mayor or
guard captain. Using his auth ority,
Rudvar ien fine s, arrests, and otherwise
bu Jlies the PC's party. Will the PC rec ognize his old nemesis and finally exQ
pose him?
DUNGEON
69
it--
' ,,,,,
/~
..-
",
...
\
,
"
ISLE OF THE
ABBEY
BV RANDV MAXWEll
26 Issue No. 34
, '
,
DUNGEON
27
ABBEY ISLE
~'
,l
.-
.II<, ....
~ Q
-.
--",:,
....
.
... .... . . ~
1 squa re - 500'
'~
".
~"
. . ........
Ru t....
~~~
.. - - ~
~Ab 1><-)'
. --
~.
\. ,.
'.
,
I
,J
See below
6 10 8
14
711 5 ; --- J
12
1 square - 150'
"
6 10
\. 13 '- , 6
Ii
\0+.:+'
-, 18 +'''t''-l-'-t'+:'t::-f:-:t''f
,----~_ .
\.
o
s
1'"-_. o
'!OI.
12 7
~l4!'.
P.th
mainla nd .
28 Issue No. 34
The skeletons now form an uncontrolled minefield of undead. When a nyone passes near, t he undead rush up out
of t he sand and attack. The skeletons
are impossible to avoid by stealth because they can detect intrud ers by
noise, ground vibrations ca used by
movement , and pressure on the sand .
When the pirates attacked, the akele tons made t he m pay dea rly, but the
pirates eve ntually cleared a path
DUNGEON
29
The Sur-vivors
Abbey Isle is not un inhabited. A few of
the abbey's clerics and gu ards managed
to su rv ive the pirate attack and now
live a spartan life in th e ruins . Th ey
h ave made rough accommodations for
30 Issue No. 34
ABBEY RUINS
N
1 aqua re 10'
Up to area I
f*~-+-++-++=+---+-~*
2
I ..
I ;.;.o.;.':-~"' -+-+--1H-1
A
12
DUNGEON
31
32 Issue No. 34
4. Ogmund'8 Quarters.
This chamber ree ks of wine. Small
kegs are scattered every whe re . A
floor to ceiling win e ra ck filled with
bottles dominate s t he sout he rn wan .
A crudely made pa llet of ra ga and
sa cks covers t he cente r of t he room.
The old wine cella r serves as
Ogmund's private qu arters . U the PC.
in vestigate. t hey fin d t hat all t he kega
a nd every single bottle in the wine ra ck
is empty. There is littl e for th e surv ivors
to do, 80 t hey have slowly consumed th e
wine. All the sma ller empty wine keg_
have been removed an d now serve u
chairs in the ma in room (area 2). If th e
PCs search Ogmund's pallet, t hey find a
pouch conta ini ng 25 gp and a dagg~r
+ I . A search of t he large wine cuk.
ISLE OF THEABBEV
reveals one that contains a sui t of leat her armor, a short sword , and a pair of
good quality boots . Th e wine r ack holds
nothi ng but empty bottles.
6. Barracks.
Three crude pallets lie on the floor.
a nd a large iron kettle st ands in the
cen ter of th e chamber. In the northeast corn er is a jumbled pile of broken lumber.
If PCs in vesti gate the pallets, they
find nothing but rags st uffed into flour
sac ks to make crude mattresse s. Th e
kettle contains only as h a nd ch arc oal
burned for heat. The lumber in the
corner fuels th e kettle. If the PCs searc h
t hro ugh the lumber. they find the
guards ' weapon hoard hidd en behind it :
five spears, a short bow and quiver of 20
arro ws, two short swords, three da ggers,
two shields, and one man-sized.suit of
leather armor. The PCs may use this
equipment or sell it for t he prices listed
on pages 62 and 67 of t he Re.
6. Meditation Room.
This room ha s bee n cleared of all
debris a nd scrubbed clean. Three
wa lls are hea vily curtain ed with
dr aperies of t hick black velvet , an d
the eastern wa ll is decorated wit h a
horrible mural dep ict ing a red dr agon devouring shee p. Near t he western wa ll is a stone table on whic h a
large iron br azier burns. The tabl e
has been scrubbed a nd scour ed , but it
has ma ny odd discolora tions and
scorch mar ks. A half-melted stat ue
a nd two badly damaged candlestic ks
sit bes ide the br azier.
Thi s was a med itation and study room
before the abbey burned. The cler ics
st ill perfo rm what few rites a nd cere monies they can given th e circumstancesthe furnishings have all bee n sa lvaged
from t he rubble . Th e t abl e, which was
discolored by t he fire and heat, serves
as the cere monial platform where in cense is burned a nd wher e larger sacri fices are made by burning rich, costly
items in t he brazier. The candlesticks
are gold but are 80 dam aged tha t t hey
a re now worth only 5 gp each. The
stat ue is vaguely human oid but was
partially melted by the hea t . It is solid
silver and worth 20 gpo Unfortunately,
the r ich, black velvet curtains a re old,
8. Bayleaf's Quarters.
This a ppears to have been a n armory.
There are empty racks for holding
spea rs and swords, a nd severa l empty bins a nd shelves. On the floor is a
bedroll of three blankets next to a
pair of shiny leather boots.
The armory of the cleri cs and th e
ab bey guards is now devoid of arms and
armor. Weapon s th at survived the battle
with the pirates are scattered a mong
th e survivors and hidden in a new armory (see ar ea 6). Bayleaf now uses the
old armory as his pri vate quarters.
If the PCs search the bedroll, t hey
find a small pouch containing 15 gpo
Hidden under some rags in a n empty
a rr ow bin is Bayleafs spell book. In
addition to the spells he has memorized,
th e book contains read languOBes, read
magi.c, a nd locate object. Th e boots are
Bayl eafs extra pa ir. Hidden in the toe
or t he right boot is a silver med allion
worth 20 gpo If th e PCs mak e a deal
with Beyleaf he will ta ke th e coin
pouch, spell book, boots , and silver
med alli on with him whe n he leaves t he
isla nd.
DUNGEON
33
ISLE OF TH EABBEY
9. Odium's Quarters.
This room contains small statues a nd
figurines. The re are statues of dogs
and horses, mon ks a nd pil grims,
footmen a nd k nights on h or seb ack ,
a nd se veral garde n gnomes. All the
statues are fro m 1'-3 ' t all . Sta nding
agains t the northern wall are two
life-size statues. On e is a ro bed eke le ton holding a large scythe, and the
othe r is a medusa . On the floor directly in fr ont of these st a tues is a
pallet of se veral blan kets.
Trapped areas in the Winding Way (areas 11-14) are denoted by letters.
A. Trip Wire . Th is is a taut wire stretc hed ac ross the corridor. When any PCs
are within 10' of the t rip wire. r oll Id20 for each PC ; the PC sees the wire on a
roll of 19 or 20 . Th e PCs can easily defeat t hese t raps by simply stepping over the
wire or by tripping the wire from a safe dist ance with 1'1 pole or other object .
Trippi ng the wire or sna ggi ng a foot in it immediately releases a large stone
directly overhead. doing 16 hp damage to anyo ne below who fails a sa ving throw
vs. wa nds. A success ful saving throw means the PC has jumped or r olled out of
the wa y of the falling stone . Onc e a wire is tripped, that trap is safe until reset.
B. Open pit a n d illusi on. This is an open 6 ' x 6' x 10' pit. Any PC falling into
the pit takes 1-6 h p damage. Th e pit is covered by an illusion (a permanent phantasmal force spell! of sol id floor. PCs can di scover the illusion by a detect magic
spell , by probing ahead with a pole or ot her object, or by fa lling into the p it . A
detect magic spell will show only that a 6 ' x 6' area of the floor radiates magic. It
doe s not dispel the ill usion . A detect in visible spell is ineffective because the pit is
merely hidden, n ot invisible.
C. Pit traps . This 6 ' x 6 ' x 10' pit is covered by a trapdoor painted to look li ke
the surrou nding floor. The t rapdoor gives way when a weight greater tha n 50 Ibs .
is placed upo n it , du mpin g the pc. object, or mon ster into the pit. The fall does 1-6
hp damage, and t he trapdoor swings shut automatically one round after opening.
These traps ca n be defeated by probing ahead with a pole or heavy object. If a
knock spell is used within range of the se pit traps, the trapdoors open for one
round and reveal the tra p's location.
D. False door with over head block. This is a very sim ple tra p. When a nyo ne
attempts to open the door by puah ing or pulling on it even slightly, a stone block
above the door falls and does 16 hp damage to a nyone beneath. The PC mu st
ma ke a saving throw va. wands to jump out of the way of th e fa lling block . Once
th e block has fallen, the trap is ueeleee until reset.
E . Do o r w ith Crossbow, This door is wired to a crossbow placed in a niche at
an angle to t he door (see the Wi nding Way map). When the door is opened to an
angle of 45 ' or more. the crossbow fires into the opening. Anyone in t he line of
fire takes 1-6 hp da ma ge from t he quarrel. The cro ssbow is 4' otTthe ground and
may fire over the heads of halflings and dwarves. Anyone standing behind the
shorter folk will be str uck. If the door is pu sh ed open with a pole or other object.
the quarrel ricochets ha rmlessly off the wa ll. Once fired , the crossbow is ueeleea
until reset. The cro ssbow is permanently bolted in place ; a ny attempt to remove
one for sa le or use by PCs may damage the bow and render it use les s (DM's
di scretion).
341ssuo No. 34
DUNGEON
35
mad e of t he sa me iron
8S
t he walla.
unable to dear the island of the eu rviving deri cs , they receive a l OQ-gp reward
fro m the m ariners' guild. PC s are give n
the fu ll boun ty if they dear a path
th ro ug h the Sk ull Dunes and k ill , deport, or ca pture the survi vors of the
abbey. Captured survi vors are held by
t he mariners' guild until construction of
the lighthouse is well underway before
they are released.
If the PC s complain about low pay,
Majo r Ursa ca n remind them they were
hired to perform a specific service, a nd
payment ca n and will be withheld until
the island has been cleared.
Once the marine rs take control of t he
island , it is u nli ke ly that t he evil cult
that built the abbey will try to retake it .
1b do 80 wou ld require bringi ng troops
through host ile waters (the area a round
the island is cont rolled by the mariners)
to attack the island. This requires a
m uch larger force than they are capable
of musteri ng at present. However, the
cu lt will not forget about the is land or
t he PCa.. Thus, those OMs wishing to
place t his modu le in the context of a
larger ca mpaign ca n use the a rea and
cult 88 a source of future confli ct and
adventure.
0
OlllG
IPOl.
Before you take another bite, think about the fact that a diet high in choleste rol and fat can load
your blood with choles terol. which raises your cha nce of heart attack. In fact. more Americans
may die by the fork than by any other weapon.
36 Issue No. 34
THE FOUNTAIN
OF HEALTH
BY ANN DUPUIS
32 Issue No. 39
together. The outer walls were originally 2' thick. Inner walls are made of
smaller stones and are roughly I' thick.
Before the destruction of the temple,
these walls stood about 20' tall. They
now stand only 8' to 12' high, with
stone debris crumbled at their bases.
The temple's second story was demolished by the warlord's stone golem. The
wooden floor and support beams, as well
as the timber-and-thatch roof that once
covered the temple, now block passages
with fallen timber and blanket the floor
as rotted debris. The main entrance and
sanctuary (areas 1 and 2) did not have a
second story; they were open to the roof.
If you wish to expand the adventure,
parts of the second story may still be
intact. Of course, exploring these areas
should be dangerous. Many traps, pitfalls, and hungry scavengers lurk in the
shadows.
Climbing the Walls: The heroes may
attempt to climb the temple walls. You
should discourage this, as PCs could
conceivably avoid most ofthe dangers
and obstacles in the adventure. Tell the
PCs the walls look unstable and dangerous to clamber about on. If a PC tries
anyway, mention that the debris piled
at the base of the wall shifts alarmingly
when stepped on. If the PC continues,
have a stone suddenly loosen under his
hand as he pulls himself up. If none of
these warnings discourage the PC, roll
percentile dice. If the climber is a thief,
compare the result of the dice roll with
the PC's Climb Walls ability. Nonthief
adventurers have a 50% chance of
climbing to the top of a wall without
falling. If the roll is higher than the
thief's ability (50% for non thief adventurers), the PC falls, taking 1-3 hp
damage.
If a PC climbs a wall or a nearby tree
to gain an overview of the ruins, let the
player see a glimpse of the map. (Cover
area 22, which is hidden under a slate
roof; see below.) Answer up to three of
the player's questions about what the
PC sees before the wall or branch the
PC is standing un suddenly gives way. If
the PC is a thief or halfling, the fall
inflicts 1 hp damage. Otherwise, the PC
suffers 2 hp damage from the fall. A
successful Dexterity check on Id20
reduces the damage by 1 hp.
Adventurers on top of a wall will meet
either a collapsing wall or a wandering
monster each turn they remain. Roll
Id4 and consult the following table to
determine the danger encountered.
Rubble: Many areas within the ternple are heaped with rubble from the
demolished walls and floor of the temple's second story (see map). This rubble
is typically 3' to 5' high, and very dangerous to walk or climb on. Roll Id6 for
each PC who tries. On a roll of 1, the
rubble shifts and traps the PC's leg,
doing 1 hp damage and requiring one
turn to free the PC. You can apply other
results (the shifting causes the PC to
fall, or brings more stones or timbers
raining down from above, etc.) to vary
the consequences of climbing over rubble. These results should not cause more
than 1 hp damage or delay the party
more than one turn, or both.
Two piles of rubble are especially
dangerous (area 2, southeast corner and
center of north wall). Any party member climbing on one of these heaps automatically causes the crushed stones to
shift and slide, bringing some precariously balanced wooden timbers down as
well. Even if the party just walks by the
debris, the whole pile starts to slide on a
roll of 1 on Id6. Every PC within 20' of
the debris when it shifts must make a
Dexterity check on Id20 or take 2 hp
damage. Adventurers hit by falling and
sliding debris are trapped; it takes one
turn to extricate them. Feel free tu
make other piles of rubble equally
dangerous.
Doors: Most of the doors in the temple were wooden and now lie smashed
or rotting in the doorways. PCs have no
problems stepping over or on top of
them. A few doors were made of stone
and still remain more or less intact,
including the main doors in area 1, the
two concealed stone doors leading to
DUNGEON
33
34 Issue No. 39
The Temple
Each of the following descriptions corresponds to an area of the Temple of
Ariana marked on the map. When the
PCs first enter each area, or look in
through a doorway or around a corner,
read the appropriate boxed text. This
contains information the PCs can notice
with just a quick look. The rest of an
area's description contains information
for the DM, including monster inhabitants, treasure, and other things of interest. Pass this information on to the
players as the PCs discover it.
1. Main Entrance Hall.
This was once the main entrance to
the temple's sanctuary. One stone
door leans against a pile of rubble on
the north side; the other lies flat and
broken where it fell. The floor is
littered with leaves and other debris.
Ahead, you can see the sanctuary's
DUNGEON
35
3. Infirmary.
This room is jumbled with thick wooden
timbers that must once have been part
of a roof or second story. A broken wooden stairway leads part way up the south
wall, only to end in a pile of debris. It's
difficult to tell what purpose this room
had, although beneath the fallen timbers are vague shapes that may once
have been tables or beds. Accumulated
rocks, rotted wood, and other debris
raise the level of the floor nearly 2'
above that of the sanctuary.
square =5'
DUNGEON
37
38 Issue No.39
This was a private sick room, for patients who needed more than one dose of
the fountain's healing waters. Behind
the wooden floor (now a wall dividing
the northwest corner from the rest of
the room) is a bed. Although its wooden
frame is partially rotted and riddled
with termite holes, it's relatively intact.
Lying on the bed is an old skeleton, still
clothed in rotting clothing.
Another skeleton lies crushed beneath
the eastern end of the fallen floor. Only
its sku11 and right arm and hand are
visible. The bony fingers clutch a gargoyle pendant (see "Gargoyle Pendants"). The skeleton was one of the
temple's priests.
6. Sick ROOIn.
Bauer, one of the villagers who ventured into the temple four days ago.
He's alive, but just barely (1 hp), Unconscious, poisoned, and paralyzed, he
cannot recover without magical help.
Award the party 200 XP if they manage
to return Joseph to the village alive.
Finding the healing waters of the
Fountain of Health could help Joseph
tremendously.
Searching the lair for one turn uncovers the remains of other victims, both
human and animal. The party members
also find 23 sp and 6 gpo
11. Main Hallway.
DUNGEON
39
40 Issue No.39
DUNGEON
41
sconces-before they can see the southern half of the room very well. Once the
heroes are close enough to see the
southern end (remember, torch and
lantern light carries only 30/), read or
paraphrase the following.
Before you, an ornate golden fo~n
tain, rises from the center of a circle
of marble steps leading down to a pool
at its base. A hideous creature carved
from black marble squats atop the far
side of the fountain's basin. Its horned
head juts out between shoulders that
sprout batlike wings, while the creature's clawed hands and feet grip the
golden rim. Although the statue's
mouth gapes open as though to spew
forth the fountain's waters, the pool is
nearly empty.
The ugly statue is actually a gargoyle
(an enchanted monster much like the
stone minotaur in area 2), placed here
centuries ago as the fountain's guardian. It remains perfectly still (like a
statue) until a PC descends the first
step leading to the pool. Unless the PC
is wearing the holy symbol of the Order
of the Golden Fountain (a gargoyle
pendant), the gargoyle leaps to the
attack, gaining surprise on 1-4 on 1d6.
Once awakened this way, the gargoyle
attacks everyone within the room. Only
PCs visibly wearing a gargoyle pendant
are not attacked.
Gargoyle: AC 5; HD 4**; hp 16; MV
90/(30/), flying 120'(40/); HAT 2 claws/1
hite/1 horn; THACO 15; Dmg Id3/1d3/
1d6/1d4; Save as F8; ML 11; INT 5; AL
C' XP 175' Rule Book/43 or RC/178.
With fo~r attacks per round, this is a
nasty creature to fight! It can't fly at
top speed in this confined area~ b:ut it's
still formidable. The gargoyle ISImmune to sleep and charm spells, and
cannot be harmed by normal weapons.
The PCs should have at least one of
the following items to use against the
gargoyle: the minotaur's magical s~o~e
battle axe, the web sac from the spitting
spider, or a gargoyle pendant (the golden holy symbol of the Order of the Fountain). If they don't have any of these,
and they have no magical weapons or
combat spells oftheir own, their best
bet is to flee!
The magical axe is very effective
against the gargoyle, especially with its
+ 2 bonus vs. stone monsters and its
special power. If the PCs use the web
42 Issue No. 39
sac successfully, the gargoyle will become entangled in the web and glued to
the floor for 14 turns. After that, it
breaks free and continues to attack any
PCs within the room (except those visibly wearing a gargoyle pendant).
At first glance, the fountain looks as
though water should spew from the
gargoyle's mouth into the fountain's
basin, and from there spill over into the
pool at the bottom of the circular steps.
In fact, the healing waters seep up from
the ground beneath. When the Or?-er of
the Golden Fountain was at its height,
the natural spring would fill the pool
with up to 30 doses of healing water
every day. Now, however, the pool at the
base of the fountain contains only
enough healing water for 10 doses. The
PCs undoubtedly have some injured
party members-perhaps eve~ dead
ones-and they may be escorting a very
bedraggled Joseph Bauer (see area 10).
One dose of the healing waters will do
one of the following: bring a person back
to life neutralize poison, heal 1d6 + 1 hp
dama~e, cure disease, remove paralysis.
Patients suffering from multiple effects
may take multiple doses; each dose
provides a cure for one of the previous
effects in the order indicated. A patient
can benefit from a specific type of healing only once in any 24-hour period.
Joseph Bauer, for example, can benefit
from up to three doses of the healing
waters. The first dose neutralizes the
poison; the second restores Id6 + I hp
damage; the third removes his paralysis. Further doses taken within 24
hours have no effect. If he had suffered
from two types of poison, only one could
be cured the first day.
The healing waters can restore a
person to life only if death occurred
within 24 hours (it will not work on any
of the dead villagers found in the temple). It also cannot heal anyone who has
suffered 10 or more hp damage beyond 0
hp. PCs restored to life awaken with
only 1 hp and must complete their healing through rest; magical spells and
potions (even the bealing waters of the
Fountain of Health) will not restore any
more hit points.
The only treasures in the inner
sanctum-other than the healing waters, of course-are the golden candle
sconces set in the walls. There are 16 of
them, spaced every 10/. Each is worth
50 gp if pried out of the wall.
A WAY WITH
WORDS
BY TE EUWYNN WOOD RUFF AND TI M BEACH
28 Issue No. 41
Adventure Background
Th e famous (at lea st in hi s own mind)
g nom e archaeologist H arfur Glu mtoes
ha s spent t he past year a nd more in a n
attempt to document th e hi stor ic differences bet ween dwarven and gno m ish
poetry, a nd how t he t wo poetic forms
diverged over t he course of centuries.
He had come fa r in tracing t he st r uct ura l a nd philosophical differen ces bet ween
t he t wo poetic syste ms, a nd t houg ht it
would be a re latively simple matter to
fin ish his Very Important Treatise on
t h is Hi ghly Rel evant Subje ct . Soon ,
Harfur would be ab le t o document
where the dwarven syste m went wrong,
a nd thu s wh y today 's dw arven artistic
(and inte llectual) creati on s are not up to
gno mish standa rds.
H arfur ca me t o the t iny to wn of Edgewate r 18 months ago for two rea son s.
He wante d peace a nd qui et, a nd he
needed to be near the libra ry a ro und
which the town was bu ilt . The library is
the sa le known lega cy of a group of
monks, the Kohl er-ia n Brother hood, who
were dedicated to the pr eser vation of
knowledge. Neari ng t he e nd of h is research, Harfur needed only to copy
down a few illust ra ti ve verses of ear ly
Wandering Monsters
Roll 1d4 once every six hours . On a
roll of I , the PC s encounter a wandering monster. The DM may al so
pick an encounter from thi s table if
the party is bein g very no isy or doing
somet h ing that might draw unwanted attention .
If a wandering monster is indicated
or desired, roll 1d6 and consult the
table below.
1. Giant rats (4-6): AC 7; HD Ih ; hp 2; MV
120'(40'), swim 60'(20'); ' AT I bite; THACO 19;
Dmg Id3 plus disease; Save as Norma l Man ;
1/2 *; hp
DUNGEON
29
Lake Ganif
,II r,
vampire Moss
,,
30 Issue No. 41
:,
,
.1/"
\ 111
to be a spell book.
The thieving kobo Ids learned to read
and write Common this past winter. The
creatures captured a thief who was busy
escaping from a merchant cara van he
had just robbed. As the ko bolds were
preparing to kill the thief, the clever
(a nd desperate) man told the ba nd he
knew how to read magic and would
teach the kobolds if they wou ld let him
go. After a short conference, the kobolds
decided to take the thief up on his offer.
The man proceeded to teach the koba lds Com mon, as he did not really
know how to read magic. Luckily for the
thief, the kobolds could not tell the
difference. The kobolds freed him once
they had lea r ned to read and write, and
he hastily left the area.
The kobolds are currently taking the
stolen book of poetry back to their small
encampment where some of their fellows wait, a bout a day's hard journey
from Rhianncn'e home. There they plan
on having a celebration and magic demonstration before making a journey of
several more days back to their home
clan. The PCs should catch up to the
kobolds shortly after the little creatures
reach their temporary encampment.
Harfur's Offer
It is indeed a very simple matter to
locate Harfur's green house with white
trim. If the PCs ask any of the townspeople, they will point the way to the
gnome's residence. This is a small town,
and most of the residents know each
other. If any of t he PCs are from the
town (and have been around during the
past 18 months), they will have heard of
Harfur and know where he lives.
Harfur's recently whitewashed door
has t wo door knobs set into it. The first
appears to be placed for the comfort of
humans, while the second has been
placed more appropriately for halflings
or gnomes.
When the PCs knock on the door, they
hear a high-pitched voice call out
"Egad!" This cry is followed by several
loud thumps.
Harfur was attempting to change the
candles in his chandelier. In order to
reach that high, Harfur climbed atop
one of the piles of books and papers
cluttering his home. Unfortunately for
Harfur, the pile slipped out from under
him, causing the loud thumps mentioned above. Harfur managed to avoid
falling with the pile of books, but is just
Rhiannon
Unless the DM wis hes to a dd a wande ring mon ster e ncounter, the journey t o
Rhiannon's hom e is without incident .
Th e bard's hom e is circular and made of
wood. It see ms to hav e been built
a ro und a large oak tree that ri ses gracefull y from t he center of th e dwelling.
If the PCs knock on the door or call
out, Rhiannon will a ns we r. The bard is
a lovely human woman wit h blonde
hair and gr een eyes. She we ars a jade
green silk gown , and her pet s nake,
Cassandra, is wrapped about h er waist.
DUNGEON
31
32 Issue No. 41
Pursuit
The par ty will have no trouble following
t he kobolds' trail. The DM sho uld occasio nally tell th e PC s tha t t hey ha ve
foun d something along t he pa th , such as
a poorly painted star or a few pieces of
glitter, In their haste a nd exc iteme nt,
the kobolds have dropped bit s a nd piec es of th e numerous strange it em s they
carry a nd wear, and which t hey beli eve
to be m agical.
Wh en t he party reaches the northern
edge of the Black Swamp, read or paraphra se the follow in g to t he players:
U nt il this point , your journey h as
been rel atively easy. You ha ve now
rea ched the edge of what appears to
be a very marshy area. Th e gr ound
here is ex t re me ly spongy. a nd your
feet sink a n inch or t wo into t he
muck as you survey the land in fro nt
of yo u . For a swa mp, there are quite
a few trees, mostly pines a nd small
oaks. Pa le green moss, some specime ns a lmos t 3' lon g, hangs from
a lmost every branch. Small patches
of dark water, repl et e wit h old
Crocodile Crossing
Th e next morning, read or paraphrase
t he followi ng t o th e players:
You ha ve left the da ngerous marsh
beh ind a nd see m to be makin g good
progr ess. Th e gro und her e is far less
sodde n t han wha t you covered yest erday. However, you now stand before a
la rge st re a m, perhap s 15' across and
3' deep. Broadl eaft rees sha de the
tra il, providing relief from the day 's
wa rmth. Severa l logs rest in the
riv er, alt hou gh none qu it e spans t he
cha nnel. Several cl umps of flour a nd
glitter a re scattere d on the fa r side of
the st ream, as if someone had been
hurling pack ets of the st uff.
The kobolds used packets of " magic
glitter " (mica chips) a nd flour to attack
t he crocodile s t ha t live in the river.
When , in spite of their "spe ll-cas t ing,"
two of th e ir gro up became brea kfast for
t he hungry rept iles, t he kobolds decided
t hat th e crocodil es mu st have some
special ma gica l protection. Th e rest of
the ba nd promptly n ed t he dangerous
"cr ocodil e mages."
If the PCs ask a bout t he logs, t he OM
should inform t hem that it ma y be possible to cross t he river by hopp ing from
log to log, since t hey are quite close
toget her. Clever PCs ma y attempt to
det er min e if the logs a re crocodiles. If
t he player s state t hat th e PCs exa mine
t he logs close ly, the OM shou ld look
puzzled and as k which log they a re
e xamining. Th e nearest log is just a log,
bu t t he t wo middle " logs" are ind eed
crocodiles .
Roll Intell ige nce chec ks for the PCs,
no ma tter wh ich log (or logs) t hey exa mine. If a PC is lookin g at one of the
crocodiles a nd ma kes his check , t he PC
not ices someth ing odd about the log but
is unable to det er mine exac tly what is
wrong . If t he PC fai ls the ch eck or is
looking at a real log, the OM shou ld tell
t he PC t hat it looks lik e an ordinary
log.
Any PC attempt ing to jump from log
t o log mu st make a Dext erity check or
la nd in the water. A successful check
ca rr ies the PC to t he second "log" (a
crocodile). Here th e PC m ust make
a nothe r Dext erity ch eck as the crocodile
rolls over to a ttack t he hapl ess advent u rer. If t he check succeeds , the PC may
attack normally ; ot her wise, the PC is
surprised and may not attack unt il the
second round of combat.
Vampire Moss
Arm or Cla ss:
Hi t Dice:
Move:
Att acks:
Damage:
No. Appearing:
Save as:
Morale:
Treasure Type:
Int elligence:
Alignment:
XP Value :
9
'12 (1-4 hp j
N il
1 (specia l)
1 hp per round
1-6 (1-6)
Wizard 1
9
Ni l
Ne ut ral
7
DUNGEON
33
Poetic License
By mid-a fte r noon, t he PCs notice a
colu mn of smoke in the distance. If the
PCs ask about thi s, t he DM can say that
it looks as if it comes from a large chimney or bonfire.
34 Issue No. 41
It t akes the PCs the rest of the afternoon to re ach the area near the column
of smoke. Shortly before su ndown , t hey
should decide how they wish t o approach the spot .
Scouting is easy, since most of the
kobold s a re bu sy pr eparing for tonight's
celebrat ion a nd magi c demonstration.
As long as the PCs take reason able
precautions (sneak ing qui etly, not wearin g bright colors), they are not spot te d
by the bu sy kobold s. If the kobold s spot
the adve nture rs, the crea tures fr a ntica lly mobilize a nd a ttack t he party as
discussed la ter.
If the PCs make a r easonable effort at
scouting t he small encampment , t he
DM m ay give th em a rough version of
the "Kobold Camp" map , omitti ng t he
locations of speci fic koboIds. In stead,
the DM should tell t he PCs they see " a t
least half a dozen " kob olds wa lking
about the ca mp. Th e positions of the
kobolds on the map show the DM where
the kobolds are when the PCs begin
their a ttack (or wh en the kobolds fir st
notice the party).
The smoke that dr ew the PCs bere
comes from a lar ge bonfire that the
kobolds h av e cons tr ucte d in preparation
for the eve ni ng's celebrat ion. The kobold s a re celebrat ing the discover y of a
mage's spell book, which is act ually Th e
Big Book ofSa ppy, Drivelly Love Poems.
However, the kobold s beli eve t he ridiculous verses a re spells . After a ll , what
else could anyt hing t his st range be?
Cu rre ntly, the most intellige nt and
cunn ing kobolds a re working on memorizin g " spells" from t he book . They pla n
on dem onst r ating their magical expert ise t his eve ni ng .
As long as t he PCs ha ve mad e a n
attempt at being quiet and ha ve a reasonable plan for ap proac hing the kobolds, the creatures will not notice the
intrude rs un til the party strikes. When
t he PCs have decided on a plan and are
read y to move on t he kobolds ' enca mpment , read or para phrase the followin g
to the player s:
As you close on th e ca mp, you hear
snort ing a nd hissing. One scrat chy
voice is reciting some sort of
poetry .. . if you want to call it t hat.
If the PCs move a bit closer, they can
see nine sma ll re pti lian creat ures with
t iny horns and lon gish snouts. Th e little
mon st ers look as though they are put-
ting on a page ant . Se vera l of th e koholds wear mak eshift robes with
Two have small sticks that hav e apparently been dipped into paint. A kobold
N""~'.
.-<
K K
stand it).
later.
point.)
The kobolds also chant certa in mnemonic tea ching devices used by the
thief, becau se they beli eve th ese to be
VB.
paralyzation or be
th ey may find useful for bli nding opponent s. The packets have the sa me
throw ing range as a dagger.
The Great Whizzo wears three rings .
Two of th ese are made of colored twin e
wra pped around thin twigs, but th e
third ring is act ually a ring ofprotection
+ 1 (which explains the Great Whizzo's
armor cla ss of 6). The rin g is wrapped in
colored tw ine , so the PCs wi ll have to
unwrap it to discover th e plain silver
Continued on page 71
DUNGEON
35
DEADLY TREASURE
Continued from page 25
C o nc lu di n g th e Ad ve nt u re
Once the tomb has been cleared out,
there may still be a few loose ends. Any
PCs lost on other planes shou ld be given
a reasonable chance to escape, though
this is a process that could span several
a dv entures. The evil priest Dranloc will
certainly wish to run into the PCs
again, most li kely with a small army
behind him. And, with 30,000 gp worth
of gems, he can certainly afford to hire
whatever help he thinks he needs.
If the PCs restore Sir Ayvers , they
gain a 3,000 XP bonus. Sir Ayvers may
creatures sheathed in his belt, a neck lace ofadaptation around his skeletal
throat , a ring of sustenance on a bony
finger, and two 200-gp rubies hidden in
his rotted boots.
DUNGEON
71
David writes: "Currently, I live in Mountain Home, Idaho. I've written over 20
articles for DUNGEON Adventures,
DRAGONMagazine, and The General
from Avalon Hill. This is my eighth
module for this magazine. I graduated
from Montana State University in 1983
and have been writing for TSR's magazines since 1986."
This D&D adventure is for 4-7 lawful
player characters of levels 3-5 (about 22
total levels). Page numbers given here
refer to the D&D Rules Cyclopedia (RC).
Adventure Background
RANSOM
BY DAVID HOWERY
36 Issue No.42
RANSOM
doubt as to his paternity. The boy resembles his mother but doesn't look like
either of Belesa's husbands, so the question is unanswered. Reynald claims
Baldwin as his son but has always had
his doubts. He treats his two younger
sons with much more affection.
Reynald is a selfish and paranoid man
who has ambitions to rule far more than
a single fief someday. He also thinks that
unknown persons are out to stop his deserved rise to fame and power. In spite of
his paranoia, Reynald's strong personality
and his high Charisma let him present a
kind and caring mask to others.
Reynald's selfishness would have
amounted to little if not for the treachery of his main advisor, Antar. This man
is actually an agent of wicked Baron
von Hendricks of Fort Doom. In order to
place his own agent in charge of the
border fief, Hendricks must get rid of
Reynald. Antar was inserted into Reynald's service years ago, and has slowly
worked on Reynald's mind. He has used
Reynald's natural paranoia to convince
him that Baldwin is not his true son,
and has played on Reynald's greed to
make him extraordinarily miserly and
ambitious.
The kidnapping has given Antar a
golden opportunity. He tried to convince
Reynald to ignore the ransom demand
and let Baldwin perish. Why pay a
large sum for a son of questionable
heritage when he has two more sons
that are definitely his? Of course, Antar
knows that this despicable act would
cause Reynald's immediate removal by
Duke Karameikos. That is Antar's goal.
Antar was disappointed when Reynald
decided to pay the ransom.
However, Antar has succeeded better
than he knows. Reynald is indeed furious about paying a large ransom for a
questionable son. He has devised a plot
that he hopes will bring destruction
down upon Thoros and his men, without
implicating him as a heartless monster.
Antar: AC 9; M2; hp 6; MV 120' (40');
NAT 1; Dmg by spell or weapon type;
Save M2; ML 8; AL C; S 10, I 17, W 10,
D 11, C 12, Ch 17; XP 35; dagger, 12 gpo
Spell book: analyze, charm person, read
magic (can memorize any two per day).
The Journey
The instructions on the ransom note are
clear. The ransom is to be taken to the
small village of Utica, 10 miles north of
the Duchy's border. There, the bandits
Utica
This small town survives by offering
services to bandits as they move along
the border. Few of the residents have
any morals. The town is always starved
for cash and supplies, and crime is a
way of life for many.
The party must wait in Utica for one
hour before they are contacted by the
bandits. The PCs may take any precautions they wish, so long as they stay in
town. There is little of interest in Utica:
one inn, a smithy, a small adventurers'
shop, numerous shacks, and about 40
sullen residents. Most common items
and services are available, but not
mounts, weapons, or armor (see RC
pages 62-69 for prices).
In a town like this, the chest on the
mule will draw attention. Five bandits
(not connected with the ones who have
kidnapped Baldwin) desperate for
money will try to steal the chest. If the
PCs are in a building, the bandit leader
and the two fighters try to burst
through a door, while the two thieves
DUNGEON
37
RANSOM
38 Issue No. 42
The Exchange
The bandits have set up a secure site for
the exchange in an ancient ruined fort.
Two of the towers are rubble, one has
partially collapsed, and the fourth ~s
intact. The building on the north SIde of
the courtyard has fallen down in several
places. The walls are riddled :with holes,
and a crumbling well stands In a
cleared space near the southeast co~ner
of the building. The PCs should arrive
near sunset, as long shadows fall across
the fort.
Kerak tells the PCs to stop at the gate,
then rides across the courtyard and tethers his horse by the building. Two ofthe
bandits step through the door into the
open. One is Thoros, a tall blond man
with an obvious air of command. The
other is Ademar, a short and surly man
who is festooned with daggers.
.
The three bandits feign disinterest m
the PCs and eye the chest greedily. .
Actually, they are sizing up th,e ~Cs m
order to try an old kidnappers trrck on
them. Thoros calls on a random PC to
bring the chest to the center of the
courtyard, leave it there, and return to
the gate.
If the PCs comply, the bandits drag
the chest into the building, only to
sneak out through a hole in the back
wall, taking Baldwin with them and
leaving the PCs empty handed. The
bandits' horses are tied beside the hole,
and Baldwin is inside the building.
If the PCs refuse or ask to see the boy,
Thoros grins and stops the trickery".
Ademar steps back into the dark building and brings Baldwin out into the
open.
Thoros demands that one PC bring
the chest to the center of the courtyard
(area 1). The others must stay at the
gate. "A friend of mine is watching you
from a safe place," Thoros remarks,
pointing to the intact tower: "He'll be "
very angry if you try anything sn~aky.
The bandit leader takes a hard grip on
Baldwin's arm and marches him to the
designated spot.
.. .
Thoros's threat is a subtle bit of misdirection. The bandit Hattin is not in the
intact tower but is lying prone on the
ruins of the second floor of the partially
collapsed tower (area 2), 20' above the
ground. Hattin cannot be seen unless
the PCs are able to see in the dark at
that distance and say that they are
RANSOM
tasks are spying and infiltration. Balian
is a quiet and diplomatic man, a result
ofliving among stronger and more
aggressive fighters.
Thoros has no plans to doublecross the
PCs, so long as they do not cheat him.
When the PC with the chest reaches the
center of the courtyard, Thoros releases
Baldwin and orders Balian to open the
chest. As Balian fumbles with the magicallock, Thoros grows angrier by the
minute. Sooner or later, the PC must
tell Thoros that only Baldwin can open
the chest. Thoros grins at that, appreciating Reynald's caution. When Baldwin
grasps the lock, it automatically opens
at his touch and stays open.
Impatiently, Thoros pushes Baldwin
aside and grasps the lid. With pure
greed in his eyes, he pulls the lid open.
Suddenly, the greed is replaced by
puzzlement. Thoros stands abruptly,
anger in every plane of his face. Livid
with rage, Thoros kicks the chest over,
spilling thousands of coins on the
ground-sccins made of worthless lead
and iron! The treasure is fake! Reynald
seemsto have betrayed you and abandonedhis son. Thoros shouts at you,
"Where is the real money? What did
you do with it? Thieves!!"
This was Reynald's plan from the
beginning. While Antar thought he had
failed to convince Reynald to abandon
Baldwin, he actually turned the
knight's mind to another plan. Reynald
loaded the chest with phony coins, hoping to provoke a fight in which the
bandits would be killed.
Regardless of what the PCs intend to
do, Thoros draws his sword and attacks
the nearest adventurer. Kerak rushes to
aid Thoros. Hattin fires his crossbow at
spell-casters, if he is able to identify
them. The PCs can make an Intelligence check to see if they can determine
where the bolts are coming from. Balian
sneaks around the well to backstab a
PC, then retreats. Ademar attempts to
throw daggers from a distance until he
runs out of blades. None of the bandits
are stupid when it comes to combat.
Baldwin is in no immediate danger,
since the bandits are intent on killing
the PCs. However, the boy is frightened
by the combat and flees out the gate to
hide by the wall (area 4). His fate depends on who wins the fight.
The bandits are brave men. They fight
savagely until Thoros is slain. If this
Ruins
1 square = 10'
-..,
..__..
:.l:~
~.-
, -.
.. --
:et~;_r
"
"
..
__
,'.Ia#.
.'
,
.'Co
DUNGEON
39
THE HAND OF
AL-DJAMAL
BY STEPHEN J. SMITH
26 Issue No. 44
at least ODe cleri c. Because of this module 's setting, dwarves and halflings may
choose to avoid this quest .
Th is adventure is set in t he Principal .
ities of Glantri in the D&W game's
Known World (see the R ules Cyclopedia,
pages 269-273. for an outline and maps
of this nation, or accessory GAZ 3 for
full details).
This realm is a magocracy ruled. by a
council of wizar d-princes. PC dwarves
and halfl in gs might hesitate to adventure in thi s la nd. as it is rumored that
the wizards of Glantri sometimes abduct such demihuman visitors for use in
magical experiments (the mages believe
that the short folk are naturally resi st ant to magic). Also. dwerven immigrants to Glantri were blamed for a
severe out brea k of t he plague about 200
years ago, and the short bearded folk
have not been welcome in the country
since.
Clerics, too , might be hesitant to adventure in this setting. Glantri is infa
mous for its intol erance of foreign
religions, a nd clerics found within its
borders were once subjected to immediate executi on. Recent events have made
Glantri more hospitable to traveling
priests. however. In the midst of the
recently concluded war between Glantri
(with its ally Thyatis) and Alphatia (8
conflict detailed in the Wrath of th e
Immortals boxed set ), a killer plague
swept through t he Principalit ies, forcing t he r uling council to rescin d the "no
clerics" ban and import some priests
from nearby Darokin to battle the deadly epidemic. The rampaging plague has
since been halted. but the Glantrian
Glaundro Valkner
6th-level Magic-User
Glaundro Valkner: AC 4 (2 VB. missile a tt acks); M6; hp 24: THACO 17 (15
with dagger +2 ); MV 120' (40'): fiAT I:
Dmg by spell or weapon type ; Save M6;
ML7; ALN; XP 725; S 10, I 17, W 15, D
13, C 13, Ch 12; dagger +2, wand of
teleporting (13 chargee), amulet of
shielding, bag ofholding, crystal ball
with clair audie nce.
Spells: analyze, detect mag ic; ESp,
invisibility; dispel magic, lightning bolt.
The wa nd ofteleporting and the am ulet
ofshielding are new magical items
det ailed at the end of t his sidebar.
Valkner keeps his crystal ball and
magi cal bag a t his home in th e most
effluent section of Gla nn-i City's
Middle-Class Quarter.
Gla undr o Valkner, age 43, st a nds 6'3
t all , weighs 175 lbe., a nd has black hair
and a moustache, both of which are
length y and streaked with gray. He
wea rs expensive, stylish clot hi ng (not
the robes typ ica l of some ma gic-users)
complet e with shiny bla ck boots and a
wide-brimmed hat decora ted wit h large,
colorful feathers. The curator's facia l
H
Gla nt r i City
Entertainers' Quarter
22. Temple n r Had
27 . watergu te s
35 . Metro lHllitnn Theatre
'50
500
Faet
28 Issue No. 44
..
of the museum.
That night, Al-Djamal broke into the
museum and was caught by Valkner's
night watchmen in the act of stuffing
several of the smaller Ylari artifacts
into a sack. Under Glantrian law, theft
is punishable by the removal of one
finger per 100 gp of merchandise stolen,
and getting caught red-handed with a
bag full of priceless artifacts left Mr. AIDjamal in a rather unfavorable position. The Ylari native certainly didn't
help his cause at the trial when he
began to shout out the virtues of AIKalim (the patron Immortal of Ylaruam) while heaping derogatory
remarks upon Rad (Glantri's most revered Immortal).
Three days after Al-Djamal's arrest,
the local magistrate's sentence was
handed down. In what he called a "gesture of goodwill to our foreign guest:'
the magistrate generously decreed that
only five of the man's fingers were to be
severed for his misdeeds. Then with a
smile, he ordered the fingers to be removed at the wrist.
AI-Djamal's sentence was carried out
the following morning. As he slowly
bled to death, the man hurled a final
curse in his own tongue at those present
at the grisly spectacle. The dying man's
curse of revenge against his killers was
heard by Thanatos, one of the most
powerful Immortals in the Sphere of
Entropy. Thanatos returned AI-Djamal's
raging spirit from death to inhabit the
severed hand of his old mortal body.
As a hand druj (see RC/207), the dark
side of Al-Djamal's spirit pursues revenge
against his murderers and the despoilers of
the Ylari noble's tomb while serving
Thanatos's ultimate purpose: the spreading
of death and destruction. The entropic
Immortal has also granted Al-Djamal's
spirit special power to animate the two
mummies from Valkner's Ylari exhibit to
assist in its vengeance (see the "Hand
Druj" sidebar and "The Final Confrontation" for additional details of this power).
The hand druj is a very powerful and
complex monster. The DM should read the
sidebar detailing this spirit and its abilities before trying to run this adventure.
Problems: Ylari PCs and Valkner's
Morals
Because of the dubious manner in
which the curator obtained his Ylari
artifacts and the wild fiasco following
the visit of the unfortunate Mr. AI-
DUNGEON
29
With a little work , however, an enterprising DM could turn Va lk ner 's r,;fusa l
30 Issue No. 44
H and Druj
Armor Class: -4
H it Dice: 14 ..
Hi t Poin ts : 60
Move: 90' (30')
THACO:8
Attacks: u p to .I, see below
Damage: See below
Save As: F14
Mor al e: 11
Intell igence: 14
Ali gnmen t : Chaotic
XP Value: 5,500
Reference: RCf207
THE HA ND O F ALDJAMAL
DUNGEON
31
Valkner's Museum
of Worldly Wonders
10:
1 square =
Ylari Exhibit
(3rd Floor)
32 Issue No. 44
DUNGEON
33
Spirit-ual Healing
The spirit's finger of death power (the
reverse of a raise dead spell) can obvi-
34 Issue No. 44
"Dovedale" is a
D&D~
adventure for 23
to complete.
DOVEDALE
BYTED JAM ES THOMAS ZUVICH
10 Issue No. 46
DOVEDAl E
beak ha s been trying to catch the t r-ickiest fish in the Doved ale River : Sa lvel
t he Talk ing Trout. So far, t he quickwitted Salvel has avoided ca pture.
Gravelbeak 's con ti nua l failure to
Do vedal e District
1. Ash bour n e . Ash bou rn e is a sm all
fortified far m ing village located a bout
th re e m iles southeast of Dovedale. Beca use of its proxim ity, Ashb ourne is
cons idered to be part of the Oovedal e
ar ea. Th e Dovedale River flows past
Ash bou rn e . Th e vill age has a farmer 's
m ar ket , a bakery, a dry goods sto re, a
brewery, a ch urch , seve ra l passable
in ns, a nd a cou ple of boa rding hou ses.
Som e of the vill agers ma y h ave old
family ar rnur a nd wea pons for sal e, but
such it ems will cost at least twice the
pr ices listed in the Ru les Cyclopedia
(pages 62 and 67 ).
The DM ca n use the descript ion of any
small vill age to flesh out Ashbou rne.
T he village of Gr inley Crossi ng, detailed in " Pearlm an's Curiosity "
(DU NGEO N!' Maga zine .f32), woul d
serve admirably. In thi s case, " Dovedale" can be used as a logical precursor
to " Pearlman's Curiosity."
The text below outlines t .....o NPCs who
live in Ashbourne. The DM should prepare several additional NPCs for the PCs
to question while they are in Ashbourne,
along with a listi ng of which rumors each
NPC has heard. lfthe PCs as k around for
informati on in Ashbourne, they can hear
1-4 rumors per day.
If the PCs spend more th an a few
hours in Ash bourne, a bu m accosts
them in t he village square. T he bum is
Ian McNeill , the town drun k , who begs
for money to buy a drin k . If t he PCs
talk wit h Ian, he tells them about h is
encou nters with Salvel the Talk in g
Trout (see r um or n ). Ia n h ints to t he
PC s that he knows a great deal about
the Doveda le gobli ns (he does not, bu t
that will not st op him from making up a
few sto ries), hopin g to get t hem to bu y
h im a dri nk . The inh abit ants of
Ashbourne ri b Ian fie rcely about his
" speak ing fish " stories.
I an Mc Ne ill , town drunk: AC 10: HD
DUNGEON
11
DOVEDALE
Dovedale Area
N
13
--
D ale w o ld
5
ION
. .,.....-.
Tor's Clou d
P e ak
1,367'
250'
Miles
.,
", -- ,
,,
12 Issue No. 46
I"'
_ /
'l-~'
"
with two la rge beds wit h stra w-stu ffed
mattresses a nd goose down comforters,
.
.
t--
To A shbou rne
3 mi les
DOVEDALE
DUNGEON
13
DOVEDALE
14 Issue No. 46
DOVEDAlE
DUNGEON
15
DOVEDALE
~~:~
For example, "Fishbelly wuz heer:' "H umum tak baths:' "Reel goblins ride Wolfs,"
and "Elfs taste grate/lea filing :' The D~t is
encouraged to think up other examples.
8. The T hree Giants. Halfway up the
dale. the PCs come across three 25' tall,
10' diameter granite columns. The rough.
surfaced granite columns are quite out of
place in the norma l limestone formations
of t he Dovedal e. The columns are lin ed up
all in a row, and all of th em seem to be
leaning slightly forward.
The three columns are really giants
transformed to sto ne . The columns look
exactly like natural stone columns;
there are no visual clues to their real
nature. If anyone uses a know align ment spe ll here, the columns radiate
Chaos. A dete ct evil spell reveals that
the columns are also evil. Unda the
River Fairy knows what the statues
really are and will try to stop anyone
who is so foolish as to try to return
them to flesh.
The columns originated over a hundred years ago , when three evil hill
giants rampaged through the Oovedale
region. The greedy giants wreaked
enormous havoc on th e ecology of the
16 Issue No. 46
DOVEDAlE
wine barrels is full (va lue 8 gp ), 'Iechnically, the half-barrel of Ha l's Old Singular beer should be returned to the
in nkeeper. si nce it is stolen pro pe rty. If
the Pes ret ur n t he barrel to Hal, he
gives t hem a reward of 10 gpo Less am.
bitiou s PCs cou ld just tell H al where
the ba rrel is and let him r etrieve it.
Note that a full bee r barrel weig hs
about 275 lba. and a full wine barrel
weighs abou t 45 Ibs.
Gravelbeak has t he on ly legit imate
key to t he beer cellar. St rongar m.
Grav elbea k'e son and t he gobli n smi th.
h as a crude copy of t he k ey, wh ich he
made wh ile Gra velbeak wa s out fish in g
one eve ni ng . St ro nga rm's key ha s an
80% cha nce of opening the lock. If th e
key fai ls to open the door, it bends in
the lock and Stro ngarm must spe nd 14
days repa iring the key before he ca n
ma ke another attem pt.
Strongarm and his brothers sneak into
th e beer cellar from time to time and
have a few pints of'beer when they thi nk
Grevelbeak is not watching them. Gravel beak is well aware that his sons foray
into t he beer cellar, but he feels that their
sneaky beha vior is appropriate for young
goblins. Gravelbea k will nol complai n as
long as his sons do not overindulge.
10, Gobli n Lair. Th e Dovedale gob .
lins are a very clever and talented clan.
Th ey have in habited the Doveda le for
as long as Ash bourne has existed , so a ll
the gobli ns a re familiar wit h t he a rea .
Th e gobli ns rea lly like t heir hom e a nd
will do their best to defend it, includin g
killing int ruders if they have to.
However; ift he goblins are in cont rol of
the situation, t hey will attempt to take
pri soners to be held for ransom, especia lly
if the Pes have backgro un ds as Dovedale
locals. The goblins have ma naged to
coexist with their neigh bors for many
years, a nd they kn ow that peace (a nd
relative prosperity) will not last long if
they start killi ng lots of people .
As another option. if the goblins capture
the Pes. th ey could try to make the PCs
into !IOUp. Everyone knows that leek s are
an essential ingredient in any proper
haUling lor human. or elf, etc.I stew. Un fortu nately, the goblin pantry is fresh out
of lee ks at the moment, so Chief Gravel.
beak will have to send his son Grabbo out
to steal some from one of'the surrounding
farms. Whlle the goblins are ga thering
ingredients for their soup, the PCs could
get a cha nce to escape.
Remem ber th a t goblins are noct ur nal.
doorway. Th e goblins take turns guardin g the front door. If t he PCs approach
dur ing t he day, a goblin named Fishbelly is asleep at the guard pos t. As long as
the PCs do not make noise s loud er t han
normal speech in side the cave, Fi shbelIy will not wake u p. even if the PCs
open the front door. If the PC s nab the
sleepin g guard, they can negotiate with
Gr ave lbea k to trade Fishbelly for Unda
the nixie. Gr avelbeak will grind h is
teeth, throw a terrible tantrum, and
cur se for sev eral min utes, bu t in the
end he will a gr ee to the trade.
If the PCs make a loud noise, P iehbelIy w a k es up (one r ound), looks out
th rough a cr ack in t he rock to make
sure he wa s not dream ing (one round),
and sou nds the alarm (t h ird round after
the noise). Fishbelly t he n runs into the
maze (area IOD ),
An yone se arc h ing for secret doors in
the ca ve ha s a + I bonus to find a sma ll
sto ne kn ob set in a recess that only
human-sized (or sma lle r) hands ca n
reac h into. Twist in g the kn ob cause s a
wid e stone door to quietly swi ng ope n . A
small crac k in the rock n ear the knob
goes all the way through to the interior
of the cave a nd allows the guard to look
into the outside portion of the ca ve
without be in g see n. Th e snoring soun d
is m uch louder nea r the cr ack in the
stone . If t he Pes ma nage to get the door
open wit hout makin g a loud noise a nd
wa king Fi shbelly, rea d or paraphrase
t he followin g to the pla yers:
Th e fa lse sto ne wall swings away on
silent h in ges to reveal a se micircu lar
interior chamber. This narrow roo m
is warmed by a firep lac e at one end,
beside which lies a ne at pile of peat
br ick s. Th re e small woode n chairs
are drawn u p to the hearth, in wh ich
a low peat fir e bu rn s. A goblin clad
in sca le ma il is asleep in one of the
chair s. A foot-long metal mallet is
slowly slippin g out of his fingers . A
large iro n triangle h angs from a
chain fastened to the ceili ng.
l OCo C himney. The goblins have converted this l SO'tall rock spire into a vent
for their ca vern system. It is possible to
climb to the top of the spire; thieves ma y
add 10% to their chance to climb wal ls,
si nce there are many handholds. Even
people wit hout skill in climbing walls ca n
climb the sp ire, if they are not wearing
armor and th ey make a Dexterity check
with a - 4 penalty.
DUNGEON
17
DOVEDAl E
18 Issue No. 46
herbalism tpoisonsl.
Ha ggy use s poisoned cr ossbow bolt s.
The poison causes an ext ra 16 hp
damage (sa ve vs. poison at +2 for half
damage, minimum 1 hp j.
Stinkfoot: hp 5. Sk ills: ride di re
wolf, cheating.
Stinkfoot has big smelly feet . and he
never ta kes off h is socks or boots. The
OM may wish to ru le that Stinkfoot
ca nnot surprise opponents, because of
h is unusually potent a nd offensive
body odor.
Stro n ga rm: HD 1 + 1- ; hp 9: Dm g
by weapon type + 1; L'I;T8; Su e ~f (S'
tall); XP 19; hammer, ke y (copy) to
beer cellar. Skills: a rmor-ma ki ng,
blacksmithing, m ining.
S w oop : hp 3; INT 13; Size S (2' tall);
XP 15. Skills: animal training, aerial
rid ing (giant bat ).
S w oop is not a m ember of the tmmediate family. He is Merek oo's ne phew.
DOVEDAlE
DUNGEON
19
DOVEDAlE
Goblin Lair
Area 10
1 square = 10'
' .. mil..
to"";1
-.
...
-':::;::;:::t:.J.',{.~
_
...,mil..
. l OSto
125 ; He 212 .
20 Issue No. 46
DOVEDALE
DUNGEON 21
DOVEDAlE
Continued from page 21
DUNGEON
49
Chris writes: " This is my sixth appearance in D UNGEO.'V"~ Adltent ures and
my first attempt at a D&D" adve ntu re.
In a way, uiritiru; " Them Apples" was
lik e walking down the lees-treoeied road.
I felt like an ad ven turer explori ng neur
g round. I'm just tha nkful! di dn 't encoun ter any h ill gian ts along the way."
"Them Ap ples" is a D&D adve nture
de signed for 4--8 pla yer c ha racters of
THEM APPLES
BY C HRISTOPHER PERKINS
32 Issue No. 48
THEM APPLES
DUNGEON
33
THEM APPLES
34 Issue No. 48
THEM APPLES
A. Village of wisttl .
N l'slled among t he gI'Hi'I8Y h ills is t he
vi llaJ.,te of Wistil, a halfli ng community
we ll k nown for its cozy hlbipitality and
it" wondrous a pple orch ards. The vil-
and hoarders). Most of the halfli ngs, ineluding the childre n. spend their days
tending the orchar ds. Only the bousewives and village elders remain near the
burrows. At night, most nf the halflings
retire to thei r homes (except Id4 + I members of t he vil lage militia assigned to
guard t he orcha rds agai nst t he de predations of wil d dflb'8, raccoons, and ot her
Rol a n d Wic kthic ke t . ha lfling se rgean t: AC 5 (3 agai ns t la rge-sized err-atureo; 113; hp 3 112 at fulll; S A + 2 to
a t tac k rolls wit h missiles; Save H3; ~lL
10 (8 if Gneegin is sla in); S 13, 1 9, W 10,
D 13, C 11, Ch 12; ot he r sta te and eq uipment same as Gm"t'gin.
Roland s ustai ned da ma ge fro m t he
hill giant and greatly a ppreciates any
he aling the Pes offer.
lI alnin R" mili ti a (6): AC 6 (4 a ga in st
la rge cre at u res); H2 : hp 8 each: Save
H2; ML 10 (8 if G neegi n is s lain ); othe r
sta te same a s Gneegin ; leat he r a rmo r,
sm a ll woode n s hie ld , s hort sword, da gge r. tili ng (20 sto nes).
No r m al halOi ngs (6 71: liD 1-1; hp -l
(a d ults), 3 (a doles ce nts) , 2 (child re n);
Save HI ; ML 8; ot her eta ta sa me as
Gn eegtn: t ypica lly una r med (251'f carry
da ggers or kn ives),
B . Stat ues i n t he G ull)'.
A shallow st rea m flows along th~
bottom of a roc ky ravine a hea d of you.
A few shade trees grow alo ng the top
of t h...gu lly, and se ve ra l rocky outcroppings can be seen in th e area , hut your
atte ntion is lmrnedia tely drawn to th e
dozen or more statues in t he vici nity,
Some of t he stat ues are huma noid ;
others are carved in the likenesses of
wild animals.
The s tat ues are not carved; th ey a re
peo ple and a nima ls turned to sto ne by a
pair of cock a t rices t ha t once lai red here.
The cockatrices h av e s i nce depa rted ,
leaving be hi nd 13 stat ues: four humans,
tw o hobgoblin!!, t wo halflings. om'
d warf. a nd t he rest a nim al s (a dee r; t wo
wolves, a nd a mu le). Th e re is no treas ure to be foun d around the sta t ues.
Th is is where the halnings en countered t he giant. PCs searchi ng the are a
have a l -i n-6 chance of finding 1-2 pol .
ished el ing sto nes belonging to the halfli n g Roland. The gi a nt is nowhere to be
found, but PC s wit h tra ck in g s kills may
attempt to follo w t he giant's foot prints
to area F. A skill check is re quired each
hour to locate a nd con tinue to follow t he
hill gia nt 's t rai l.
C. T btstlew oud.
You ha ve entered a de nse forest of
mi xed decid uou s t rees. Th e woods
are teeming wit h a ll ma n ner of wild life, from s mall ga me to a nnoyi ng
clouds of iIl&'Cts, The trees create a
3. Harpy: AC 7; HD 3; hp 13; MY
60'120'), ny 150'(50'); 'AT 2 elawsl J weepon plua s pecia l: Dmg ld-lild4/1d6; SA
singing charm; Save F6; ML 7; INT 7; AL
C; SZ ~L XI' 50 ; RCJ182. The harpy hall a
nest somewhere i ll th e hills. She attllch
WIth her claws and a wooden club.
4. II n h ~ o h li n s (2- R ): AC 6; un I + I; hp
6 each: MV 90 '130"); _AT J; Dmg by wealJ'"
on tyJ>t!; &!\e fol ; ML 8; L'iI O; AL c: SZ
~l ; XI' 15; RCIIl'!5; long sword, short oow,
six arrows, 2Asp. There's n 30't chance
that these !lohgoblin:; are restin g among a
cluster of boulders and an.' not immediatel }- visible. The s" hunters attack the
Pes on lIight .
5. Hobher fIi {'!i (161; AC 6; HD 2; hp i
each ; ~ I\' 90'(30'1, n} 18{l' tOO'); #AT 1
bite; Dmg IdS; S av e F1 ; ML 8; I~'T 0 ; AL
N; SZ S; XP 20; RC1202. These devious
insect e nre hi ding in the s hady boughs of
a tree . They descend and attac k the part y
wh en t h.. PC8 come with in 10'.
6. Sl i r~ e s (l -4 l: AC 7; 110 I; hp 4 t'Rch ;
MV 30'110'), l1y 180'(60'); 'AT 1; Dmg
Id3; SA blood dra in, +2 to lit ta ck roll ll on
mitral attack; Sa ve f2 ; "IL 9; I~'T I; AI.
x. SZ s . XP 13; RCI2D8. Tht,,,,, ravenous
hunters attac k th, PCs on sig ht. The se
sti rges are black and resemble ravens
from II distance
7 . Th nuL AC 6; HD 3; hp 16; MV
120'140"); 'AT 2 claws or 1 wea p on: Dmll"
Id3/l d3 or by weapon type; SA touch
causes paral)'sill; S D regenerate s 1 hp .
round ; Save F:i; ML 10; I~'T 6; AI. C; SZ
DUNGEON
35
TH EM APPLES
The druids of Gelwen Grove are responsible for safeguarding these woods. They
do not. object to periodic hu nting or carefully te nd ed campfires, but they react
strongly to trespassers who de liberately
or recklessly endanger t he loca l fauna
a nd flora. Adventurers who hack down
trees or set parts of t he forest ab laze will
be visited by an incensed coven member.
(See area 0 for statistics .) The druid demands the party's imm edi ate de parture;
if t he PC s inci te a con frontation, the
druid will ret alia te. seeking aid from
other coven mem bers or nearby forest
denizens (such as a trea nu,
Anyo ne capable of communica ti ng
with t h e na t ive wildlife ca n easily obain
dir ect io ns to Gelwe n Grove, the ho me of
the dr uids, It's poss ible that t he PC s
may try t o ac quire mo re a ntidote fr om
t he dru ids rather than steal back the
fla sk s taken by the giant,
D. Gel w e n Grove.
Through the trees. you spot a st ra nge
circular cle ari ng a bout 20 ya rds
ahead of you. As you dra w closer to
the si t e, you notice the clearing is
cov er ed with gr ass of a n even heigh t .
T he tall trees t h a t surrou nd the 90 '
wide clearing form a dome-sh aped
ceiling of lea ves overhead. The clearin g's perimeter is m arked with a
se ri es of woode n stakes jutti ng out of
the ea rth. The 4 '-high st a kes are
wrapped in ivy a nd t ied ofTwith
sprigs of mistletoe . N ot hin g see ms t o
occupy the cle a ri ng at this time.
T his is wh e re Thiarl ewood's d ruid ic
coven meets. If t he PC s enter t he clea rin g, t he dr u ids a rrive in 14 rounds,
ha ving been al erted. by t he nearby wi ldlife to the pr esence of t respassers. Each
of the s ix druids in the coven lives in a
small hovel or ca bi n deeper in t he
woods. These N PC s are far too powerful
for the part y to defeat. They are very
wise and always prepare their defen s ive
spells pri or to meeting s trangers.
The ring of ivy-....Tapped st a kes radiates
as magical if a detect magic spell is emit.
T h e Woo ddra ke
The wocddrake has been in Wistil for
several weeks and boards with one of
t h e smaller halfling familie s. To t he
other villagers, the wooddrake is known
by the name Ha ppy Summers. Hap py is
a brazen little ha lfling with blond hair,
blond chin whiskers, a nd a mischievous
gleam in hi s dark , beady eyes . He usuall y walks a round with a green cloak
ove r his s houlde rs and some tim es wears
a wreat h of twigs and thistles on his
he ad (n ot a popular custom in Wist.il).
Ev en when disguised , the wooddrakc
cannot resist playin g pr a n k>! on othe rs.
These pranks are u su ally benign,
though its penchant for pickpocketing
can be irkso me. The ot h er half'lings
consider Ha ppy a live ly addition to
their communi ty ; no one s uspects him of
pois oni ng the apple trees.
The wooddrake t ra ils the par ty all the
way from Wist.ll to Brufnu's house,
hoping to foil their pla ns at some point.
At first, the drake tries to remain detached from the PCs, using it s ke en
se nses to follo w t he party's track s, O nce
outside the village, it ca n pulymorph
it self into an elf to better keep up. In
this form , the wooddrake appears as a
s li m male elf named Ke t h , with blond
36 Issue No. 48
THEM APPLES
-I
~.
. ~.
Miles
,J:;..0 X;
Meve g is trying to be a good hostess for
her admirer. She gets rea II)' irked when
human and demih uman vermin enter
her la ir. and she beats them with her
huge wooden spoon until t hey leave.
Any intruders who dare rema in are
clubbed se nseless and then discarded
outside li ke garbage. If Brufnu is
present, he will assist.
:\Ie\-eg's hovel is 40 ' in dia meter a nd
25 ' h igh . A large pile of dusty furs
se rves as the giantess's bed. Under the
fu rs is a 5 ' x 3' x 2' wooden tru nk con ta ini ng 2.052 cp , 1,322 ep, 258 gp , three
gem s (50 gp each), and two poti ons Ie/as-
DUNGEON
37
THEM APPLES
G. Brufnu's House.
This immense house is obviously
proportioned for a giant, although
it's certainly large enough to house
more than one. The building has no
apparent windows and is made of
horizontal wooden logs expertly
plastered together. The path of white
stones ends in front of a 14'-high
iron-bound wooden door set into one
corner of the house. The door handle
is 7' off the ground. Except for the
house and a few patches of wild
grass, the hilltop is bare.
One hour after the party arrives at
the giant's house, Brufnu leaves area E
and makes his way home. For reasons
described in "The House on the Hill:'
Brufnu is joined by the giantess Meveg.
Ordinarily, it would take Brufnu no
more than two hours to make the return
trip home. However, he's just gorged
himself on roasted ore and has been
conscripted to lug Meveg's hefty treasure trunk. As a result, the return time
is lengthened by one hour. Hence, the
PCs have only four hours to rescue the
halflings and obtain the druids' potions
before the two adult giants arrive.
Brufnu, a naturally gifted carpenter,
built this large house for himself and
his family years ago. He's very proud of
his achievement and considers himself
far smarter than the average hill giant
(as indeed he is). The front door is not
locked. Like all doors in the house,
however, it requires an Open Doors roll
to open (PCs with exceptional Strength
get a bonus to this roll). Normally, a
door can be opened on a roll of 5 or 6 (on
Id6). All doors are made of 1'-thick, 14'high solid oak.
PCs can also enter Brufnu's house by
climbing down the chimneys into areas
3, 4, 6, or 7. Those of human size or
smaller can be lowered down the chimneys without getting stuck. However,
all the chimneys except the one leading
to Brufnu's bedroom (area 4) have fires
burning at the bottom. A thief can
38 Issue No. 48
climb up and down the chimneys without the aid of ropes, grapples, or other
apparatus if he makes a successful
Climb Walls check.
The walls of Brufnu's house are made
of solid 2'-thick wood logs. Scaling the
outside walls of the house requires
thieving skills or climbing equipment.
The height of the house (not including
the gently sloped, slate-tiled roof) is 20'.
Moving across the weatherworn roof
tiles requires a Dexterity check at + 2.
Anyone falling off the roof and hitting
the ground (the result of a failed Dexterity check) suffers 2d6 hp damage.
Innovative PCs can enter the house by
digging a tunnel under the log walls.
The ground upon which the house sits is
rocky and hard. Digging a narrow, oneperson tunnel to the building's interior
requires a minimum of nine hours of
work for one person. Only three PCs can
work on the tunnel at one time. (Hence,
three people can excavate a narrow
tunnel in three hours.)
THEM APPLES
Brufnu's H ouse
AreaG
N
I
' \ -
1 square - 5'
T he H o u se In te r io r
\ ~,
Brufnu'a hou se has no windows, renderi ng its cha mbers pitch bl ack wit hou t
ill umination . Fortuna tely, sev er al torch
T he Co lor M ap
Included with this adv enture is a ful l.
color map of Brufnu 's house . The map is
mea nt to be used in conjunction ....-ith
D&D minia tures or paper cut-outs. With
the map laid out flat, cover each room of
th e house with a piece of pape r cut to the
proper site. As the PCs peer into or enter
each room, rem ove the appropri ate piece
of pa per. Na turally, anyon e without a
light source or infrev ision should not be
allowed to see a room's interior un less the
chamber is lit .
o~
s-,- f~
/'
!'J:~
1
DUNGEON
39
THEM APPLES
Beyond the western curtain is Brufnu's cloakroom (area 2). Heavy wood
doors lead to the giant's trophy room
(area 3) and bedroom (area 4). See area
G for details on interior doors.
The torches that illuminate this hall
will continue to burn for two hours
before they must be replaced. (Extra
torches are stored in area 5.)
2. Cloakroom. PCs without infravision will require a light source to see
the contents of this chamber.
The curtain conceals an unlit chamber
filled with a variety of odors, most of
them attributable to torch smoke or
unwashed clothing. Three large iron
hooks are nailed to the north wall 12'
off the floor. Hanging from one of these
hooks is a large huntsman's cloak made
of goat hide. Fastened to the south wall
at a height of only 9' are three more
hooks, with a smaller cloak made of
wolf fur hanging from the nearest one.
At the far end of the room are two pairs
of deerskin boots designed for largerthan-man-sized individuals.
The huntsman's cloak (belonging to
Brufnu) reeks of blood and sweat. The
smaller wolf-fur cloak is used by Reynid and Veiga. The boots belong to the
ogre-sized sisters as well. An unlit
torch juts out of the east wall near the
entrance. There is nothing else of
value or interest here.
3. Trophy Room.
A large fire crackles in the hearth of
this huge chamber. Other than the
fire, there are no lights, although
two unlit torches jut out of the east
wall. Your attention is immediately
drawn to the various animal heads
mounted on wooden plaques on the
walls, 12'-15' above the floor. Two
large bearskins lie on the floor under
a pair of cluttered, l'-deep shelves
carved into the thick log walls. Carefully cut logs have been stacked next
to the southern door, and two cracked
stone chairs of huge size and an
equally giant table occupy the middle of the chamber. A large ale stein
of beaten copper sits atop the table.
Between the fireplace and a curtaincovered doorway, a barrel of large
spears stands in front of a heavy rope
net that hangs on the wall.
40 Issue No. 48
TH EM APPLES
5 . Storage Room. PCs without infra vision will need a li gh t source t o se e the
conte nts of t his r oom.
If Reynid has not bee n alerted to Intruders, the PCs can hear he r cleaning
up the kitc hen (a rea 1). She h as a 75'1
chance of hearing a ny lou d noises inside
the storeroo m. If she sus pects intru ders,
Reynid fetc hes her sister and they bot h
explor e the room .
The follovving items are stored on th e
lowest shelves (l'.s' above the floor): three
10' x 12' wool blankets, three norm al sized lanterns (wit hout oil), a 2'/;(\uare
wooden box cont a ining 175 nails, six
large sacks (empty a nd folded ), and three
pairs of giant-sized leather boots.
The following items are ke pt on t he
DUNGEON
41
THEM APPLES
42 Issue No. 48
THEM APPLES
DUNGEON
43
THE OBJECT
OF DESIRE
BYGARY O 'CONNEll AND lUCYA SZACHNOWSKI
"The Object of Desire" is a D&D!' edventure wTitten in the trad ition of th e A rabian Nights. Thi s adventure is inte nded
for a party of 4.6 predominantly goodaligned PCs of levels 5-8 (about 35 total
levels), including at lea st one cleric
(whom the DM should try to keep ali ve, if
possible, for much of th e advent ur e).
Th e scenario be gins wit h a sea voy age
betw een tw o caliphates. The PCs should
be on good te rms with one ofthe ruling
caliphs or ha ve been recommended by a
former patron of high status. Within
this modu le, the ca lipha tes are ca lled
Susan and Samarkand , but the OM may
substi t ute different cities a nd ot her
pat rons to suit the campa ign .
Many of the NPCs in th is scenario use
Arabic-st yle weapons such as the scimita r (a medium-le ngth curved sword ) and
the j ambiya (a cu rv ed double-edged
da gger). The OM should use st atist ics
for a normal sword and a normal dag ger
respectively. Most hu ma ns wear light
arm or or no armor due to the intensity
of the heat in th is region . Anyt hin g
heavier than leat her a rmo r in curs an
attack penalty of -1 per poin t of armor
class lower than AC 7. Shields do not
add to the penalty.
Several of the creatu res enc ountered
in this adven tu re are more full y descr ibed in the Creature Catalog, but
enough information is gi ven he re t o r un
the adventure.
26 Issue No. 50
DUNGEON
27
28 Issue No. 50
The Voyage
While the ship is under way, someone
must always man the tiller, which is
situated over the cabin. Close maneuvers such as docking must be handled
by an experienced sailor. All the crew
except Ali are sufficiently skilled. Wind
and weather conditions will be favorable for the entire journey, allowing the
ship to make good headway. Read the
following to the players to set the scene:
With good wind in her sails the dhow
heads south, skimming the coast as
gulls follow her wake. The sky is clear,
and there is a light swell in the sea.
Vizier Trouble
Snakes Alive!
Kldnappedl
Throughout the day, the ship continues
to hug the coastline, carefully avoiding
the cliffs and offshore reefs that make
the coast of Algarin hazardous. Hidden
from view behind the cliffs lies the
palace of Firouz the beholder. As the
party's dhow continues its westward
trek, the beholder gazes into his mirror
of desire (see sidebar) and sees Princess
Yasmin in her cabin. Entranced by her
beauty, the beholder sends three of his
gargoyles to cause a diversion while he
uses the powers of his mirror to kidnap
Yasminhimsel(
Firouz's gargoyles approach underwater from the cliffs several miles away.
Having no need to breathe, and using
their wings for propulsion, they may
remain undetected until they surface
beside the boat. The setting sun's reflection on the water partially blinds the
lookout, giving anyone in the crow's
nest only a 1-in-8 chance to spot the
gargoyles before they emerge. Read or
paraphrase the following to the players:
A gray-winged creature with stony
skin erupts from the foam in front of
the prow, and two more burst out of
the sea on either side. Flicking their
wings, they swoop toward the deck,
claws outstretched to attack.
The gargoyles' sudden appearance has a
Sea Caves
1. Shingle Beach. Beyond the reef, a
clear lagoon with a narrow, blackpebbled beach lies hemmed in by high
cliffs. In better times, Sultan Firouz
moored his boats here. The cave complex that extends into the cliff was
excavated for easy access to the beach.
Read or paraphrase the following as the
PCs approach the beach:
DUNGEON
29
,,
, C h..81
..
. ..
OJ
3 )
II IIIt II i1111
0\""'-"=~::1:::"'-!
" "J"":"':"':"::::;:::::::::::::.-;
Wood.."
Slum p s
''
~I \
- N
Sea Caves
1 square" 10'
30 Issue No, SO
tasting potions of super-healing; a dagger +]; and a waterproof case containing a magical scroll with the spells
detect magic, locate object, and protection from evil]0' radius.
4. Eyes in the Dark. If the PCs climb
the stairs toward area 5, read or paraphrase the following to the players:
The carved steps lead upward out of the
water. Fifty feet ahead, you see a rustencrusted metal gate through which
you glimpse a pair of red glowing eyes.
The gate is locked and cannot be
picked due to centuries of corrosion. The
lock can be forced open with a combined
total of 30 Strength points. The glowing
eyes are actually a trick set in area 5.
5. Disused Guardroom. This large
room was once used by Sultan Firouz's
guards. It contains a stone bench and a
few rusted hooks on the walls. None of
this is immediately visible, because the
room is pitch dark. The glowing eyes
disappear the instant any light is
brought to the metal gate. The eyes are
just magical paint and were put on the
wall to deter unwelcome visitors. The
eyes have no effect apart from the glow.
If the PCs want to rest in this room,
they will not be disturbed. The only exit
from the room is a stone door set into
the west wall. Beyond the stone door, a
set of rough-hewn stairs zigzag up
through a natural fissure to the top of
the cliff (area 6).
6. Cliff Top. When the PCs reach the
cliff top, either through the fissure from
area 5 or up the cliff from the beach,
read or paraphrase the following to the
players:
Looking back toward the water, you
can see your dhow moored safely in
the lagoon. Youcan just barely see
Mustafa supervising Ali, who is moving the vizier's largest trunk into the
princess's cabin. Inland, as far as the
eye can see, lies the parched desert.
The only feature breaking the monotony of the wasteland is a twin-towered
building several miles farther north.
princess was carried. As the party approaches Firouz's qal'at, read or paraphrase the following to the players:
The building is surrounded by a high
white wall over which you spot a
green, domed roof flanked by two dull
white towers. As you draw nearer, you
can see that the whole structure is
rather dilapidated. Shards have fallen
from the marble walls, and the green
roof seems to be badly tarnished copper. Younotice that you are walking
over the vestiges of a small village
worn down to its foundations by the
ravages of time. As you cross the
parched ground, winged creatures rise
up from the tops of the towers and flap
toward you.
These are two gargoyles (hp 20, 17)
plus any that survived the attack on the
ship. They take two rounds to enter
melee range, and approach from different sides to avoid area-effect spells. The
gargoyles attack until destroyed.
The Story Unfolds
The PCs arrive at the palace hoping to
rescue Princess Yasmin, only to find her
trapped in the company of the beholder
sultan, Firouz al-Algarin. Although the
party could confront the beholder and
attempt to wrest the princess from his
clutches, there is a way to save Yasmin
without harming the cursed Firouz.
A benevolent ghost will offer to help
the PCs rescue the princess. (See area 5
of the qal'at.) The ghost, a former servant of Firouz, believes it knows the
secret to restoring the sultan's humanity. Contained within the palace's eastern tower are notes detailing the
process for preparing a potion that will
restore the sultan's sanity. The ghost
wrongly believes that the potion will
also transform Firouz back into a human being, when in truth the potion
will restore only his human mind.
Once the PCs have found the necessary ingredients (see area 12 of the
qal'at) and concocted the potion, they
must find some way to administer it to
Firouz (preferably without his knowledge). Years of existence as an eye tyrant have made Firouz a dangerous and
unbalanced creature. The beholder
dislikes the presence of outsidersexcept, of course, the women he brings
through his mirror ofdesire.
The company of Yasmin has distracted
Firouz and made him unusually pleas-
ant. He does not anticipate any retaliation for the princess's abduction and has
made no effort to post guards, other
than his gargoyles. The PCs should be
able to enter and explore Firouz's palace
without the beholder being aware of
their presence.
The PCs must act quickly, however,
for the cursed sultan has already made
plans to wed Princess Yasmin. If the
PCs restore Firouz's sanity, the sultan
will call off the wedding and seek to
make amends. He also asks that the
PCs help restore the life of his beloved
Aurelia. Yasmin, feeling pity for the
beholder, will ask that the PCs help to
undo Firouz's curse by tracking down
the villain responsible. (See "The Fortress of Nazir al-Azrad" for details.)
Qal'at Grounds
1. Entrance. An open archway leads
into the courtyard surrounding the
twin-towered palace. Above the archway, a chiseled message reads:
DUNGEON
31
THEOBJECTOF DESIRE
Qal'at Gr ou n d s
1 sq ua re 20 '
(.
2
"
~~?_ ... _ J.
.J"
-,,
,"
,t
,,
_ .
,, '
,",
I"
1 I
,I
er armor, tunics, baggy pants, and turbans. They bore sh ields and brandished
sci m it ars. (On e of the weapons has
32 Issue No, 50
Except for the double doors, the beholder's t hro ne room (ar ea 5) is completely enclosed by the filigree screen.
Th is ornamental mes h of intertwined
silver wire blocks visi on except when
peered through from close u p; the
scree n cannot be parted or lifted without excessive force, and not wit hout
damaging it. The corridor th at encircles
t he central cha mber allo ws access to the
t win t owers. The bronze door s leading
to the towers are u nloc ked.
If t he party ma kes noise in th e circula r h a llway, the occupant ofthe center
room will dism iss the disturbance as
being caused by the gremlins in the
k itchen . (See ar ea 7 of the qal'at.) If the
n oise is excess ive , t he a nnoyed sultan
may investigate (50% chance),
5, Throne Room, Behind t he door
and screen lies the sultan's throne
room . The door in t he scree n has a fancy
sil ver lock that is currently secured. As
soon as the PCs get close enough to see
t hrough t he filigree, read or pa ra phrase
the followin g to the players:
Your eyes are immediately drawn to
the huge spherical monster currently
resting on an enormous pillow near
the cente r ofthe room. A beautiful
woman whom you've never seen before
gently pats its brow with a damp cloth
and feeds it figs from a large seashell.
The monste r's central eye is closed
tightly. It appears to be rapt in pleasure as rivulets of water trickle down
ita bulbous hide. Its other 10 eyes,
each affixed to a ru bbery stalk, stare
toward a gilded cage in which Pr incess
Yasmin languishes.
The floor of the room is covered
with sil k cushions a nd pillows. Near
t he ea ste rn wa ll, a h uge golden goblet sits atop a small circular ta ble . A
large glowing crystal suspended on a
chain fro m the ceili ng illuminates
t~e room, two keys-o ne gold, one
Silver- hang from this crystal. A
5'-dia meter circu lar hole is visible in
the ceiling, 30 ' above. A lar ge gilt fra med mirror is fixed to t he far wall.
The monst er is Sultan Firouz aIAlgarin, the beholder. His mirror of
desire h an gs on the north wall behind
hi m. (Only th e sultan can use this magi cal ite m; see the sidebar for details.)
Th e seashell is a horn ofplenty from
wh ich F trouz and his wives feed . It is
capa ble of producing food and dr ink for
The Qal'at of
F irou z al-Algarin
1 square "" 10'
Fourth
Level
N
.-
Third
Level
Second
Level
9
Gr ou n d
Level
10
Basement
20 people a day. The glowi ng crystal
(l00 gp :--alue) has a continual ligh t spell
cast on It. The golden key ha nging from
the crystal opens Yasm in's gilded ca ge.
Th e silver key opens t he filigree door t o
the room. Th e goblet resting on th e
sultan's ta ble iewortb 2,500 gp o
Before the PCs declare the ir actions
for t he round, read or pa raphrase the
following to the player s:
The monster speaks to Pr incess Yaamin wh ile glancing mou rnfully towa r d t he woman standing dutifully
DUNGEON
33
sighs deeply and rotates to face Yasmin, opening his large central eye
and saying, "Tomorrow at sunrise
you shall be my new bride:' A mome~t later, another eye nonchalantly
emits a blue beam that levitates the
statue of the beholder's former beloved through the hole in the ceiling.
If the PCs seem prepared to charge to
Yasmin's rescue, insert the following
encounter just before the party does
something rash:
34 Issue No. 50
The grem li ns will not attack 8 wellarmed party, preferring to back away
from a fight unless they outnumber the
PCs by three to one. They are rather
irritable and insolent, and are not above
hurling cake batter at PCs who provoke
them. If chased from the kitchen, they
cover their escape by throwing lumps of
batter and cooking ute nsil s.
The gremlins can eas ily be bribed
with food or treasure, or fooled into
thinking the PCs are guests of the beholder. Speaking in stil ted Common. the
shaman can provide accurate information about what lies in the west tower
and the ma in building. The gremlins
have never been in th e sultan's bedroom
(area 18 of the qal'at } because of " da b
metal man" (iro n living statue), No r
have they entered t he east tower, becau se t hey are scared of " dab eee-thru
man" (Kha lid's ghosl).
The only ex its from the kitchen a re
the ea et and west stairwe lls. a door in
t he south wall that leads to t he eerva nts' quarters (area 8 of t he qe l'et),
a nd a door in the north wa ll that leads
to th e larder (area 9).
Abu. gremlin s bama n : AC 7; HD
It. t t (5); Shaman4 ; hp 11; M V 120'
(40'); 'AT special; DIng special or by
spell type ; SA ch aot ic au ra ; Save E1;
ML 12; !NT 9; AL C; XP 275; RCJ18l.
Spells: CUrt! ligh t wo undl, ligh t, hold
pe rson.
Gremlins (9): HD It t (5 ); hp 4 ea ch;
IAT special; Dmg special ; Save EI ; XP
16; other statistics a s for Abu . None of
these gremlins can cast spells.
East Tower
The party will be safe here as none of
th e qal' at's curren t inhabita nts ever
enter. The gr emlins are afraid ofthe
ghost, a nd the beholder is too big and
needs nothing from here any way.
II. Chapel.
Within this disused chapel are sev eral vases of deied-u p flowers. The
walls are decorated with faded. holy
writing. and on th e far side of the
room two gold rings rest on a cush ion
atop an altar. Dust a nd cobwebs are
everywhere.
The holy wri ting r ad iates a faint
magical aura . Th is is th e blessing re quired to mak e t he mag ical potion that
will restore the beholder's sa nity. (See
" The Story Unfold s," " Pre pari ng the
Potion;' and area 12 of the qa l'at for
details.) The chapel st ill holds the t wo
gold wedding r ings (500 gp each) intended for the sultan and Aurelia . PC clerics
may suspect that the room was set up
for a weddin g service, although no one
has ente red here for a very long t ime.
12. Library.
As you ente r this room lined with
bookshelves, your attention focuses
on a seated human skeleto n collapsed over a book on a large desk in
the middle of th e lib rary. Next to th e
sku ll, the sk eleton's bony hand rests
on an overt urned glass ink bottle. A
wide pa tch of ind igo has spr ead from
DUNGEON
35
In sorrow I must relate herein the tale oj my master, Sultan 'Firouz al-7llgarin. flhis tale
began the night my master peereJ through his magical mirror anJ behelJ a woman oj such exquisite beauty that his heart 10ngeJ to be with her. flhrough the suiface oj the mirror he was transporteJ to her presence, traveling across the Vast, moonlit Jesert like a shooting star.
flhefair laJy :Jlurelia returneJ with 'Firouz that Very night. Her arrival brought much happiness anJ reverie to the sultan qal'at. 'Few were surpriseJ at the haste with which their marriage
was arrangeJ. HoweVer, the next Jay Juring their weJJing, all revetie was shattereJ with the
suJJen arrival oJ:Jlurelia father, Nazir al-:JlzraJ, who curseJ :Jlurelia for betraying him anJ
JamneJ 'Firouz for stealing his Jaughter. In his rage, Nazir useJ his magical stqf{ to tran.{[orm
the sultan into an eleven-eyeJ monster anJ slew the holy cleric about to marry the couple. 'Finally he turneJ upon his Jaughter anJ changeJ her into a statue oj purest unliving crystal. With
blinJing Jury he vanisheJ, taking his Jaughter from the sultan sight forever.
My master was Jriven maJ by the shock oj his own tran.{[ormation anJ beholJing that oj his
beloveJ. His memories were jarreJ from him, anJ he useJ the fearsome powers oj his eyes to
Jestroy all who stooJ before him. flhe court became an empty reflection oj its former self, leaving
'Firouz as 10rJ oj nothing.
When the Jestruction enJeJ, he turneJ his eyes to the magnificent mirror, anJ a beautiful
woman from a nomaJic tribe was shown to him. :Jl prisoner oj his own feelings oj loss anJ regret,
he useJ his mirror to capture her anJ charmeJ her with his power. He kept her as his wife until
her looks were surpasseJ by another, at which time he immortalizeJ the nomaJ woman remaining
beauty in stone.
flhus I fear the centuries will pass as the sultan tires oj his concubines, petrifies them, anJ
takes new ones. 'But as his hall fills with statues, his heart will grow lonelier. Now, oj all his
true frjenJs, only I, his scribe, remain. I hiJe in my library where the sultan never Ventures anJ
have spent my time searching for some remeJy for his curse nchantment. I believe a cure is
possible, though I myself am unable t ect it, . e the pone s re be
the ceremony be
y abilities.
flhe cure re
flhe e
this i
36 Issue No. 50
DUNGEON
37
38 Issue No. 50
.~
!II.
~
!/
The woman is a lamara named 'Iamarind who is using her powers of illusion
to make her snakelike lower body look
like a pair of human legs. She has
charmed the gardeners and serves Nazir because he has promised her immor-
2. Guardian Room.
DUNGEON
39
40 Issue No. 50
invisibility. The rest hold various alchemical ingredients including corrosive acid (the exact effects of which are
left up to the DM).
The partially disassembled construct
on the slab is a mek that Nazir purchased from a contact who deals in
exotic goods. The wizard has been slowly disassembling the creature while
making notes on its construction. He
hopes to someday be able to create more
such monsters. In its current condition,
the mek is merely a 7' torso with arms.
Its chest lies open, revealing numerous
gears and wires connected to a piece of
clear crystal about the size of a hen's
egg.
Although it appears inert, the mek
tries to clutch at anyone who gets within arm's reach. Its breath weapon has
been deactivated, and it cannot move
faster than it can drag itself by its
arms. The mek can use only one arm to
attack, as it needs the other to balance
itself.
Incomplete mek: AC -4 (shell), 0
(exposed components); HD 6 (M); hp 30;
MV 12' (4'); IIAT 1; Dmg 1d6 x 10; Save
F13; ML 12; INT not ratable; AL L; XP
275; RC/192 (modified).
7. Forge. The door from the hall is
locked, but the door leading from area 6
is unlocked. Both doors are warm to the
touch. When the PCs open either door,
read or paraphrase the following to the
players:
Waves of heat assail you as you open
the door to a forge. Your attention is
drawn to a 10'-wide pit in the middle
of the floor, a pit that radiates a redhot glow. The pit is ringed with a
brass chain spiked to the floor. Above
the pit, a small crucible for metal
ingots is suspended from a winch.
The room is hot but bearable. The
temperature inside the pit, however, is
scorching. Anyone climbing into the pit
without protection from fire sustains
1d8 hp damage each round.
An efreeti named Myrage is magically
bound into the 20'-deep hole. He has
been forced by Nazir to serve as a forge
and is extremely angry about it. He sees
the party as a means of escape and will
offer information in exchange for his
freedom. Myrage knows the following:
Nazir imprisoned him here many
years ago and forces him to heat his
forge. The sorcerer is currently using
42 Issue No. 50
Area 17
Side View
anyone in the corridor who is not wearing one of Nazir's rings of returning or
who is not escorted by at least two others wearing these rings.
Crystal living statues (4): AC 4; HD
3 (M); hp 15 each; MV 90' (30'); NAT 2;
Dmg 1d6/1d6 (fists) or 1d8/1d8 (crystal
scimitars); Save F3; ML 11; INT 7; AL
L; XP 35; RC/208.
17. Chamber of the Flame.
You stand just inside a huge, 100'wide octagonal room. The walls are
lined with row upon row of tall crystals, most of which seem to have
people trapped inside. Coiling around
the middle of the room, a spiral
metal ramp disappears up into darkness and down into a circular pit.
White light flickers from below and
is refracted around the chamber by a
10'-wide crystal disk suspended directly over the pit between four stone
walkways.
The metal ramp spirals upward to a
height of 100', going past nine levels of
crystal prisons (40 prisons per level,
except the first level, which has 35).
About two-thirds of the crystals are
occupied; the remainder are waiting to
be moved to area 14 of the fortress.
The crystal prisons contain people and
creatures captured by Nazir's followers.
While they are trapped, their life energy is gradually fed to the White
Flame. The prisoners are all in stasis
but exhibit the effects of hideous diseases and deformities. Any victim not
rescued within a day of imprisonment is
permanently linked to the Flame and is
beyond recovery by any means short of
a wish. If any of the crystals here are
smashed, the bodies inside disintegrate
into a vile, odorous sludge.
DUNGEON
43
44 Issue No. 50
'"
.'"
!
DUNGEON
45
Nazir's Fortress
Areas 18-25
20
21
1 square = 10/
.-
22
46 Issue No. 50
Heart's Desire
If Firouz fires his anti-magic ray before
Nazir escapes, read or paraphrase the
following to the players:
As the strange light from the beholder's central eye touches the statue,
the red heart-shaped light within it
winks out. The figure shimmers as it
is transformed into a beautiful
raven-haired woman. At the same
instant she swoons, Nazir shudders,
clutching his chest.
Nazir is now vulnerable and will feel
any damage he has taken. If he has
already been reduced to negative hit
points, he collapses to the floor and dies
immediately. If he survives his daughter's "awakening:' he realizes the danger he is in and begs for mercy. He warn
the group that Aurelia will revert to
crystal as soon as the beholder's antimagic ray ceases to fall on her-which is
true. Nazir is vengeful and untrustworthy. The DM must decide if he keeps
any promises he makes to the PCs,
based on how well the players role-play.
Both Aurelia and Firouz can be permanently restored to their true forms
using the ring of wishes on her finger.
The one wish remaining must be properly phrased, something like, "I wish
the enchantments Nazir al-Azrad placed
upon Aurelia and Firouz were forever
revoked:'
Alternative Ending
Some DMs might prefer the following
ending to using the ring of wishes as a
solution. Although unorthodox, this
ending fits the style of the Arabian
Nights:
...
DUNGEON
47
THE
.~
Kyrrak's Lair
1 square '" lO'
"The Witch of Windcrag" ill a D&W' SideTrek designed for a party of 4-6 player
characters, levels 23 (about 12 total levels). Th e OM will need onl y the Classic
DUNGEONS & D RAGONS~ Rules and Adventures Book <DO) from the boxed game
or the 0&0 Rules Cyclopedia (RC ) to run this short encounter. The OM can detail
will swoop down out of the clouds and carry you otTfor her dinner," or "If you
don't go to bed right now the witch will come and turn you into a bat. Then you
can stay up all night-every night!" You've gro wn up hearing a wide array of
tales about the my steriou s old spellcaster rumored to dwell in a cliffside cave on
Windcrag Mountain. The only consiste nt detail in these sto ries is the location of
t he witch's abod e, 80 you and your friends are mounting an expediti on to
investigate her lair and discover the truth about this legendary figure .
42 Issue No. 51
'WITCH OF WINDCRAG
approach their goal, read or paraphrase the following to the players:
A narrow ledge crawls up the sheer,
100'-high cliff face and ends at the
dark mouth of a cave. After negotiating this climb, you find yourselves at
the entrance to the witch's dwelling.
The overwhelming stench of offal and
carrion comes from the pitch-black
cave, and over the howling of the wind
you hear a faint tinkling sound.
1. Kyrrak's Security System. The
strange tinkling noise the PCs hear at
the cave entrance becomes louder as
they proceed deeper into the cave. The
sound comes from a line of wind chimes
strung just inside the entrance to Kyrrak's lair as a crude alarm. The string
of chimes-hanging 1 1/2' off the
ground-stretches across the entry passage and has been treated with an invisibility spell. Unless the chimes are
detected, the first rank of PCs to enter
the lair walks right into them, and their
jangling reverberates throughout the
cave. Each PC must roll a Dexterity
ability check or trip over the line of
chimes and sprawl to the floor. Those
who fall must then make Strength
checks or drop any weapon, torch, lantern or other items they are holding.
If the PCs blunder into the harpy's
alarm, the jangling chimes and falling
bodies will alert Kyrrak to the intruders. She serenades visitors with her
charming song. If claimed and cleaned
by the adventurers, the fine porcelain
chimes are worth 100 gp (the harpy got
them from a merchant she attacked
near her mountain).
DUNGEON 43
THE CENTER-OF-THE-WORLD
44 Issue No. 51
"Elexa's Endeavor" is a D&D~ advent ure designed for 4-6 pl aye r characters
ELEXA'S
ENDEAVOR
BY CHRISTOPHER PERKINS '
38 Issue No. 53
ELEXA'S ENDEAVOR
-,
know alignment.
Elexa is 20 years old with fair skin and
dar k hair. She stands 5'10" tall, with a
slight build, a kind face, and gentle manner. Her limp is a constant reminder of
t he fir e giant's brutal ass ault.
E lex a will accompany t he party for
the remainder of the adventure. H er
healing sk ills may prov e inval u able,
especially if the ad ventur in g party
lacks a cle ric .
To th e Castle
H arken's ca stl e is 20 miles south of
Keswig, almost a day 's journey by foot .
The PCs m ust t raverse t he hills and
wil d pastures but ha ve no dange rous
enc ounters along the way.
As the PCs r each t he t op of a grassy
knoll. they see the castle for th e firs t
time. Rea d th e following:
El exa gu ides you to the top of a grassy
k noll. "I use d to pla y here as a child ,"
she sa ys. "From he re , you can see the
whole of my uncle's land."
The kn oll is surrounded on three
sides by trees and pastures. To th e
south you see a small lake nestled in
a valley. A castle of moss-covered
st one sits on the edge of the misty
lake . " There it is;' says Elexa . " My
uncle has lived t here all his life ."
The castle looks several hundred
years old. A single tower rises in its
south ern corner, and the roof is covered
by a weather-worn battlement. On
closer inspection , you notice that the
castle sits atop a crag, about 20' from
the lak e shore. The castle's drawbridge
has been pulled up, and thin plumes of
smoke are rising from the roof.
" I' m no t sure how many brigands
DUNGEON
39
ElEXA:S ENDEAVOR
40 Issue No. 53
ELEXP:S ENDEAVOR
The Wo o d s
1 Inch =1 Mile
~
Werewolves' Path
.. . . .. .... . . . . , . . . . . , Gluindil's Path
N N
.....
Werewolf
.
L air.
...... __ ...
~~<z~i'i
....
.-,
. . N
,."
. ....
. ".'
"'-- "':
.
.:
o
I
0.5
I
.,...." ." 0
..
, .... 0'
~
..
\
\
...............
"......
... .............'.
. . .. .. . . ..
".'-"T"':~~
Killer Trees
Miles
on his behalf.
Koomdawr, cheval1: AC 5; HD 7*;
hp 39; MV 180'(60 '); /IAT 2 h oovesll
weapon; Dmg 1d6/1d6/by weapon; Save
F 7; SZ L ; ML 9; INT 12; AL N; XP 850;
CC/21. Short bow, 15 arrows + 1. The
statistics given are for Koomdawr's
cen taur form.
The H unted
As th e party mem ber s continue their
tr ek through t he woods, t hey happen on
some stra ngers Read t he following text:
Up ahead, you see four green-robed,
dru idlike figures walking single-file
through the brush. The leader is leaning heavily with the aid of a roughshod cudgel. The druid at the back of
the line looks much youn ger than the
others and is eating a ri pe apple.
The approaching figu res are not
druids but werewolves wearing druids'
robes. They are look ing for one of their
com r ades wh o was ch a sed away by the
chevall. If Koomdawr is with the party,
he will recognize the werewolv es by
their smell; h e will un leash a small
flu rry of arrows without warning and
DUNGEON
41
42 Issue No. 53
Ja rrow's To wer
Read or paraphrase the following when
the PCs reach Jarrow's t ower:
F urther ahead, t hrough t h e tr ees,
you ca n see a peculi ar st ru cture built
atop a r ocky knoll. The tower w idens
at the to p, and the walls are encrusted with gr een moss, giving t he structure a passing resemb la nce to a large
mushroom .
However, the t ower 's pecu liar
ELEX,o;S EN DEAVOR
2. Wizard's Pawns.
row's tower is r eal. Whe n the PCs a pproac h t he castle, it will spot th em a nd
h iss loud ly before gliding to attack. The
creature is t oo stupid a nd aggressive to
retreat; it figh ts to t he deat h.
The feywing was responsible for J a rrow's demise . It swooped down on him
while he was s urveyi ng the count rys ide
from hi s tower roof. Jarrow's re mai ns
can be found on the rooftop (area 10).
Fcywing: AC 4; HD 7 + 1; hp 44; MV
60' (20'), fly 180' (60'); NAT 3 bites or 3
horns (or comb ina tion); Dmg 2d4 (bites)
or Id10 (horns); Sa ve F7; SZ L; ML 9;
INT 4; AL C; XP 450; CC/39.
1. Ent r ance. The door to J errow's
tower Is made of stu rdy iron-bound oak
and has been wizard rocked a t th e 17th
level of ability. PCs may use knock
spells to gai n entry to the tower, hut
only a auocessful dillpel magic will per manently un do .Iarro w'a wizard lock.
Beyond the doorway is an unlit, 20'
long corri dor with an other oak en door
set into the far wa ll. Neatly burned into
the surface of the door is a pecu liar sigit
shaped vaguely lik e a "J." In the ceiling
above the door are several sma ll mur der
holes.
The PCs may pass beneath the murder holes safely, but one of J errow'e
guardian constructs is wa tching t he
adven turers throug h the murder holes
(see area 4 for it s statistics). The conetruct does nothing but watch the intruding party.
The door leading to Jarrow's parlor
(area 2) is unlocked. The aigtl on t he
door is J arrow's insignia.
Jarrow's Tower
1 Square '" to'
-t+t--
-,
~r:-
- ~ .
_.
First Floor
[1-j- +
.
..
Ff-I ... ~
_
Second Floor
+++
1
_o~:-
1--
- %I~
19
Third Floor
-H-j-t
- 00
--j-
~--- H-
--
Roof
DUNGEON
43
1=
10
r-
El EXA'S ENDEAVOR
44 Issue No. 53
ELEXIl;S ENDEAVOR
Rrrow~
Justheart Castle
J ustheart Castl e is r ough ly 90' sq ua re
a nd 75' high . The poster map included
wit h th is m odule shows all six level s.
Starti n g in the lower center of th e
poster ma p a nd moving clockwi se, the
levels are t he cellar, ground floor, znd4th floors, and roofto p. Th e cardin a l
points of the compass appear on the
r ooftop a s ornaments.
Th e ca stle wa s built ove r 150 years
a go by a barbarian h untsman na med
Deremon. Durin g a night of drunkenn ess, Deremon stagger ed off the rooft op,
struck his he ad on a rock, and drown ed
in the lake. Deremon 's mantle was
in herited by h is son Calde r, a ruthless
DUNGEON
45
ElEXA'S ENDEAVOR
46 Issue No. 53
bri gands. His manner ca n best be described as cheerful, even when he's shooting an arrow through someone's skull.
Th e elf has not always been like this;
when he first joined the brigan ds, he was
sinister and rather disquieting. But sev eral months ago, during a botched attempt to plun der a wizard 's lair, Em istil
was possessed by the wizard 's lifeforce
(thanks to a magicjar spell), The wizard,
seeking a new life, made transition permanent by destroying the receptacle
holding Emistil's lifeforce. The wizard,
Feyram , thus trapped himself inside the
elfs body.
FeyramlEmistil thoro ughly enjoys h is
new li fe as a br igand. He 's qu ite content
to take orders r ather than give t hem,
and he a dmires Malvir a for her sheer
ca priciousne ss .
Oceertc Marca d e (human figh ter ):
AC 4; F5; bp 36; ),tV 120' (40' ); I AT 1;
Dm g by weapon type; S 16 ( + 2), 1 12 , W
8 , D 12, C 14 , Ch 9; Save F 5; ML 9; AL
C; XP 400; chain ma il + I , bastard
sword (wit h a 25(}'gp ge m se t into its
dr a gon-shaped pommel), light crossbow
+ I , 25 quarrels, pouch containing four
cut ge ms 0 00 gp ea ch ).
Octario was second in line to a great
inh eritance, but was disowned after he
tri ed and failed to murder his older brother. 'Ib avoid paying for his crime , Octario
stole his father's sword and set out on h is
own , and he has been hunted by his
brother ever since. Octario joined the
bri gands for protection and has risen
through th e ranks quickly. H is swor dsmanship and arrogance ar e legendary,
and he genuinely believes he ill destined
to lead the bri gands some day. H is onl y
fear is facing his brother again.
Octario's pouch of gems was taken
from Har kon 's desk . For all his nob le
conceit , Oct ario is nothing more t h an a
scou ndrel a nd petty th ief.
Yan k Kelve (human thieO: AC 5; T4;
h p 15; MV 120' (40'); NAT 1; Dmg by
weapon type ( x 2 damage with backstab); S 12, 1 10, W 11 , D 16, C 10, Ch 6;
Save T4; ML 5; AL C; XP 125; Th ief
skill s: OL 30%, IT 25%, RT 25%, CW
90%, MS 35%, HS 24%, P P 35%, H N
45%; leather armor, short sword, light
crossbow, 18 qu arrels, pouch holdin g 5
pieces of stol en jewelry (50 gp eac h), t wo
vial s of poison (see below).
Yarik is a lazy and cowardly villain
with little regard for the welfare of cchers. H is only ambition is to become rich
and live like the fat. gold -to uting merchan ts he sees on city streets. Yarik has a
ELEXA:S ENDEAVOR
Party
Arrives
Bere
Jarrow's
Tower
o
I
200
I
Feel
DUNGEON
47
ELEXAS ENDEAVOR
Re.
48 Issue No. 53
2. Entrance Foy er. This dark chamber is tiled with polished slabs of red
marble. Suspended from the ceiling is
a n iron chandelier wit h se veral unlit
candles in its holders. Directly across
from the castle entrance are three alcoves , each containing a su it of armor.
The empty suits clutch swords and
maintain a constant watch over t he
chamber. Two archways lead to a larger
chamber beyond , and a narrow passage
to the south leads to the tower staircase.
The three suits of armor have bee n
weld ed at the joints to keep them erect,
so the armor ca nnot be wor n . Th e
swords may be r emoved a nd u sed as
weapons but are not m agical.
3. Dining H all. Two huge tables and
two iron chandeliers dominate this
75 ' x 35 ' chamber. Th e ropes suspending
t he chandeliers are t ied to hooks along
the northeast wall . A raised white marble
platform at one end of the chamber holds
a cloth-covered table and eight comfortab le chairs. Unlit torc hes are mounted in
the walls above the platform.
The J u.stheart family once held banquets
in this hall Before his wife died. Harkon
held great feasts and invited the families
of all the farmers and shepherds who lived
on his land. He also hosted hunters' banquets, although it has been yean since he
filled the room with merrymakers,
ELEX,6;S ENDEAVOR
Secon d F loor
8. Armo ry. Th is open area is fille d
with ite ms of particular interest to
figh ters. Disassembled suits of armor
ha ve been neatl y arran ged in racks and
in alcoves. Th e th ree tables along one
wall are cluttered wit h ga untlets,
breastp lates, helme ts, and weapons.
Among th e weapons an d pieces of ar mor
a re 15 iron-bound ches ts, four stools,
and a light ballista. Also visible are the
,,:inch mechanisms for both th e portculHees and cas tle dr awbridge.
Harkon Justheart is, among other
things , a skilled ar morer. Althou gh he
outfitted his magen guar ds, he usually
fashions ar mor just to alleviate boredom.
Although he is self taught and un able to
~ake magical armor, h is work is impreasive. The armo ry contains enough piecemeal armor to complete four suits of plat e
mail, 12 suits of chnin mail, and five suits
of ban~cd mail. The only things missing
ar e shields. All su its of armor are sized
for male hu ma ns, and man y of the chest
plates have th e J uatheart family crest
pa inted on them.
Of the 15 trunks in the armory, two ar e
opened and empty, plundered by Octaric
a nd Bolarny; the two chests tu cked under
the tables were empty to hewn with .
Thr ee of the closed trunks conta in several
hu ndred light crossbow quarrels; three
more contain heavy crossbow bolts by th e
dozens. Of th e remaining five chest s, one
holds 12 short swords; another contains
eight pair of gauntlets; another holds 24
daggers ; a fourth contains torches; and
the fifth holds chain mail mesh and loose
armor plates .
Apa rt from th e li ght ba llist a, the
other weapons stored in th is room include a hea vy crossbow, a ligh t crossbow, a broad sword, 16 normal swords
a nd tw o spears. A keg near t he n arro w
western door (leading to ar ea 10) cont ai ns a fine black powder. This is gun powder, alt hough the br igand s ha ven 't
figu red th is out yet. Harkon bought the
keg from a passing traveler who needed
to li ghten his horse's load. If ignite d,
the keg explode s for 12d6 hp da mage
(60 ' blast radius, save vs . dragon breath
for ha lf damage).
. 9. Comm on Ro om . Th is la rge room
mostly emp ty. 'Ibrch ea placed in
brackets a long the wa lls illuminate t he
chamber well enou gh to see a pair of
t ables at one end. Th e lar ger table h as a
game board and dagger lying atop it .
IS
Pe rhaps the r oom's most notable fea tu re, however, is it s stone forge. Nex t to
the forge is another t able made of et ur
dy oak, and this table suppor ts an an vil
and ironworki ng tools. Addit ion al tools
lea n against the wall behind the t able.
A la~g~ pa il of water sit s ne arby .
This I S where Ha rkon fas hions his
ar mor. In fact , an unfinished chest plate
a nd backplate st ill lie atop t he northern
corner t able . Th e forge is used t o heat
t he metal, and the pa il of water is used
for cooling .
Th is room is large enough to house a
castle garrison, but Harkon never sa w
much use for gua rds. (J an ow's demos
mug en seemed ed equa te .) The ga me
board on t he lar ge t able is act ua lly pa rt
of a chess set. When J a rr ow the wizard
paid a visit , Bar kan would cha llenge
hi m to a game of ches s. Lat ely, however
Octario and Bolarny have been using ,
t he ches sboa rd to play checker s. The
da gger atop the tab le wall taken from
t he armory (Are a 8) by Oct ario. It is not
magica l, a nd neit h er are any of
Harkon 's tools. Th e ba rr el in th e west ern corner (by the lar ge table) cont a ins
several gallons of dri nkin g wuter.
10. Harkon's Q uarters. Red marble
til es cover t he 000 1' of this comfortable
room. Th e on ly furnishings arc a lar ge
desk with severa l items on it , a comfort abl e chair, a four -post er bcd , an d a book~ ase . Th e room is lit by t orches placed
m sconces.
The item s atop Ha rk en's desk inclu de
a map of the realm, a n av igator's compa ss, a quill pen, a candle stic k, a bottle
affine wine, and a furled scroll. The
furl ed scroll , formerly t he scroll of defense , is now blan k. By reuding the
scr oll, E mistil knowing ly activated the
invisible barrier designed to protect
Har k on'a castle from invasion. Tearing
th e scroll in ha lf or destroying it completely dispe ls t he bar rier perm anently.
The desk drawer conta ins several
~heafs of paper, a few quills, a jar of sepia
ink, an d the J usth earl seal. The seal is
shaped like the .Iustheart family crest
(depicted on the 0001' of ar ea 13). E mistil
keeps his epellbook stashed in the drawer.
Harken's private collection of books
includes volumes on such diverse subjects as history, law, astronomy, ar chit ecture, and heraldry. None of th e
volumes ar e magical or especially velu~bl~ . How~ver, a pouch conta ini ng 50 pp
18 hid den Ins ide a hollowed-out book
ti tled The Root of Evil.
DUNGEON
49
ElEXA:S ENDEAVOR
Ca stle Justheart
17
Fourth Floor
Rooftop
..
I'
o
o
11
I
1
12
I."
Cellar
'Ihtrd Floor
9
10
o
Second Floor
50 Issue No. 53
Ground Floo r
ELEXA'S ENDEAVOR
T hi rd Floor
11. Bathing Ch a m ber. This nicely
adorned chamber fea tures a ra ised bath
made of tar-se uled wood. The pool is
filled wit h water t hat flows from a
spigot on t he nearby wall . A barrel
und er t he spigot ca tc hes the water.
Betwee n the ba rrel a nd the pool is a 3 '
tall candlest ick of e ngra ved gold .
Cabinets have been built into the
room's three alcoves. and a handsome rug
covers part of the 1100r. A huge fireplace
spans the southern wall, a nd a padded
DUNGEON
51
ELEXA'S ENDEAVOR
52 Issue No. 53
ElEXA'S ENDEAVOR
Malvira a nd Emist iJ are likely ca nd ida tes, particular ly if Emist il cast his
teleport sp ell . Harkon and El exa Justheart m ay nee d pro tectors for some
tim e to come.
H arken will be distraught by the
ne ws of J arrow's death and upset by
any theft of items from the dead wiz ar d's tower. Howev er, he will let the
pilfering pass if one or more PCs are
spellcasters who m ight benefit fr om
J arrow's kn owledge. Harken can offer
the PCs a 50 pp reward for ridding h is
ca stle of brigands, as su m in g the money
h as not already bee n t aken (see area
10). H e can also provide the PCs with
several sui ts of fine -quality armor (see
area 8 of the castl e). Harkon al so invites
the PC s to consid er the ca stle th eir
" second home." His onl y real tr ea sure is
h is ni ece, whom he is overjoyed to see
alive and well . (If El exa wa s killed in
th e course of th is adventure , Harkon
will be devastated and t oo h eartbroken
for words.)
Harkon is more than willing to repair
t he PCs' armor befor e t he y set out on
their next adventure . The PCs must
spend several weeks at Castle Justheart
while Hark en does hi s wor k , just long
enough to hear several of H arken's t all
tales, anyone of whi ch could lead t o
further ad ventures. El exa will r ecount
her exper ience as a cler ic in the Cr usades, after which noble PCs m ay wish
t o join t he King's Legion and take up
arms against the giants and h umanoids
of the Gu lhanor Mountains. E lexa will
not join the P Cs on t he ir quest, electing
inste ad to rema in by her uncle's side. n
DUNGEON
53
EDCAP'S
AMPAGE
BY C HRISTOPHER PERKINS
34 Issue No. 54
folding se nt m ore than one worker t um bling to the wound . At the sam e time,
ru mor s t ha t t he ke ep wa s hau nted bega n circ ula ti ng am on g' the cr ew . The
kee p's re storat ion was term i nat ed altoget her when, ju st four week s into t he
re pair schedul e, a n entire sec ti on ofthe
scaffold collapsed, k illing one wor kma n
and inj ur ing t hree others . A s tu dy of
the wreckage r evea led t hat th e scaffold
had been sa bot aged; someone or someth in g had deliberate ly sawed t hrough
three s upport beams.
Th e Laird of Luskwald tried to convince
the workers that the keep was an important bast ion ag a inst the gobli n hordes,
but the crewmen were adamant about
sta ying away from th e hau nted ruing,
cla iming the site had "a life of its own ."
Fortunately, several bands of brave ad venturers rsent from the distant cit ies)
pu t a qu ick end to the gro wing gobli n
threat , a nd with t he village of Lu skwald
spa red, the laird aba ndoned h is effort to
rebuild the fallen keep. However, the
hau nt ing did not end.
In the pa st week three of Luskwa ld's
villagers have di ed , each t he vi ct im of a
gr isly assassi n wh ose identity remai ns
a mystery. Se veral citizens h a ve heard
or seen pec uliar t h ings over t he la st
several days, lead in g them to believe
that Lu skw a ld has been cursed , or
worse , rava ged by angry spiritsper haps sent by a greater evil that
dwells wit h in t he r u ined keep! The laird
doesn't bel ieve such non se nse , although
he isn 't getting m uch sleep at ni ght .
Beyond a ny dou bt , some t h ing is stalking t he peopl e of Luskw al d .. . a nd
everyo ne is afraid.
Arriva l in l uskwal d
T he PCs arri ve in Lu sk wa ld two nights
after Dyrk comm it s hi s second m urder.
Rea d or paraphra se the foll ow ing when
t he adventurers fi rst app roach the
vill age :
Dar k clo ud s loom menacingly over
the grim, r ai n-drenched hamlet of
Luskwald. The set tl ement is little
more than a cluster of weather -wor n
cottages s urro u nde d on all sides by
solem n, dense ly woode d hill s. Rivers
of m ud flow betwee n t he wood-fra me
hou se s. T he ho uses se em unfriendly,
as if they were unwilling to relinqui sh som e dreadfu l secret. T hey also
share on e other odd sim ilar ity. El ick ering in the window of each teneme nt is a scowling pu mpk in , it s
in na rds carved out and filled with
candlel ight.
The villagers of Luskwal d are superstiti ous and wary of strangers by nature.
The frightful jack -o'da ntems are intended
to scare away the "evil spirits" that have
beset the comm u nity. The villager s do not
open th eir doors to strangers (especially
the heavily-armed PCs).
The PCs ca n seek she lte r in two places:
the local inn (area I) or th e home of
Donovan Vane k, the laird (area 4). The
PCs meet Vanek re gardless. If he is not
hiding in h is house , the laird is at th e inn
enjoying the compa ny (a nd protec tion) of
the local in nkeeper. Whe n he spots the
adventurers through a window, Vanek
qu ickly races to the front door, unbolts it ,
a nd ushers th e party in .
" Our vill age is cursed!" exclaims
Vanek on mee t ing the adventurers. If
the Pes ask the la ird what he mea ns,
DUNGEON
35
REDCAP'S RAMPAGE
The Laird's Ta le
If the P Cs seem willing to listen, Vanek
Dyr k t h e Redcap
Dyrk, like most redcaps, appears as a
gnarled old browni e with sharp, protruding teeth. tangled gray hair, and bloodshot
eyes filled with hatred and malice. He is
equipped with a blood-caked pikestaff
(Omg Id6), a sharp knife (Dmg Id4), a
wand of trap detection (10 charges), and a
ring of safety (negates two failed saving
throws). The latter two items were taken
from the lair of Eneivan, Dyrk's fonner
master. Hanging from a string around
Dyrk's neck is another "gift" from
Eneivam the shadow elfs shrivelled nose.
Dyrk's brief service to Eneivan yiel ded
an additional reward: the redcap learned
how to write. However, his writing skills
are very limited. and Dyrk is a poor
speller. He occasionally leaves bloodscrawled messages and warnings near
the remains of slain victims. The messages left in Luskwald reflect Dyrk's
desire for the safe return of h is cap .
Whether the PCs understand Dyrk's
messages is a nother matter.
The redcap is mute and thus remains
silent for most of the adventur e. Hew-
36 Issue No. 54
REDCAP'S RAMPAGE
Encounter A reas
1. The D ragon's Flagon,
DUNGEON
37
REDCAP'S RAMPAGE
g. Outhouse. This r amshack le bui ldin g contains tw o separ ate stalls concealed behind ragged cu rtain s. Th ere is
lit tl e else of in terest.
2. Traders' Hall.
a . D ining R oom. This cozy chamber
is lit by lanterns suspended from the
rafters. Four circular tables occupy the
floor space, and a la rge ale barrel
stands in one cor ner. Dinner guests may
re fill th eir tank ards h ere , simply by
twisting the barrel's brass spigot. Coryston keeps me ntal track of how much ale
hi s guests consume and keeps extra
barrels in the kitchen.
b. Private Bedroom. This is wh ere
Coryston and Pene lope sle ep. Th eir bed
is h ea ped with furs and rests next to a
corner fireplace. A three-drawer cedar
dresse r stu ffed with clothing stands
next to the door. The bottom dr awer ha s
a secret com partment cont ain in g a
locked ir on stro n gbox. The box contains
Coryston's wea lth (145 gp , 462 sp, and
608 cp).
c. Ki tchen. Cluttered cupboards an d
shelves line t he kitchen walls. A table
occupies the middle of the floor, a wa sh
ba sin stands near the outside door, and
a large stew pot h angs above t he ern bere of a corn er fire place. Ne xt to t he
d ining r oom door st an d two u nopened
ba rrels of ale. U nknown to Coryston
a nd Penelope, Dyrk h as carved a large
ra t hole (large enou gh to squeeze
through, a nyway) in the back wall of
the inn, leading to the interior of one of
P enelope's cupboards.
d. Guest Rooms. Each of these r ooms
contains two comfortable bed s and two
wooden storage tru nks (both un locked ).
e. Storage C loset. Thi s 5 ' x 5 ' r oom
contains cleaning supplies a nd dini ng
utensils.
38 Issue No. 54
c . Vaxalt's Office . This room is wel lkep t and ni cely appoi nted. Vaxalt's desk
is bare, al though the top dra wer is filled
with ink jars and parchment (used for
dr awing up contr act s). Th e bottom
drawer is locked a nd contains a sac k of
250 sp and a pouch of 12 assorted gems
(6 x 10 gp , 3 x 50 gp, 3 x 100 gp). Along
one wa ll of t he office are th re e glass
cabinets that Vaxalt normally keeps
lock ed. Displayed wit hin the cabin ets
a re items of cu ri ous but nonmagi ca l
na ture: elegant carpets. ad venturing
gear (including a fair selection of well
crafted wea pon s). bolts of silk and sa tin,
stack s of paper, fine leather clothing.
exotic la mps. jars of rare spices and
herbs, a nd ot her curiositi es.
d . Skaldar's Offi ce. Th is office is
messy and cluttered. The walls are covered wit h shelves and pegs used to display various sample items acqu ired from
the village craftsmen: wood carvin gs from
the local woodcarver, horseshoes from the
local blacksmith , barrels from the local
cooper, bird houses and boxes from the
local carpenter, shoes and boots from the
local cobbler. and the like.
e. Stable. The Larimils are also horse
traders and keep t heir stables wellstocked with fine m ou nt s: five healthy
draft h or ses , two r iding horses . and one
pony. Th e anima ls are restl ess dur in g
ra in sto rms a nd are in n eed of exercise.
With the cu rrent threat to Lu sk wa ld,
Skaldar has been reluctant to let t he
horses ou t .
~
::!'
'"
~
-;I -"
'"
-e
!L
"
~
i"
~
..
s -
'"
.~
.~
*
++
8
~
J"l
~
#
i
++
--ft- f;t--
';;
.~
:I
;;
"
-il~I-rr
t~ -t*-
1L+I,
- - .: ~
t "-i+ -
;;
~I 'Of
'"
- -
-I-I ',
- -
i+
r. r -
- - -
.-'
.
+Ft+
[I
.-..
..... ,
"
'~-,:~;;:.~ .. -
<;:
.'c
~
;=
- -,
".~
",
-,
t:,':
. ' ~ '.
..
+
-r.
~ -
Y- +t+
i4- ~-I--I--+-ltJ
~
z
ow
~
=>
"
REDCAP'S RAMPAGE
Skaldar keeps a small wagon in the
stable. A wooden ladder leads up to a hay.
filled loft bui lt atop the stables . If Dyrk
uses either the loft or the wago n as a hiding place, he causes the horses some distress (and draws the brothers' attention),
Draft horse s (5): AC 7; HD 3; hp 18
each; MV 90 ' (30'); NAT 1 bi te; Dm g Id3;
Save F 2j ML 6; INT 2; AL N; SZ L; ReI
185.
R id ing horses (2): AC 7; HD 2; hp 13
eac h ; MV 240 ' (80'); /IAT 2 hooves; Dmg
Id4l1d4 ; Save F l; ML 7 ; INT 2 ; AL N;
SZ L; Re /I S5.
P ony: sa me as riding horse except; hp
10; M V 210' (70' ),
3. Dalagae's Provisions.
The village store is a dark and forebod ing st ructu re , even though lante rns h ang on either side of the
entrance. A sign that reads " Dalagar's Provisions" swings gently
above the portal.
BrynzolfDalagar (hp 5) is t he proprie to r of t his establishment a nd liv es here
with his wife Lorel (hp 4) and their
t hree daughters (hp 2 each). The doors
to t he sto re are barred shut, the window
sh utters are locked, and the family ha s
confined itself to the kitchen (a rea c). If
t he redcap fin ds h is way insi de , Brynzolf u n lock s the back door and r ushes
his fam ily off to the neighboring in n .
Brynzolf se lls common foodstuffs a nd
dry goods, including farming impleme nts, wine, and clothin g. H e buys
some of his supplies fro m the Larimil
brothers (ar ea 2), wh ile other suppli es
are ac quired fro m visiting caravans .
a . Store. Shelves line d with sacks and
jars of foodstuffs occupy m ost of this
a rea, a lthough t here is room enough for
a long cou nter a lon g the south wall
(near the st or age room).
b . Storage Chamber. T he wa lls of
t his locked room a re li ned wit h shelves
and cabine ts, eac h packed with nonperishable farming and household supp lies. Several of the tools (pitc hfor ks,
shovels, hoes, etc.) ca n be u sed as makesh ift weapons if the need arises.
c. Kitc hen. Th is k itc he n is furnished
appro priately. Brynzolf and his fa m ily
are often found h ere , slee ping on a pad
of furs an d blankets t aken from their
bedrooms or keepin g each ot her
44 Issue No. 54
a . P arlor. It em s of intere st in t h is
r oom include a cedar wine cabinet (fully
stocke d), a pair of leather ar mcha irs, a
cushio ned sofa, a wooden coat rack
(posit ioned near t he fro nt door ), and a
pil e of wood by the fir eplace. A portrait
of Laird Yane k hangs above the mantle.
b . Study. A large oak de sk r est s beneath the window of this room. A tall
yet sl ender chair has bee n tucked u nd er
6. Talbut Residence.
REDCAP'S RAMPAGE
DUNGEON
45
REDCAP'S RAMPAGE
46 Issue No. 54
REDCAP'S RAMPAGE
shut down the smithy an d locked themselves in side t heir hou se . Gh aron has
the flu and spends mo st of his day s in
bed, te nde d by h is car ing ch ildren .
DUNGEON
47
REDCAP'S RAMPAGE
c. Br yn's Be d roo m. A blood-soaked.
dwarf-sized bed re sts against one wall of
this room. Next to the bed lies an over -
turned wooden ches t , its cont ents scat t er ed acro ss the floor: pieces of leather
armo r, a torn hunter 's cap, a n emptied
w ine skin, a pair of bearskin gloves, six
blood. is as follows:
GlVHAT ORKIL
Dyrk's act ua l intent was to write
" Give me my hat. or die." Inste a d, a
corrupt ion of "Give hat or kill" is wh at
the message conveys.
18. Eregauld Residence.
A rain-Filled birdbath stands on the
front la wn of t his well-tended residence . A sign su spended above t he
door reads "Er ega uld's Pottery &
Claywork s." A clay, ca ndlelit pumpkin peers through every glass pane.
The vill age clayworker, Lorna Eregauld (hp 4), lives here wit h her six
young chi ldre n (t hr ee boys and three
girls, hp 2 (x 3), 1 r x 3) a nd her cat,
Ichabod (hp 4, see a re a 1 for st atis t ics).
Lorna has take n precautions to ensure
her family's sa fety and refuses to answer her front door. She constantly
carries a light crossbow but is understa ndably hesit ant to use it. Besides,
she ha s only one bolt .
48 Issue No. 54
2. Cr u m b led G ua r d house .
Most of this sect ion st ill lies in ru in s,
a nd the thic k wa lls that once r eo
pelled the gobli n hordes have been
redu ced to piles of rubble by the
passage of time. A broken door lies
amidst t he crumbled stonework,
wh ile the collapsed rem ain s of an
up per level ca n be seen abov e .
T he repair crew from Luskwald never
reached this fallen section of the keep,
though plans a nd materials to rebuild
this a rea ha d bee n a rranged . T he PCs
can climb up to th e second floor of the
gate hou se by sta nding on the r ubbl e or
using ropes. Climb ing up t o the second
floor in eit her man ner has a 2-in-6
ch ance of furth er colla psi ng t he floor
above. If t he floor does coll apse , anyone
underneath m ust make a Dexterity
ch eck to a void Id6 hp damage from
fa lling floorboards a nd de bris.
3. Rebuilt Gua r d h ouse .
Several of this chamber 's wa lls show
signs of rece nt repair. H uge holes
h ave bee n replac ed with solid br ick work , and piece s of wood that have
fa llen from the ceili ng lie neatl y
stacked on t he floor. Through a hole
in the ceilin g, you ca n see the upper
level of the gate house.
Many of the floorbo ards in the second
story of th e gate house are too weak to
support much weight. Over th e years,
steady rains pouring through the holes
in the ga te hou se roof h ave contr ibuted
to the slow rot of the floorboard s. PCs
attempting to climb through the hole in
the ceili ng pull more of the floor down ;
those who fa il a Dexterity check t um ble
down with it.
4. Co u rtyard.
The keep and its crumbling gate hou se
are joined toget her by sto ne wa lls,
forming a courtyard about 35' wide.
Th e south wall has a lmost ent ire ly
collapsed , leavi ng nothing but scattered piles of ru bble. The north wall ,
still intact but crumbling, has a broken scaffold leaning against it. A set of
iron-bound doors lead into the keep ,
and a stone st ai rcase leads up to the
second floor of the gate house.
T he door s leading into the keep are
barred shut from the inside. PCs m ust
Littering the floor of thi s dark, undeco rated hall are the bones of sever al hu m anoid creatures wh o died
here many years ago. To the south, a
wooden door h angs loosely on its
hinges. To the north you see an ascen din g sta ircase.
The bones are a ll tha t's left of t he
keep's human defenders a nd goblin
assailants. Although there are no va luabies hidden a mong th e remai ns, the
wererats sometimes hide t heir short
swords u nder piles of bone s before assum ing rat form . If Anton and Kristof
a re currently in rat form , there is a 30%
chance their swords a re here.
6. Dining Room.
Standing in t he middl e of this dreary
chamber is a large oa k din in g tabl e
t hat has barely withstood the passage oft ime . A wrought .iron chandelier still hangs above the t able, and
three chair s have also endured . Th e
others cha irs lie in spli nters on the
floor. Pa rt of the ceiling has collapsed
near the outer wall , leavin g a la r ge
p ile of debris .
Dyr k deliberately weakened t he ceil in g near the outer wa ll . The stonemason who fell t hrough surv iv ed t he
unexpect ed plunge, but he wa s too in jured to conti nu e r epairs. The floorboards t hat Dyrk weakened ha ve a ll
been broken ; PC s can clim b up th ro ugh
the hole with out fear of fu rt her collapse .
7. Ba r r a cks .
The shattere d remain s of severa l cots
lie strewn on the floor ofthi s damp,
unlit chamber. Holes that once penet rat ed t he ou te r wall have si nce bee n
repaired.
DUNGEON
49
Ruined Ke ep
Second Ffoor
On e squa re = 5'
9. G ate House, Up p e r Leve l. A nton a nd Kr istof have r igged a c ro s s bow tra p in th is area . Th e h ea vy
crossbow is positioned to fire at t he
first person t o wa lk throu gh t h e door.
Th e bo lt (T H ACO 18 ) in fli cts 2d4 hp
da m a ge . Th e trap can be detected and
d isa r med n ormally, a n d the crossbow
may be u sed a s a weapon .
The roof of t h is buildi ng is riddl ed
wit h holes, all tr ick ling water. Years
of exposure to t he elements h ave all
but dest roy ed the interi or of t his
upper st ory. There are no
furnishin gs- j ust pools of water,
wa rped floorboards, broken weapons,
and more holes.
Grou nd Floor
15
--
Cellar
.L
.J -~=
11
12
Second Floor
t t . Bedc h a m ber.
Th is room is a favorite gathering place
for the keep's rats; the dampn ess su its
them. Several rat-sized holes in the base
of the eastern wall lead to the kitc hen .
B. Kitchen.
50 Issue No. 54
REDCAP'S RAMPAGE
DUNGEON
51
52 Issue No. 54
MAYTHE
. SOURCE
.: BE WITH
: YOU
addressto :
Consumer Information Center
Department Source
Pueblo,Colorado 81 009
VOYAGE
OFTHE
CRIMPSHRINE
BYTONY ROSS
Up the river
A.rtwofk by C.H. &.men
58 Issue No. 59
Adventure setup
The PCB, even if new to Karam eikce,
should be aware of th e CrimpshriM, as
news of it has spre ad throu gbout the
Kingdom a nd even beyond. The
CrimpshriM has rapidly become the
tran8portation of choice for those who
can afford to cin:umvent the rigors of
road travel. and the carrier of choice for
merchants who find it cheaper than
caravana in many caaes. At some point
in thei r adventuring, the PCs will
doubtless desire to travel aboard this
vessel, if they haven't already, at which
point this adve nture begins.
It is beat that the PCB have bee n
aboard the CrimpShriM several times
already and are accustomed to it as a
part of the larger campaign setting.
With minimal revision, OMs can eet
"The Sea WoW WUNGEON" .4clwnturrs
.55) on board the CrimpshriM as an
introdu ction to the craft. If th e PCs
don't express a desire to try out the
CrimpshriM, they can be lured aboard
by any number of mean s: free passage,
th e need to get somewhere fast , as
bodyguards for some important personage, etc. If the PCs resist a ll th e OM's
attem pts to bring them aboard , th en
they aren't worthy of being called
adventurers! The PCs should be on
board th e CrimpshriM as it emba rks on
a two-day trip to Seragrad, a sma ll fortified frontier town situate d where th e
Castella n River a nd Highreach River
branch off from each other. Seregrad is
ofte n used as a ba se of operations for
those seeking adventure in th e wild ,
unmapped foothi l1s of t he re gion.
TheTrip
On the first da y the CrimpshriM
DUNGEON 59
60 Issue No. 59
The Aftermath
Assuming the PCs all escape the
Crimpshrine's demise more or less
intact and manage to locate each other,
they will find themselves amongst a
group of shivering survivors somewhere in the middl e of the feared,
unnamed moor east of Kelvin. Of the
43 passengers and crew headed to
Seragrad, 17 have survived the wreck.
The DM sho uld flesh out the survivors
before running the adventure, including deciding which of the notable NPCs
(see sidebar) survived. Table 70 of the
DMG can be used to quicltJy ge nerate
some of the basic traits of the survivors. As might be expected, Captain
Prominentus and much of the crew
went down with the Crimpshrine trying to help pagsengers escape to safety
and are missing. Thus, there are no
-Ieaders- among the survivors... except
the PCs. As hardy adventurers, the
PCs are th e natural candidates to lead
the survivors to the safety of eivilieation. Depending on the range of th eir
exploits in Karameikos, the PCs may
even be kno wn as heroes to some of the
passengers. The survivors of the wreck
are mostly a dispirited lot, most having
lost friends or family in the devastating wreck, as well as valued possessions. Bonus experience points should
be given to a ny priest or pa lad in PC
who spends tim e comforti ng a nd consoling the survivors. The PCBshou ld
realize that wit hout someone to take
charge, many of these people might not
reach safety before dying of exposure
or despair. Thus th e PCs a re faced with
th e tas k of escorting a large grou p of
defenseless civilia ns across the moor
and to the safe ty of Kelvin. PCs who
wish to trave l on th eir own should be
msde aware of th e helpless state of th e
survivors. Good-aligned PCs should
have moral qualm s about leaving the
survivors to fend for th emsel ves.
The wreck site is 30 miles eas t of
Kelvin in the middle of the great
unn am'ed moor. There is only one obvious route back to Kelvin : d ue west
aC1'088 t he moor. This route takes a
minimum of eight days (moving at
roughly four miles a day) as the group
is slowed down by the few surviving
gnomis h crewmen as well as the you ng
and elderly who are not used to or
healthy enough, for prolonged marches. The riverbank cannot be followed
with any safety due to the numerous
sinkholes, bogs, and quicksand pits in
DUNGEON 61
62 Issue No. 59
Crimp.hri~
Marsallua: AL NE ; AC 8' MV 12 83
hp 15; THACO 19; .AT 1; Thng by'
,
weapon type; S 9, 0 14, C 8, I 16, W II ,
Ch 17; ~fL 1.0; Spells : jump, wall of fog;
NWP: disguise 18, forgery 18, infcrmatio n ga theri ng 17. If the Comple~
Ba rd's Handbook is used, Marsallus is a
ch~ ~l~ta n, with a ll the related special
a bilities.
Yuri the Magnificent is an entertainer
whom the eapta in allows to perform on
the decks of the Crimpshrine in
ex~ange for a portio n of his ea rnings.
He IS a youthful-looking Traldar man
who dresses in colorful , embroidered
TJ:aIda r vests and ha ts , and baggy pa nts .
HIS performances ten d to feature tumbling, as well as Tr alda r dan cing, signmg, a nd storytelling. In inclement
weather, he stays insid e and dons the
costume of a gypsy fortune teller
Yurl: AL CG ; AC 6; MY 12; o-ieveI; hp
8; THACO 20; tAT 1; Orng by weapon
type;S 13,.D 16, C 13,1 8 , W 9,Ch 11;
ML 12; kmfe. NWP: dancing 16 fortune
telling II , singi ng II, storytelli~g 13,
tumbling 16.
Ol eaginous Michelangelo ta. k.a.
Fat Mike) is th e ea rnest gnomish barkeeper who keeps the mugs of the passengers well stocked. The large gnome
bust~es be~ n d the long bar all day
servmg drinks. He usually is too busy
to tal~ and swap rumors, except very
ea rly IR the evening. His prices tend to
be considera bly higher than dry lan d
taverns, but th ere are no other options
for 30 pa ssengers . In addition to a lcohol, he is ,:",ell -sto<:ked in root beer, ginger-~le , milk, and grape juice.
Mic helangelo : AL LG AC 9 MV 6'
o-Ieve l; h p 5; THACO 20; itAT 1; Dmg by
weapon type; S 10,0 14, C 10, I 9 , W 9,
Ch 11; ML 11; cutlass und er bar.
DUNGEON 63
. j .. j
,j ..j
... , j,.j...
1ri1~r.;""oioJ tjtf+f++: ,
~i~~'!'!~
~:n:lrrl.:tliJt:i . .
:rU"l!!II"''''
-:'11'''-'~lrt1
.
',t:-!':l,-'l"l--t.-~-t:.-~_ :
-l-t-t-i-!:.... t.
~itYf~
..
SP!:- -
Forward
64 Issue No. 59
----- .
)
I;.
ii
,
.'.
J . The Floating Anchor, This large
space looks out over the aft of the
Crimpshrine . Tabl es line t he win dows as
many passengers like to sit and drink.
watch ing th e coun trys ide drift by. In
additio n to drinking. a grea t deal of
gam blin g takes place here. Michelangelo
works th e bar 16 hours a day. as t wo
servers scuttle between the various
tables, keeping tankards full . Lucre tius
oversees the gaming tables. which run
from noon to 2:00 A.M. Marsallus is
often in here trolling for marks.
This area has been cleared of furniture and most of the windows have
been sma shed. The merrow have
stashed their sacks of treasure under
a large mass of kelp they ha ve piled
behind the bar. It totals 1,653 sil ver
pieces (mostl y crone, hut also some
Thyatian eeteriue and Darokinian
tendrid), 1.217 gold pieces (mostly
royals, hut Iucina and traders as
well) , two elega nt gold candlesticks
studded with star rose quartz (worth
250 gold royals ea ch ), an elega n t
engraved waterproof scroll case con taining old Traldar religious writings
(worth 300 royals to the Church of
Traladara) and any other documents
the OM wishes to use as hooks for
futu re adventu re s. The hook could
DUNGEON 65
Upper Deck
One tqUUII -
lUi
Ii eo-
Forward
reel
66 Issue No. 59
Salvage Operations
The potions of waur breathing that the
PCs have been equipped wit h each contain three doses a nd allow the PC to
oper ate underwater for at lea st one
hour plu s 1- 10 rou nd s per dose. PCs
with the swimming nonweapon proficiency may swim a s per the rules, nonswimme rs will have to sink and walk
a long the riverbed. All non-swimming
moveme nt is halved as per the slow
spell due to the resistance of the wate r.
While descen ding may be very ea sy,
ascending will be difficult if t he PCs are
trying to carry items. If thei r moveme nt
r ate would be re duce d as per Tabl e 48
of the PHB, th ey cannot simply float to
the top. Unless ropes or some other
a ppa ratus is used, the PC will ha ve to
leave enough weight behind so that
they are unencum bered. Accurate time
keeping is ess ent ia l due to th e limited
dur ation of the potions. Rem ember to
give t he PCs only imprecise es timates
of how long they've been underwate r
since they won't ha ve any method for
kee ping time.
The deep , dark waters make nonnal
vis ion impossible at the bottom. In
addition to the murky waters, the PCs
will be di sturbing the silt that has set tled in a nd a round the wr eck , cre ating
clouds of silt wh ich further limit vision.
The e nchante d silver balls Fiona
offere d the PC s will ill umi nate a 15 '
rad ius, any encha ntments the PCs pro duce will only ligh t half the area t he y
normally do. Light sources are visible
IiF"v .
DUNG EON~7
Dragon
November 1981
The
CREATURE
of
RHYL
37
Dragon
The
CREATURE
of
RHYL
Wandering monsters
In the upper level, roll for wandering
monsters every three turns. An encounter occurs on a 1 in 12. Then roll d4,
treating a roll of 1-2 as 1 and 3-4 as 2:
1) 1-3 goblins (HD:1-1; #AT:1;
D:1-6; AC:6; SA:None).
2) 1-3 giant rats (HP:1-4; #AT:1;
D:1-3; AC:7; SA:Anyone bit has a
5% chance of contracting a serious
disease).
In the lower level roll for wandering
monsters every two turns. An encounter
occurs on a 1 in 6. Then roll d4:
1) 1-7 goblins (HD:1-1; #AT:1;
D:1-6; AC:6; SA:None).
2) 1-5 giant rats (HP:1-4; #AT:1;
D:1-3; AC:7; SA:Anyone bit has a
5% chance of contracting a serious
disease).
3) 1 shrieker (HD:3; #AT:0; D:O;
AC:7; SA:Emits a piercing screech
which has a 50% chance of attracting other wandering monsters).
4) 1-3 giant ants (HD:2; #AT:1;
D:1-6; AC:3; SA:None).
ASTYLIS COMPLEX
Upper level
Area A: Before you is a door. Painted
38
Dragon
November 1981
18. Diamond Room: This is an octagonal room, 30 feet from side to side. The
walls, ceiling and floor are constructed
of shining white marble. There are four
identical doors to the room, including
the one through which you entered. In
the center of the room, facing the way
you entered, is a gold-colored statue of a
human fighter holding a sword raised
above his head in his right hand. Its eyes
are of clear crystal and there is a bright
green light emanating from them.
Shortly after entering the room, you
notice that the green light in the eyes of
the statue fades and turns to red. A few
seconds later the red light fades and
turns to blue, then to yellow, then to
green and red and so on.
After the players enter this room, the
entire diamond-shaped section, which
includes Rooms 8 through 16, begins to
slowly rotate. As the section rotates, the
doorway at Area A rotates as well, contacting in sequence corridor B, then C,
then D, then A again, and so on. The eyes
change color according to the corridor
the doorway is facing out onto, matching
the colors of the circles in each of those
corridors. The rotation will be noticeable
to the players, but since they are near the
center of the rotation, their ability to
move about will not be greatly hampered. They will be unable to stop the
rotation, except by the method described
below, but it will not be harmful to them.
Note: The statue does not rotate.
The rotation will stop as soon as one of
the party members succeeds in opening
one of the four doors. (How to accomplish this is described below.) The doorway which started out being at the end of
corridor A will end up in front of one of
the four corridors, and the statues eyes
will glow with the color of the circle in
that corridor. The stopping point of the
doorway is determined randomly by rolling d4: 1 is A; 2 is B; 3 is C; and 4 is D.
(Note: The only access to the diamondshaped section is the single doorway. If
the party reaches the lower level of the
complex by a means other than the elevator in this room, the chamber below
will be empty and there will be no way of
causing the elevator to operate from the
lower level.)
If party members examine the statue
closely, they will notice a small groovelike separation around its neck. The
statues head can be turned to face any
door in Room 16. (All doors in the room
are locked from the inside after the party
enters and cannot be opened by any
means unless the head of the statue is
turned to face the desired door. However, any of the four doors to Room 16 can
be opened from the outside.)
A similar groove-like separation can
be seen around the statues right shoulder. The right arm of the statue can be
pulled downward by one character with
a strength of 17 or more, or by two char-
Dragon
Upper Level
Stairs up
Door
Stairs down
Secret door
40
Dragon
November 1981
41
Dragon
Dragon
November 1981
pair of tweezers. On the shelf is an empty
jar, a roll of wire, a measuring spoon, and
a humanoid skull.
28. Astylis Laboratory: There is a 40foot-long table against the west wall. In
the northwest corner of the room is a
large iron cauldron hanging from the
ceiling over a firepit which is 10 feet in
diameter. The pit contains a large amount
of ashes. There is a small shelf on the
east wall. Standing on a small pedestal in
the southeast corner is a large stuffed
griffon. Scattered about on the table are
an alembic, a small burner, some glass
tubing, a measuring spoon, a wooden
stirring rod and a waterclock. Next to the
burner is a candle stub and a mortar and
pestle.
A shelf on the east wall holds seven
bottles. One contains a clear liquid which
is pure ethyl alcohol. A slight taste of this
will intoxicate anyone with a constitution of 10 or less for 1-10 turns. Anyone
with a constitution of 11 or more will
have a 50% chance of intoxication for 1-6
turns. Anyone who drinks the entire contents of the bottle will fall unconscious
and will have a base 50% chance of dying
from alcohol poisoning. The chance of
surviving increases by 5% for every point
of constitution above 10, but a character
who survives will still be incapacitated
for 5-10 turns.
Another of the bottles contains a thick,
red liquid (human blood). Another bottle
is filled with a clear, odorless liquid (water). Another contains a yellow powder
(sulfur). The other three bottles on the
shelf are a Gaseous Potion and two Healing Potions.
Dragon
whip, a pair of thumbscrews and a vise. If
the stock is examined closely, the shape
of an octagon can be seen engraved into
its front surface.
35. Dungeon: Fastened into the north
wall are five pairs of chains. Chained by
the wrists in the northeast corner is the
corpse of a man wearing a royal robe.
(This is Prince Laechim.) Beneath the
body, lying on the floor, is a gold-colored
ring which is a +1 Ring of Protection.
Roughly engraved on the floor next to
the body is a symbol of a human figure
with a raised arm holding a sword. Beneath the arm is an arrow pointing downward. In front of the man-figure is a circle
drawn in blood. There are four 10x10foot cells along the south wall, all empty
and open.
36. Under construction: This is a room
that appears to have been recently dug
out of rock. Standing between the entrance and the exit is a goblin (HP:7;
#AT:1; D:1-6; AC:6; SA:None). In the
southeast corner are two wooden boxes
filled with food, two pickaxes, a hammer,
50 feet of rope, a tinderbox, three flasks
of oil, six torches, and a leather pouch.
Inside the leather pouch are 150 gold
pieces.
37. Stream: Ahead of you is a swiftly
moving stream 15 feet across and appearing to be about 10 feet deep. (A
44
The
SWORD of JUSTICE
46 D ECEMBER 1984
Clayton Miles refused to jump to conclusions, however, and insisted that the test be
performed in his courtroom the next day as
decreed. His decision did not sit well with
many of the villagers; though they did not
care much for Eorl Flan personally, they
respected him for his power and for the
protection that his presence gave the village.
The atmosphere in the village grew increasingly tense and angry throughout the rest of
the day and the night that followed.
When court was called into session the
next day, Falrik seemed to be composed and
took his seat without resistance or outward
nervousness. Spectators began muttering
among themselves that perhaps the elf was
innocent after all, and everyone seemed to
relax a bit now that the threat of Falrik
becoming violent was not in evidence. Then
the judge appeared from within his private
rooms, holding the sword (in its scabbard)
before him. After a short ceremony, he
handed the sword over to the bailiff, who
began to move closer to Falrik. Suddenly,
the elf jumped from his seat with the look of
a cornered animal, spoke the words of an
arcane spell, and vanished into thin air. A
moment later, as the courtroom was exploding in shouts and screams, the Sword of
Justice leaped from its sheath as if of its own
accord and flew toward the courtroom exit,
shining with a bright blue light. In the
ensuing confusion, the invisible Falrik
escaped with the sword and fled from the
mob of enraged villagers.
Posses were formed within the hour to
hunt down the fugitive elf. The furious
townspeople now believed that Falrik had
not only stolen their most prized possession,
but had also certainly killed Eorl, perhaps
just so that he might get a chance to get his
hands on the sword. The whole episode
became a devious plot which grew no less
diabolical in the re-telling. Nevertheless, for
all their furor, the villagers were unable to
find the elf. Only one party of hired bounty
hunters spotted him and shot arrows uselessly after him before he escaped them.
Clayton Miles suspected that there was
more to the elfs actions than the townspeople had guessed. The most incongruous fact
was that Falrik had been able to hold and
carry the sword: many legends about Annacon said that it could only be held by those
who were pure of heart. If Falrik was indeed guilty of murder, the sword wasnt
living up to its legends. Yet if he was innocent, why had he run away when the sword
could have proven this beyond a shadow of
a doubt?
These and other questions weighed heavily on the judges mind. He began to question villagers and collect evidence to solve
the case on his own (such procedures having
gone out of fashion with the advent of Annacon's use). Eventually he discovered that
Falrik had not killed Eorl. The culprit was
found to be the brawny local watch captain,
who confessed to the crime when he was
confronted with Claytons suspicions. Apparently, Eorl had cheated the captain by
purposefully making him a faulty love potion with which the captain had hoped t o
attract the affections of a local beauty. The
woman was repelled by the captain, and it
was the magician (who had also had his eye
on the young girl) and not the captain who
became the target of her admiration. The
watchman stormed over to Eorls house in a
fit of rage; in the ensuing brawl, he drew his
sword and killed the crooked conjurer.
While this explained one mystery and
absolved Falrik of blame, it did not explain
Falriks theft of Annacon and his disappearance. A peddler friend of Judge Miles told
of seeing an elf matching Falriks description in the vicinity of an old mansion a
days journey from town. Judge Miles has
sworn the peddler to silence on the matter,
and no one else has heard the rumor.
Judge Miles wishes the characters to go to
the mansion, find Falrik, and bring him
back alive if possible, since his innocence is
now certain. Equally important, they must
bring back the sword Annacon. He is also
curious as to why Falrik ran off with the
sword and would like this information if
possible. He warns that bringing Falrik
back unharmed might prove to be very
difficult, since the elf has already been shot
at once by bounty hunters. Should the
characters find Falrik, they are to present
him with an official pardon signed by Judge
Miles, absolving the elf of guilt in the wizards murder.
Clayton has dug into the village treasury
and come up with a reward of 200 gp if
Falrik is brought back alive and basically
unharmed, plus 300 gp more if the sword is
brought with him. Information as to
Falriks exact whereabouts or why he ran off
is worth 25 to 50 gp (depending on the
quality of the information) if the party of
adventurers can do nothing to bring the elf
or the sword back to town.
If the characters agree to this, Clayton
will describe the location of the mansion,
noting that Falrik has probably had time to
fortify the place to some extent. He will be
hesitant to say much more, not wanting to
deter characters from the quest. If pressed,
he will mention that the mansion once
belonged to a mysterious magic-user named
Kanos and that people now avoid the place
because it is rumored to be haunted. With
that, he will send the characters off and
wish them good luck.
48 D ECEMBER 1984
DRAGON 49
50 D ECEMBER 1984
pack of 13 giant rats. They will attack intruders who enter the room to examine the
eastern skeleton, gaining +2 to surprise if no
precautions have been taken. The dresser,
being unusually sturdy and heavy, is still
intact and locked. It contains the former
occupants possessions, including a belt
pouch with 12 sp, 7 gp, and a tiger eye gem
(worth about 40 gp).
Giant rats: AC 7; HD 1/2; HP 2 each;
THAC0 19; DAM 1-3; MOR 6; EXP 6
each. Note the 5% chance of catching a
disease from a bite if the victims save versus poison isnt made.
13. Trophy room
This large room contains a number of
souvenirs from Kanoss days as an adventurer, all in good, if somewhat dusty, condition. The reason for this rooms orderliness
will soon become apparent to would-be
looters: a minute or so after the room is
entered, a silver dagger enchanted long ago
by Kanos will detach itself from one wall
and begin attacking intruders of its own
volition! Any hit scored upon the dagger
will cause it to drop to the ground and stay
there for two full minutes; if the intruders
are still present at the end of this time (or if
they try to pick up the dagger at any time),
the blade will rise and take up the attack
again. Only leaving the room will cause it
to cease attacking and return to its wall
position; a dispel magic will cause it to fall
to the ground for one minute for each level
of the caster.
The other souvenirs include a black
dragons head, a pair of gargoyle wings, a
well-crafted (and non-magical) staff, a huge
ogres club, the skull of a cave bear, the
skeletons of a kobold, a goblin, an orc, a
hobgoblin, and a gnoll lined up side-byside, a small black box on a pedestal, and
the battleaxe, chainmail, and shield +1 of a
powerful evil fighter whom Kanos defeated.
The small black box is of particular
interest. Kanos kept it as a curio, having
recovered it from an old tomb; apparently it
was enchanted with random spell effects for
some unknown reason by an ancient wizard. It is made of a glassy, micalike substance, but cannot be chipped or removed
from the pedestal, although it does not seem
to be part of the pedestal or connected to it
in any way. Anyone who touches it will
experience some unusual effect. Roll a d6
and check the following table:
1-2: The person feels a strong chill and
suddenly keels over, paralyzed for 1-4 minutes. However, for each minute spent paralyzed, the character will be healed of 2 hit
points of damage.
3-4: The character feels a warm sensation
flow through his or her body and gets a little
dizzy. The character must save versus spells
or fall asleep for 1-3 minutes.
5: The character loses the use of one
sense (roll 1d6: 1-2 is sight; 3 is hearing; 5
is smell; and 6 is touch). This effect lasts for
3-30 minutes.
6: No effect.
Multiple attempts to touch the box are
The towers
Scale: 1 square = 5 feet
THE CELLARS
Areas 21 through 29 comprise the cellars
beneath the mansion and can only be
reached via the staircase in room 16 or the
hidden tunnel at area 30.
21. Central chamber
This large room is unexceptional in most
respects, being more of a connecting hallway for the surrounding corridors than
anything else. It contains only rubble and
some old human, goblin, and animal bones
the latter accumulate more noticeably
the further west one gazes. Just as the characters enter the room, they will see an elf
(Falrik) flee through the west corridor over
the rubble.
This is, in fact, an illusion, and it is saved
against at a -2 penalty due to its logical
appearance (unless the situation does not
allow this). A save against the illusion
means the characters in question notice that
Falrik makes no noise at all when crossing the rough debris, and his footing is
abnormally sure and steady as if what
the character was seeing was somehow
unreal.
The referee should make the saving
throws for the characters to avoid arousing
suspicion. The real Falrik will be hiding in
the east exit (assuming he hasnt been
caught and is still being pursued) and will
flee to area 29 if the group enters the chamber for any reason.
22. Unfinished crypt
Kanos originally planned for this chamber to be a burial crypt, but it was not
finished before Kanoss death. No coffins
are present, though two large biers have
been constructed and an assortment of
stone-cutting and finishing tools lie about
on the dusty floor. The door to this chamber
is partially open, and twelve giant rats have
made their nest here.
One of the biers contains a secret compartment, which may be detected by someone checking for traps or secret doors. The
compartment contains a thin volume of
legends and tales; some of the passages have
been marked by Kanos as possibly indicating the presence of sizable treasure hoards.
The Dungeon Master may develop several
adventures based upon the legends in this
book if characters show an inclination to
explore this matter further. The legends
may involve lost dragon lairs, bandit hideouts, shipwrecks, and so forth. Some adventures developing from this may have to wait
DRAGON 51
The cellars
Scale: 1 square = 5 feet
52 D ECEMBER 1984
DRAGON 53