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Trial of Champions

Based on the Fighting FantasyTM book by


Ian Livingstone
Credits
Author: Jamie Wallis
Editors: Geoff Oades and Tim Birkbeck
Producer: Mike Dymond

Cover Illustration: Martin McKenna


Internal Illustrations: Amandine Labarre
Additional Illustrations: Janine Johnston, Martin McKenna, Tony Hough
Graphic Design: Martin McKenna and Jamie Wallis
Cartography: Jamie Wallis
Typography: Jamie Wallis

Project Manager: Geoff Oades


Finance Planning: Nigel Dixon

Lead Playtester: Tim Birkbeck


Playtesters: Shane Garvey, Craig Freer, Michael Wilson, Karen MacDonald, Colin Goodman,
John Partridge, Mark Chamberlain, Darren Mallins

Fighting FantasyTM Consultant: David Holt

TABLE OF CONTENTS
Introduction 2 Luck and Magic 4
Adventure Summary 2 Luck and Turn / Rebuke Undead 4
Preparation 2 Stand alone Luck Checks 4
Quick Play 2 Opposed Luck Checks 4
Campaign Integration 2 Optional Luck Rule 4
How to use this Book 2 Restoring Luck 5
Using Maps & Miniatures 2 Normal Regeneration of Ability Points 5
Magical Means - Spells and Potions 5
Discretionary Awards by the DM. 5
Luck 3
Scenario Awards 5
New Ability Score 3
Monsters and Luck 5
Standard Point Buy Method 3
Using Luck 3
Luck Difficulty Class 3 Trial of Champions 5
Minimum Luck Score 3 For the DM 5
Saving Throws & Luck 3 For the Characters 5
Skills & Luck 3 The Dungeon 7
Opposed Skill Checks & Luck 4
Checks Without Rolls & Luck 4 Appendix 1 - New Monsters 22
Combat & Luck 4 Appendix 2 - New Magic 28
Using Luck to Hit an Opponent 4
Appendix 3 - Campaign Play 29
Using Luck to Increase Damage 4
Using Luck to Reduce Damage Taken 4 Appendix 4 - Characters 37

legal notice
The d20 conversion of Trial of Champions is © 2004 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd. 'Fighting Fantasy'
and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons® and Wizards of the Coast® are
registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at
www.wizards.com/d20. The d20 conversion of Trial of Champions is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be
found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System Reference
Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to be considered
OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks, trade dress
and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Deathtrap
Dungeon, Trial of Champions, Titan, Allansia, Chiang Mai, Fang, River Kok, Anvil, Dekion Strom, Ellion G'aarak, Rhana Quinn, Sarian Jax, Trialmaster, Baron Sukumvit,
Blood island, Arena of death, Lord Carnuss Charavask, Grok Barrow, Bone Crusher Beast, Bone Spirit, Cold Claw, MindWarp Beast, Titan Trolls, Titan Hilltroll.
All original artists have asserted their moral rights as allowed under the Copyright Designs and Patents Act 1988.

Printed in Canada
Introduction the same way, providing you with everything we can
so that you can get on and play the game without hav-
Trial of Champions was the twenty-first book of the ing to spend ages preparing. Simply hand out the pre-
Fighting Fantasy™ series and was originally pub- generated characters, get your dice ready and start
lished in 1986. This revolutionary new idea, part book playing.
part game, gave the reader a unique experience - a Detailed dungeon floor plan maps, pre-generated
fantasy adventure where you are the hero. character sheets with rules summaries and character
The Fighting Fantasy™ series has 59 titles to date (63 and monster tokens are available free to owners of this
including Steve Jackson's SORCERY! Series) and has book and can be downloaded from
sold over 15 million copies worldwide and has been www.myriador.com
translated into over 20 languages. The Warlock of Notes are included in the back of this book to help
Firetop Mountain alone sold over 2 million copies. you integrate this scenario into an ongoing campaign,
Now the Fighting Fantasy™ books are being re- or visit our website: www.myriador.com where more
released allowing a new generation of players to information can be found about Titan, the Fighting
explore the Citadel of Chaos, confront the Warlock of Fantasy™ world.
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Trial of Champions into Campaign Integration
a d20 role-playing game scenario. The original book Although this scenario is designed to be played as a
was a solo experience; this scenario has been written stand-alone adventure using one of the pre-generated
to allow players to challenge the Dungeon on their 9th level characters provided or a mini-party of newly
own or as part of a group of adventurers. The inclu- created 7th level characters; there is no reason why it
sion of the new Luck rules give the single player a couldn't be used as a part of an on-going campaign.
good chance of success without making groups of Guidelines and advice are included in the appendices
players too powerful. to help you integrate this scenario into an on-going
The Fighting Fantasy™ books could be picked up campaign and suggestions are included about adjust-
and played with a minimum of preparation, this sce- ing difficulty levels (see Appendix 3 - Campaign Play).
nario has been written to reflect this including pre-
generated characters, full colour maps and other play How to use this Book
aids to get you started quickly. For more information The first pages of this scenario contain background
about Roleplay games, Fighting Fantasy™ and Trial of information for the DM. Later pages contain the rules
Champions visit the Myriador website: for the new (optional) Luck ability, these rules should
www.myriador.com be studied by the DM and the players. Towards the
rear of the book you will find summaries of new mon-
Adventure Summary sters, spells and magic items as well as advice about
At last - A return to the Deathtrap Dungeon! The integrating this adventure into your campaigns.
warped and twisted mind of Baron Sukumvit has The bulk of the book contains the scenario informa-
completely redesigned Fang's deadly labyrinth. New tion divided by location. Each location entry in the
traps, terrors, mazes and monsters await you at every scenario is shown on the main map provided, a full
turn. The Prize for surviving the Trial of Champions colour 1" = 5 feet map of each location can be obtained
has been raised to 50,000 gold pieces to reflect the new free from: www.myriador.com. A description of each
and increased difficulties of the Dungeon. Can you location is provided for the DM detailing its contents
survive? The odds are strongly against you. and any monsters present. The shaded text boxes con-
tain information that the DM can either read out or
Preparation paraphrase to the players. Other information should
In addition to the books required (as stated on the be kept secret from the players until they discover it.
cover of this product), which are referred to as the Descriptions of how each monster is likely to react are
DMG, PHB and MM, a set of polyhedral dice (d4, d6, included in the room descriptions. The DM controls
d8, d10, d12 and d20) are also needed to play. Pull out all the creatures within the adventure, except the play-
Character sheets of the four pre-generated characters er characters, and is free to change their behaviour as
can be found in Appendix 4 - Characters. he / she sees fit.
Full colour maps (Battle Maps), full two-page char- The DM is advised to read through the scenario at
acter sheets of the pre-generated characters, monster least once before you play.
and character token sheets and all of the adventure's
new illustrations can be downloaded free from Using Maps & Miniatures
www.myriador.com Using maps and miniature figures adds a whole new
dimension to playing this game, they help the DM to
Quick Play 'set the scene' and players to see where characters are

2
One of the great attractions of the Fighting Fantasy™ monsters, what the dungeon looks like and make
series of books is that it is very easy to pick up a book combat more exciting and realistic.
and start playing, everything you need is provided in Full colour maps, pre-generated character sheets and
the books, you just need to grab a pencil to get straight character and monster tokens are all available free to
into the action. We have tried to write this scenario in owners of this book from: www.myriador.com (make
sure you have your copy of this book available when Luck Difficulty Class
downloading these free extras). Luck is checked against a Difficulty Class (DC). (See
PHB Chapter 4, Skills, Using Skills, Difficulty Class)
Luck The base DC for Luck is 10.
Luck was a major factor in the Fighting Fantasy™ Ability Luck check = d20 + Ability Modifier (Luck)
series of books. The d20 system includes a range of against DC10
Skills that are used where Luck was in the original A total roll of 10 will give you a +1 bonus. For every
books. However, we wanted to keep the overall tone & 2 points over 10 that you roll you gain +1 to the out-
feel of the Fighting Fantasy™ books so we have come that Luck was used to affect (i.e. 10 = +1; 12 = +2;
18 = +5 etc…).
included Luck as a new Ability score.
This scenario is aimed at small parties of players If the Character fails her Luck check by up to 5, there
is no penalty. However, if the character fails by 6 or
(mini-groups). The inclusion of Luck gives them an
edge that makes up for their lack of numbers. Players more, she will suffer a -2 penalty to the outcome that
Luck was used to affect.
should be encouraged to use Luck as often as possible
- it may make the difference between success and fail- Example: Ellion G'aarak decides to test her Luck to
help her fight 2 Orcs by giving a modifier to hit them.
ure!
To reflect this, it is easier for characters to recover She rolls a d20 and adds her Luck ability modifier get-
ting a total of 13, success! Ellion now adds +2 to her
Luck than it is for other Ability scores, methods of
restoring Luck are given under the heading: Restoring next attack roll against the Orcs and her Luck is tem-
porarily reduced by 1.
Luck.
Later in the same fight Ellion decides to test her Luck
New Ability Score to add to her attack roll again, this time she rolls a total
Luck is determined in the same way as other Ability of 4. Ellion has failed to make the required DC10 by 6.
scores. There are several options available (see DMG Ellion now suffers a -2 penalty to her attack roll and
Chapter 2, Ability Scores Generation). The maximum her Luck is temporarily reduced by 1. If she had rolled
possible starting Luck score is 18 regardless of race. a total of 7, she would still have failed in her Luck
A character's starting Luck score can only be check but not suffered a penalty. However, her Luck
increased by magical means or by spending attribute would still have been temporarily reduced by 1.
points gained as the character becomes more experi-
Minimum Luck Score
enced.
When a character's Luck score reaches 0 they can no
Luck will be treated as an Ability score in every
respect i.e. lost Ability scores are regained at the rate longer choose to test their Luck. Luck cannot be low-
ered further than 0, and cannot be used again until it
of one per day (see DMG Chapter 3, Running the
Game, Ability Score Loss). is raised to at least 1.

Standard Point Buy Method Saving Throws & Luck


Luck can be used to modify the result of a saving
Because there are now 7 Ability scores instead of the
normal 6, the amount of starting points is increased to throw using the same method as described above
(under the heading: Luck Difficulty Class). The char-
30 rather than 25 (See DMG Chapter 2, Ability Scores
Generation, Standard Point Buy). acter makes a Luck check and than applies the result
as a modifier to their saving throw.
Using Luck
Skills & Luck
A character may use Luck to change or influence
Luck can be used to modify the result of Skill checks
events, reducing the damage taken from an enemy's
attack for instance, or increasing their chance of pick- using the same method as described above (under the
ing a lock. Luck can be used to modify a character's heading: Luck Difficulty Class). The character makes a
Skill checks, saving throws, attack rolls, and melee / Luck check and then applies the result as a modifier to
ranged damage dealt. You can also use your Luck to their Skill check.
reduce the damage you take from an enemy's attack. e.g. Rhana Quinn has fallen off a rickety bridge into
Luck checks must be resolved BEFORE the action a fast flowing river. The DM determines that a skill
(Swim) check (DC15) is required for Rhana to safely
that they are affecting is undertaken (exception:
reducing damage taken in melee / ranged). The result swim to the nearby riverbank. Rhana is not a good
swimmer having no Skill bonus, which is reduced by
of the Luck check is applied as a modifier to the
action. You may only check Luck once per action -6 because of her equipment (-3 check penalty for
medium load, doubled to -6 for the Swim skill). This
undertaken and the result only affects that action.
A character's Luck score is temporarily reduced by 1 means that the best she can hope to do is 20 - 6 = 14
meaning she can't succeed! She decides to use her
3
every time Luck is checked.
Luck cannot be used to give a character feats or spe- Luck to help her reach the riverbank safely. Rhana
rolls a d20 getting 15 and adds her Luck ability modi-
cial Abilities that she would not normally have. i.e. a
fighter cannot use Luck to allow her to turn / rebuke fier (+2 from an Ability score of 14) for a total of 17.
She has succeeded by 7 so she may add +4 to her Swim
Undead.
check. She now makes her Swim skill check d20 + 0
(Swim skill) -6 (equipment carried) +4 (Luck). She rolls making a successful saving throw to counter a spells
a 17 giving her a final result of 15. Rhana just manages effect.
to scramble to the riverbank. Rhana reduces her Luck
temporarily by 1. Luck and Turn / Rebuke Undead
If Rhana had failed her Luck check, for instance Luck can be used to increase the chance of turning /
rolling a 3 on her d20 (+2 Ability modifier) = 5, her rebuking Undead but cannot increase the effective-
Swim check would then have been d20 +0 (Swim skill) ness i.e. Luck may be applied to the Turning Check
-6 (equipment carried) +0 (Luck check result) giving Result, but cannot be used to increase the maximum
her a maximum possible result of only 14. She would hit dice affected, or the number of HD affected.
start to drown. Of course she could use Luck again in e.g. Ellion G'aarak is a 4th level Cleric. Entering a
the next round to help her survive. room Ellion encounters 4 Zombies, she decides to
attempt to turn them and to use Luck in her attempt.
Opposed Skill Checks & Luck Ellion makes a Luck check, the result of which is
Luck can be used to modify the result of opposed added to her Turning check result which may make
Skill checks using the same method as described her more likely to succeed. However, Luck cannot be
above (under the heading: Luck Difficulty Class). The used to change the maximum effectiveness of her
character makes a Luck check and than applies the turning attempt, she can still only possibly affect
result as a modifier to their opposed Skill check, Undead with 8HD or less. Neither does Luck affect
which is then compared to their opponents check as the number of such Undead she can affect.
normal.
Stand alone Luck Checks
Checks Without Rolls & Luck There will be situations within the adventure when
You cannot 'take 10' or 'take 20' when testing your Luck can be used to determine the outcome.
Luck. Depending on the situation the DM may appoint a
higher or lower Luck DC. The DM must never use
Combat & Luck Luck to replace a saving throw or skill check that
Luck can be used in combat in three ways. To increase already exists. In the example below an unsuccessful
your chance of hitting an opponent, to increase the Luck check would then require a (Reflex) save to
damage you deal to an opponent, or to reduce the avoid falling in the water.
damage taken from an opponent's blow. An example of a stand-alone Luck check: If the char-
acters are walking over a rickety old wooden bridge,
Using Luck to Hit an Opponent does a rotten plank break under the weight of one of
A character may make a Luck check (as described the players? The DM decides that the characters will
under the heading: Luck Difficulty Class) the result of have to be particularly Lucky to avoid all the rotten
which is then added or subtracted to her next attack planks and gives this situation a Luck DC of 15. As
roll to hit an opponent. with all Luck checks, once a stand-alone Luck check
has been made (whether successful or not) the charac-
Using Luck to Increase Damage
ter must temporarily reduce his Luck score by 1.
When a character has successfully hit an opponent, he
may make a Luck check (as described under the head- Opposed Luck Checks
ing: Luck Difficulty Class) and add or subtract the Two characters are sitting at the table playing cards.
result to the damage dealt by his attack. The Luck Who will win? The simple solution to this is for the
check must be made before damage is rolled. Luck characters to make an opposed Luck check. Both char-
damage is never multiplied by a critical success. acters roll a D20 and add their Luck modifier. The
character with the highest Luck result wins. Each
Using Luck to Reduce Damage Taken
character that made the opposed Luck check must
When a character has been hit by an opponent's
temporarily reduce his Luck score by 1.
attack, she may make a Luck check (as described
under the heading: Luck Difficulty Class) and apply Optional Luck Rule
the result to reduce or increase the damage she suffers If a character rolls a natural 1 on the Luck roll the DM
from the attack. Damage reduced by a Luck check can may rule that that character has been so unlucky that
never be reduced to less than 0. She can decide to he automatically fails whatever he was attempting to
make the Luck check before or after damage has been use Luck with: if he was using Luck to modify his
rolled. attack roll then the attack automatically misses; if he
was using Luck to modify his chance to Pick a lock the
Luck and Magic
attempt automatically fails; if he was using Luck to
Luck cannot be used to increase or decrease the effec-
modify his Melee damage roll, he scores no damage at
tiveness of a spell or magical effect.

4
all; if he was using Luck to modify his opponent's
Luck can be used to increase the chance of hitting
Melee damage roll, his opponent does Full damage
with a Magical attack, such as a ray, by modifying the
etc.
to-hit roll or it could be used to modify the result of a
Spellcraft check to help identify a spell being cast.
Similarly it could be used to increase the chance of
Restoring Luck
Luck can be restored in a number of ways. Luck can-
Trial of Champions
not be increased past its starting value except by mag- For the DM
ical means (see Appendix 2 - New Magic, New Spells).
This adventure has two possible beginnings: You may
Any excess Luck points that would take a character's
wish to play through this adventure either with or
Luck score above the original value are lost.
without the campaign story on Blood Island, as per
Normal Regeneration of Ability Points the Fighting Fantasy™ book (please refer to Appendix
(see DMG Chapter 3, Ability Score Loss) 3 - Campaign Play, Blood Island)
Fang, the most prosperous and densely populated
Magical Means - Spells and Potions City in the Province of Chiang-Mai is home to Baron
Any spell that restores Ability points can be used to Sukumvit's Deathtrap Dungeon; a huge labyrinth of
restore Luck points. Examples include: Lesser tricks, traps and deadly monsters. Thousands of peo-
Restoration, Restoration and Fortune (see Appendix 2 ple from all across Allansia flock to the Cityport at the
- New Magic, New Spells) end of April to secure a room in one of its many tav-
Any potion that restores Ability points can be used erns or inns. The reason is to witness the contenders
to restore Luck points. entering the infamous Dungeon on the morning of
May 1st.
Discretionary Awards by the DM. Last year, Chadda Darkmane emerged alive from the
DMs can choose to award Luck points to characters Dungeon exit and became the first person in history to
for particular acts of daring or heroism. It should be have survived the Trial of Champions and claim
remembered that Luck is an extremely powerful Baron Sukumvit Charavask's 25,000gp prize. At the
Ability that can allow characters to succeed at tasks end of that day the Baron ordered the Dungeon to be
that they normally wouldn't be able to achieve. Care closed, which it has remained so… until now.
should be taken when awarding Luck points, don't Today the city is alive with rumours and anticipa-
give the characters too much or you could make any tion. Baron Sukumvit has announced that the
scenario too easy, but don't be too stingy with your Dungeon has undergone a major redesigning. He
Luck awards or the characters will probably fail. boasts that this newly improved Deathtrap Dungeon
will be impossible to complete. To prove his state-
Scenario Awards ment, the Baron has increased the prize money to
At various points in this adventure Luck points are 50,000gp.
awarded to characters. These Luck awards can be This years Trial of Champions has attracted some of
increased / decreased at the DM's discretion. Luck Allansia's most illustrious contenders: A Chaos
awards are to the party as a whole, it is up to the DM Champion who wears spiked, Full Plate Mail Armour,
to determine how they are divided amongst the char- an Eastern Warlord in Samurai Battle Dress, an Elven
acters. E.g. if a party of 3 characters are awarded 2 Prince and a Dwarven Noble. But illustrious con-
Luck points the DM can either give 1 point each to 2 of tenders aren't all that have been attracted by the
the players or 2 points to one of them. At the DM's dis- event's huge prize. Lord Carnuss, the evil brother of
cretion - award the points to the characters who Baron Sukumvit, is being secretly represented by a
played the most significant role in gaining them. slave dressed only in a loincloth and wielding a
sword. Lord Carnuss has spent the last week on Blood
Monsters and Luck Island filtering out the weak and unworthy in the
Luck is a player character specific Ability score. Arena of Death. His plan, should his slave survive, is
Monsters and NPCs do not gain the Luck ability score. to claim the prize for himself.

For the Characters


DMs Note: If you are playing the Campaign story,
Blood Island, please read out the 'For the Characters'
section in Appendix 3 - Campaign Play, Blood Island.
If not, continue below.
Read this aloud to the players:
Situated on the continent of Allansia is the City of
Fang, the capital city of the province of Chiang-Mai.
The city is home to Baron Sukumvit Charavask,
ruler of Chiang-Mai and creator of the Deathtrap
Dungeon that has seen the deaths of hundreds of
would-be heroes all trying to survive the deadly
traps, monsters and mazes in an attempt to claim
the prize of 25,000gp.
5
Last year, Chadda Darkmane became the first per-
son to emerge alive from the Dungeon's exit. Since
that day the Dungeon's doors have remained closed wise stated. These Crystals are called Light Crystals
while it undergoes a major redesigning, overseen by (see Appendix 2 - New Magic).
the Baron himself. Doors: Good Wooden; Hardness 5; hp 15; Break
DC18
This year, posters have appeared all over Allansia
Locks: Average lock; Open lock DC25
announcing that the Trial of Champions will once
Listen Checks: All Listen check DC are calculated
again be held on the first day of May. The posters
for the characters standing in the adjacent square to
claim that the Baron is deeming his new, improved
the door (2½ ft. away) unless stated in the text. If the
Deathtrap Dungeon as impossible to complete and
characters actively listen at a door (presses his ear to
that the Prize money has been increased to 50,000gp.
the door) then reduce the Listen DC by 2.
Gathering your equipment you travel to Fang in Encounter Stats: All encounter statistics have been
plenty of time to register for the Trial of Champions. calculated presuming that the creature is using a one-
As a competitor in the event you are given a room in handed weapon with one hand. If the DM decides that
one of Fang's most prestigious inns, the Black the creature will use its one-handed weapon with two
Dagger. Food and ale are provided free of charge, hands it will gain 1½ times its Strength bonus to dam-
courtesy of Baron Sukumvit Charavask himself, and age (provided it has a bonus).
while you are wearing the purple armband of a con- Luck Awards: The DM may award the party Luck
tender in the Deathtrap Dungeon you are treated like ability points based on how they handled an
a personality by the city folk. encounter; 1-3 Luck for defeating a Monster encounter
with at least an equal EL rating to the party; 1-3 Luck
On the morning of the Trial of Champions a man
points for discovering an item or clue vital to the suc-
knocks at your door to remind you of the Dungeons
cess of the adventure (see Luck, Restoring Luck,
rules: You are only allowed to take your own equip-
Scenario awards for more information); The DM may
ment into the dungeon but it is limited to: Any
also award discretionary Luck for acts bravery / hero-
weapons and armour; magic items are permitted
ism (see Luck, Restoring Luck, Discretionary Awards
(but contestants are limited to four potions); food
by the DM)
and drink is allowed; no sundry items such as a com-
DMs note: There is a permanent Dimensional
pass, rope or pitons (with the exception of an empty
Anchor effect that will prevent any magical travel
backpack, thieves' tools and holy symbols) are
from within the Dungeon to outside of it. Encounter
allowed to be taken into the Dungeon. The use of
54 on the overlay map represents the furthest point of
Magic spells is also prohibited until you have
the spell effect. Encounter 15 is the only exception to
entered the Dungeon.
this rule and was incorporated into the dungeon by its
The man then leads you through back alleys and creators.
narrow streets. Soon you come to a wide road lined 1. The Walk (EL0)
with cheering crowds. Ahead you can see the dark Read this aloud to the characters:
mouth of a tunnel disappearing into the hillside
To the cheers of the exalted onlookers, you pass
with two huge stone pillars on either side. As you
between the stone pillars and down a dimly lit pas-
approach you can see Baron Sukumvit ready to greet
sage way. The sounds of the cheering crowds soon
the contenders in the Trial of Champions. Only four
disappear behind you as you proceed further into the
other contestants are entering this year, but they are
labyrinth.
indeed illustrious competitors: A Chaos Champion
who wears spiked, Full Plate Mail Armour, an What horrors lie ahead you cannot imagine. You
Eastern Warlord in Samurai Battle Dress, an Elven know that Baron Sukumvit has spent over a year
Prince and a Dwarven Noble. The Baron holds out 5 redesigning the Dungeon so that it is now lethal
straws, you pick one with the number '2' on it. beyond comprehension. Your chances of success are
"Before you enter the Deathtrap Dungeon", very slim indeed.
announces the Baron, "I will offer you all this
advice: An odd number of identical items need to be 2. Keep Out! (EL3)
found to be successful in the Trial of Champions". Read the characters the following:
The Dwarf disappears into the Dungeon first and Ahead you can see a T-junction leading east-west.
then, 30 minutes later, it is your turn… Just before the junction in the left hand wall is a
door with a sign pinned to it. The sign is written in
The Dungeon dried blood and reads 'Keep Out !'.
All rooms and corridors have 12ft. ceilings. Corridors A Hellhound occupies this room. It will attack at the
are rough-cut stonework either 5ft. or 10ft. wide most opportune moment.
(Please refer to the overlay map for details). Doors are A straw bed lies in a corner. If the characters make a

7
wooden (good), unless otherwise stated in the text. All successful skill (Search) check (DC15) they will find a
doors are unlocked unless otherwise stated. Any small gold ring (The small gold ring is not magical but
locked doors have average locks unless otherwise is one of nine identical rings which need to be collect-
stated. The dungeon is lit at 80ft. intervals by Crystals ed and are vital to the success of the adventure).
which radiate soft light in a 40ft. radius unless other-
Hellhound, Medium Outsider (Evil, Extraplanar, If the characters climb down the rope they must
Fire, Lawful): HD 8d8+8 (hp 44); Init +5 (+1 Dex, make a skill (Climb) check (DC5). If they decided to
+4Improved initiative); Spd 40ft.; AC 16 (+1 climb down without using the rope
Dex, +5 Natural) they must make a skill
Touch 11, Flat- (Climb) check (DC10).
footed 15; Attack Climbing down
Bite +9 melee (1d8+1 with or without
+1d6 fire); Full the rope leads
Attack Bite +9 100ft. down to
melee (1d8+1 encounter 4.
+1d6 fire); Space / If the characters decide
Reach 5ft. / 5ft.; SA to take the rope (Hemp)
Breath weapon, Fiery bite SQ it is 100ft. long and
Darkvision 60 ft., Immunity to weighs 20lbs.
fire, Scent, Vulnerability to 4. Strider the Assassin
cold; Saves Fort +7,
(EL6)
Ref +7, Will +6;
DMs Note: There are no
AL LE,
Light Crystals in encounter
Abilities Str 13,
4. The characters will be
Dex 13, Con 13,
able to see while on the
Int 6, Wis 10,
ledge due to the light from
Cha 6; Skills Hide
above but not in the cave.
+17, Jump +16,
Strider the Assassin has been in the
Listen +11,
cave for several hours and
Move silently
has become accustomed to
+17, Spot +11,
the light.
Survival +11 Feats
Whether the characters have
Improved initia-
climbed down using the rope or
tive, Run, TrackB,
not they will find themselves on
Endurance:
a very narrow ledge about 10ft. above a
Breath Weapon
fast flowing underground river. To the
(Su): 10-foot cone,
left of them the characters can see a
once every 2d4
very dark, 10ft. high by 10ft. wide cave
rounds, damage 2d6
entrance. In order to reach the cave
fire, (Reflex) save (DC15)
entrance the characters must move along
half.
the narrow ledge by making a successful
Fiery Bite (Su): A
skill (Balance) check (DC5).
Hellhound deals an extra
The cave is the home of Strider the
1d6 points of Fire damage
Assassin who has heard the characters
every time it bites an opponent, as if its
and will attack at the most opportune
bite was a flaming weapon.
moment.
3. Pay to Cross (EL0) Tactic: Strider will attempt to push the first character
As the characters near the bridge, read the following: he sees into the fast flowing underground river. If
Up ahead you can hear the sound of running water Strider is successful, and one of the characters falls
and soon the tunnel ends at the edge of a very large into the fast flowing underground river, they have one
and deep natural cavern. A sturdy looking rope chance to make a successful skill (Swim) check (DC15)
bridge straddles the cavern and beyond it the tunnel to make it to the side of the river wall. If they fail, they
continues straight on. A wooden box is tied to the will be swept into the mountain where they will
rope bridge and there is a sign above it which reads, drown. Characters in the river who have succeeded at
'Pay gold to cross'. To the left of the bridge a rope their Swim check must make a skill (Climb) check
has been firmly tied to metal piton and hangs down (DC10) to climb back upto the ledge.
the cavern. The cave is empty apart from Strider's straw bed and
The rope bridge is very strong and will hold the belongings.
weight of the characters. Whether the characters pay Strider the Assassin, Human male Rog6: CR 6; Size
the gold or not, nothing untoward will happen on the M (6 ft., 1 in. tall); HD 6d6+12 (hp 40); Init +2 (+2 Dex);
bridge. Spd 30 ft.(6 squares); AC 17 (+2 Dex, Leather Armour

8 DMs note: 'Pay gold to cross' is a trick to try to make +3) Touch 12, Flat-footed 15; Attack +10 melee
the characters part with the gold ring (if they found it) (Shortsword 1d6+5 19-20 / x2); Full Attack +10 melee
in encounter 1. The wooden box is slotted and hinged, (Shortsword 1d6+5 19-20 / x2); SV Fort +4, Ref +7, Will
so that it can be opened. The box does not contain any +4; AL CE; Abilities Str 16, Dex 15, Con 14, Int 12, Wis
objects. 15, Cha 10: Languages Spoken Common, Infernal:
Skills Balance +12, Bluff +11, Disguise +6, Hide +10, in her stats) she will send her two Stirges to attack.
Listen +10, Move silently +9, Sleight of Hand +8, The Witch will join in and attack the characters.
Search +9, Spot +7, Tumble +11; Feats Dodge, Weapon If the Witch is killed the characters are free to look
focus (Shortsword), Skill focus (Balance), Skill focus around. On a shelf at the rear of the room is a small
(Bluff): Equipment Leather Armour +3, Shortsword ornately carved wooden box and a vial of liquid.
+2, Bone Necklace (grants a +4 bonus to (Fear) saves). The box is magical and is called The Box of
5. An Alcove (EL5) Entrapment (see Appendix 2 - New Magic). If the
As the characters near the alcove, read the following: characters examine the small wooden box they will
notice that it has a face carved on to the front. The
The passageway comes to a dead end. Set into an characters will recognise the face as the Dwarven
alcove in the east wall is a stone tablet with a hole Noble who started the Trail just before they did. If
in its centre. Etched around the hole are the words, they open the box and make the saving throw, they
'One is on, and Two is gone'. will see a swirling mist inside the box.
Trap: If the characters look into the hole they will see The vial of liquid is labelled in Common and reads,
two levers, one has the number one etched onto it in 'Potion of Heroism'.
Common, the other has the number two. There is only Any character who tries the concoction in the Witch's
enough room for one character to reach into the hole cauldron must make a Fortitude saveDC20) or suffer
at a time and that character will have to stretch quite 2d6 hit points damage.
far to pull the lever. Stirges (2): hp 7, 6 (see MM for information on
If the character pulls the lever with the number one Stirge)
on it a secret door in the north wall will open, skill The Witch, female Human Sor6: CR 6; Size M (4 ft.,
(Search) check (DC30) to find the secret door prior to 11 in. tall); HD 6d4+18 (hp 33); Init +1 (+1 Dex); Spd 30
opening. If the character pulls the second lever a poi- ft.(6 squares); AC 15 (+1 Dex, Mage Armour spell)
son needle will be fired into his or her arm (the char- Touch 11, Flat-footed 14; Attack +6 melee (Dagger
acter will be considered Flat-footed). 1d4+2 19-20 / x2), or +6 ranged (Dagger 1d4+2 19-20 /
Poison Dart Trap: CR 1; mechanical; touch trigger; x2); Full Attack +6 melee (Dagger 1d4+2 19-20 / x2), or
manual reset; Atk +15 ranged (1d4 plus poison, dart); +6 ranged (Dagger 1d4+2 19-20 / x2); SV Fort +5, Ref
poison (giant wasp, (Fort) save (DC18), Initial and +3, Will +9; AL CE; Abilities Str 10, Dex 12, Con 16, Int
Secondary damage 1d6 Dex); Search DC 20; Disable 11, Wis 14, Cha 14: Languages Spoken Common: Skills
device DC 18. Concentration +7, Hide +1, Listen +4, Move silently +3,
6. The Witch's Room (EL7) Spellcraft +7, Spot +4; Feats Alertness, Empower spell,
As the characters near the door, read the following: Iron will, Weapon finesse: Equipment Dagger +2
Sorcerer Spells Known (6 / 7 / 6 / 3) - Spell DC12+
The door in the east wall has an old broomstick
spell level: 0th -- Dancing Lights, Detect Magic, Detect
nailed to it and there is a foul smell coming from
Poison, Ghost Sound, Mending, Open / Close, Ray of
within.
Frost. 1st -- Charm Person, Erase, Mage Armour,
If the characters open the door, read the following: Magic Missile. 2nd - Acid arrow, Summon swarm.
The foul smell is coming from the centre of the room 3rd -- Lightning Bolt.
where an old woman is dropping dead rats, slugs, 7. …and into the Freezer (EL5)
centipedes and maggots into a huge cauldron which As the characters near the door, read the following:
sits upon a large open furnace. The old woman seems
to be enjoying herself. Nailed to this door is a small bird, long dead and
shrivelled.
The old woman is a Witch. If she spots the characters
at the door (-2 to her Spot roll - which is incorporated If the characters open the door read the following:
The temperature inside this derelict room is much
lower than in the passage. You can see your breath
hanging in clouds in the cold air. In the far wall you
can see a large tunnel entrance.
Ask any character who enters this room to make a
skill (Listen) check (DC8). If they are successful them
can hear the sound of slow footsteps and low hissing
coming towards them from the cave. The noise
belongs to a Coldclaw which will attack the characters
at the most opportune moment.
Anyone who makes a successful skill (Search) check
(DC10) will find a small clay pot under some rubbish

9
in the corner. The clay pot contains a small gold ring
(The ring is not magical but is one of nine identical
rings which need to be collected and are vital to the
success of the adventure).
Coldclaw: hp 40 (see Appendix 1 - New Monsters)
8. The Coldclaw's Lair (EL5) 11. Target Practice (EL7)
As the characters enter this cave, read the following: Ask the characters to make a skill (Listen) check
The floor to this large natural cave is littered with (DC8). If they are successful they can hear voices on
bones, humanoid remains and torn clothing. This the other side of the door arguing in Orcish. The
must be the lair of the creature that just attacked argument is about who is closer to the middle of the
you. target.
If the characters open the door, read the following:
If the characters look amongst the remains they have
a chance of finding two items: if they make a success- Two Orcs are having a knife throwing contest. They
ful skill (Search) check (DC15) they will find a fine, are using a dead rat pinned to a post as their target.
almost new looking pair of boots. The boots are mag- If the Orcs spot the characters they will attack.
ical Boots of Speed (See DMG, Chapter 8 - Magic The room contains two wooden beds, a crude table,
Items, Wondrous Items for more information on Boots two chairs and a sturdy looking wooden trunk. The
of Speed). If they make a skill (Search) check (DC20) trunk contains the two Orc's most prized possessions:
they will find the Boots of Speed and a small gold ring A jar of rat-tails, an Ogre's hip bone, mouldy bread, a
on a bone finger. (The ring is not magical but is one of pair of worn out boots, a broken arrow, three wooden
nine identical rings which need to be collected and are pegs, a cracked clay jug and Breastplate Armour. All
vital to the success of the adventure). of the items, with the exception of the Breastplate
If the characters go in the back of the cave, read them Armour, have no use in this adventure. The Armour is
the following: magical Breastplate +1
Towards the rear of the cave in a dark recess is a Grosh and Farog, male Orc Ftr5 (both): CR 5 (each);
Human skull which has been painted gold. The eyes, Size M; HD 5d10+10 (hp 41,56); Init +2 (+2 Dex); Spd
nose and mouth cavities have been sealed with wax 30 ft.(6 squares); AC 16 (+2 Dex, Chain shirt) Touch 12,
and you can see that a section of the top of the skull Flat-footed 14; Attack +9 melee (Longsword 1d8+5 19-
has been removed and replaced with a cork. 20 / x2); Full Attack +9 melee (Longsword 1d8+5 19-20
/ x2); SQ Darkvision 60 ft., Light sensitivity; SV Fort
Should any of the characters remove the cork a blast
+6, Ref +3, Will +0; AL CE; Abilities Str 16, Dex 15, Con
of cold, icy air with a misty tail rushes around them
15, Int 9, Wis 9, Cha 9: Languages Spoken Orc: Skills
and then encircles the cave at high speed. Lots of
Climb +4, Hide +2, Listen +2, Move silently +2, Spot +1;
bones begin to rise from the floor and join together to
Feats Alertness, Dodge, Power attack, Weapon focus
form a humanoid Skeleton. The whirlwind disappears
(Longsword), Weapon specialisation (Longsword):
into the eye sockets of the newly formed Skeleton and
Equipment Chain shirt, Longsword (each).
it advanced to attack.
The Bone Spirit has the small gold ring on its finger. 12. The Caged Imp (EL2)
Bone Spirit: hp 41 (see Appendix 1 - New Monsters) If the characters open the door, read the following:
9. Crossbow Trap (EL5) The door opens into a narrow, gloomy corridor at
Trap: Ask the characters to make a skill (Spot) check the end of which you can see a stone plinth with a
(DC10). If they are successful they can see several large glass dome resting on top of it. Four black can-
rows of spears protruding from the ceiling (Location dles are burning on each of the corners of the plinth,
9a). This is not the trap. The spears are in fact a useless illuminating the dome with an eerie glow.
decoration, but it is a ploy to make the characters If the characters take a closer look at the glass dome,
press themselves against the south tunnel wall, which they will see that there is a tiny humanoid inside
is not covered by the spears, in an attempt to pass the jumping up and down, trying to attract the characters'
fake trap. Along the floor of the south wall is a pres- attention. The humanoid is in fact an Imp, which has
sure plate which will activate a Heavy Crossbow hid- used its Alternate form Ability to look like a 2ft. tall
den behind the west wall (Location 9). humanoid wearing a tight fitting black hose and has a
Heavy Crossbow Trap: CR 3; mechanical; location grey wispy beard and pointed ears.
trigger (pressure plate); manual reset; Atk +15 ranged If the characters lift the glass dome and free the Imp
(1d10 plus poison, bolt); poison (shadow essence), it will attack them.
(Fort) save (DC17), Initial damage 1 Str (permanent), Tactic: The Imp will turn invisible and turn back into
Secondary damage 2d6 Str its true form, attacking the characters with its sting. If
10. Goodberries (EL0) it renders any of the characters helpless, it will steal
If the characters enter this room, read the following: any small objects that they have collected (small gold
rings) and flee the area. The Imp will fly south out of
On an ornate plinth in the centre of this otherwise the corridor and hide (invisible) in room 10.
empty room has a small bowl on it full of various Imp: hp 19 (see MM, Devils for more)
kinds of berries.
13. Just a Pile of Rocks (EL 0)
10
All of the 30 berries in the bowl have been enchant-
In the middle of the passage the characters will see a
ed with the Goodberry spell. Each berry eaten will
big pile of stones, several inches high. Any character
heal 1 hp of damage up to a maximum of 8 hp in a 24
who makes a successful skill (Spot) check (DC10) will
hour period (see PHB, Chapter 11, Spells for more
see metal glinting from under the stones.
information on the Goodberry spell).
Buried under the stones is a magical Scimitar +3
14. The Riddling Skeletons (EL7) incorrect answer or is trying to leave. If the correct
As the characters approach this door they will notice answer is given the pointing Skeleton will say: "You
that several planks of wood have been nailed across it are a wise adventurer. Your reward for giving the cor-
to keep it shut. The characters can easily pry the rect answer is in the draw of the small table".
boards from the door if they wish to gain access. The Skeleton will ask his question every time the
If the characters open the door read the following: door is opened.
This room looks like it has not been entered for Lightning Bolt Trap: CR 5; magic device; proximity
years. A thick layer of dust and cobwebs cover the trigger (alarm); automatic reset; spell effect (lightning
room's sparse contents: an old, rickety table with a bolt, 8th-level wizard, 8d6 electricity, (Reflex) save
single drawer and two Human Skeletons half buried (DC14) Half damage); Search (DC28); Disable device
in the dust. One of the Skeletons appears to be point- (DC28)
ing at the other. Trap: The drawer in the small rickety table is
trapped. If anyone attempts to open the drawer with-
Any character who makes a out either disabling the trap or answering the
successful skill (Spot) check Riddling Skeleton's question correctly they will
(DC20) will see a small metal release a cloud of poisonous gas into the room.
rod protruding Burnt Othur Vapour Trap: CR 7;
from the wall mechanical; touch trigger;
behind the repair reset; gas; multiple tar-
pointing gets (all targets in a 10-ft.-by-
10-ft. room); never miss;
onset delay (3 rounds); poi-
son (burnt othur fumes,
(Fortitude) save (DC18)
resists, 1 Con drain / 3d6
Con); Search (DC21);
Disable device (DC21).
Inside the drawer of the
rickety table is a small
iron key. The small iron key is
important to the adventure
and is used to open the locked
Skeletons door in encounter 49.
arm. Any DMs note: If the door
character is wedged open the
who touches Riddling Skeleton will
the metal rod not ask its riddle.
will suffer 8d6
Electrical dam- 15. Teleport Trap (EL0)
age. The rod can Trap: As soon as someone
be removed from enters this room the door will
the wall by slam shut and the contents of
making a suc- the room will be instantly tele-
cessful ability ported to Location 15a. The
(Strength) door to the room can be eas-
check (DC25). If ily opened.
the metal rod is Teleport Trap: CR 4;
removed from the magic device; location
wall the Lightning trigger; automatic reset;
trap will cease to spell effect (Teleport to
function and the metal Location 15a); Search
rod will be useless. DC 28; Disable device
Trap: As soon as the DC 28.
first person enters the
door it will slam shut.
The pointing Skeleton will start to speak: "Brothers 16. Challenge of the Lich Queen (EL13)
and Sisters have I none, but that man's Father is my As the characters approach the door ask them to make
Father's son. Who is he?". The correct reply to this rid-
dle is: he is his son. If an incorrect answer is given or
a skill (Listen) check (DC8). If they are successful they
can hear a female voice softly chanting in a language
11
any character attempts to leave the room a bolt of long forgotten.
lightning will shoot from the metal rod behind the
pointing Skeleton and strike whoever gave either the
If the characters open the door to this room read armour, Craft wand, Craft wondrous item, Empower
them the following: spell, Maximize spell.
As the door to this room opens into a lavishly deco- Sorcerer Spells Known (6 / 7 / 7 / 6 / 6 / 4) - DC13 +
rated, marble floored room your eyes transfix with spell level: 0th -- Dancing Lights, Detect Magic,
horror to the sight before you. Sitting on an ornate- Disrupt Undead, Ghost Sound, Light, Mage Hand,
ly decorated marble throne is a woman dressed in a Mending, Prestidigitation, Ray of Frost. 1st -- Burning
lavish gown. Her face is almost a skeletal skull, Hands, Magic Missile, Message, Shield, Sleep. 2nd --
with only remnants of dried skin hanging loosely Alter Self, Blindness / Deafness, Darkness, Levitate,
from it. She stares at you with evil, blood-red eyes. Resist Elements. 3rd -- Fireball, Flame Arrow, Hold
Person, Summon Monster III. 4th -- Arcane Eye,
As the last character enters the room (or if it is obvi-
Charm Monster, Polymorph. 5th -- Cloudkill, Wall of
ous that some are staying outside or there is only one
Force.
character), the Lich Queen casts a Wall of Force spell
Undead: Immune to mind-influencing effects, poi-
across the doorway. Read them the following:
son, sleep, paralysis, stunning, and disease. Not sub-
The Undead creature leans forward in her throne and ject to critical hits, non-lethal damage, Ability damage,
speaks in a voice that seems to cut through you like energy drain, or death from Massive damage.
a knife, "Those that enter my chamber must accept Fear Aura (Su): Liches are shrouded in a dreadful
my challenge of pain… or die". aura of death and evil. Creatures of less than 5 HD in
If the characters attack the Lich Queen she will fight a 60-foot radius that look at the Lich must succeed at
ruthlessly to the death. a (Will) save (DC18) or be affected as though by fear as
If they except her challenge, read the following: cast by a sorcerer of the Lich's level.
The creature stretches a skeletal hand behind her Paralysing Touch (Su): Any living creature the Lich
back and pulls a metal gauntlet out from under one touches must succeed at a (Fortitude) save (DC18) or
of the cushions. She then throws it on the floor in be permanently paralysed. Remove paralysis or any
front of you. "The challenge is a simple one: Wear the spell that can remove a curse can free the victim (see
gauntlet and bear the pain. If you are successful you the bestow Curse spell). The effect cannot be dis-
will be rewarded". pelled. Anyone paralysed by a Lich seems dead,
though a successful skill (Spot) check (DC20) or a skill
If the characters refuse to take the challenge the Lich
(Heal) check (DC15) reveals that the victim is still
Queen will fight ruthlessly to the death.
alive. This power works in conjunction with the Lich's
If a character agrees to take the challenge and puts
damaging Touch (see above).
on the gauntlet, pain immediately grips their hand
Turn Resistance (Ex): A Lich has +4 turn resistance.
and starts to spread throughout their body. The pain
Damage Reduction (Su): A Lich's Undead body is
feels like their whole body is being crushed within a
tough, giving the creature damage reduction 15 /
vice! Ask the character to make a (Will) saving throw
Bludgeoning and Magic.
(DC12). If he is successful he overcomes the illusion of
Immunities (Ex): Liches are Immune to cold,
pain. The Lich Queen pulls a small gold ring from one
Electricity, Polymorph, and Mind-affecting attacks.
of her bony fingers and drops it on the floor by the
character. "You are successful adventurer, now be 17. Along came a Spider… (EL 4)
gone" she commands. The small gold ring is not mag- As the characters approach this natural cave
ical but is one of nine identical rings which need to be entrance, they can hear high-pitched cries for help
collected and are vital to the success of the adventure. coming from within.
If the character fails the saving throw he will believe If the characters enter the cave, read the following:
the pain to be real and writhe about on the floor in Strands of spider's web line the walls, floor and ceil-
agony. The Lich Queen stands up and says, "You are ing. As you enter further into the cave the strands get
not worthy of the Trial of Champions". She then thicker and more dense. Towards the rear of the cave
attacks the characters to the death. While the character you can make out the source of the cries for help. A
is wearing the gauntlet of pain he suffer a -6 attack small humanoid about 2½ ft .tall is caught in the
penalty and cannot use his Dex bonus for AC. main body of a enormous spiders web.
Lich Queen, Medium-sized Undead (Formerly If the characters are visible the small humanoid calls
Sor11): CR 13; Size M (5 ft., 8 in. tall); HD 11d12 (hp out to them in the Common tongue, "Strangers, please
101); Init +0; Spd 30 ft.(6 squares); AC 15 (+5 natural) help me I beg of you!". The small humanoid's kicking
Touch 10, Flat-footed 15; Attack +4 melee Touch (Chill and wriggling has attracted the predator in whose
Touch 1d8+5 20 / x2); Full Attack +4 melee Touch (Chill web he is stuck. A Huge, Monstrous Spider comes out
Touch 1d8+5 20 / x2); SA Fear Aura, Paralysing Touch; of hiding and makes its way quickly across the web
SQ +4 Turn Resistance, Damage Reduction 15 / towards its prey.
Bludgeoning and Magic, Immunities: SV Fort +3, Ref If the characters kill the Spider and free the

12
+3, Will +8; AL CE; Abilities Str 9, Dex 10, Con 11, Int humanoid he will introduce himself as Billybob of the
16, Wis 12, Cha 17: Languages Spoken Common: Skills Little People. He explains that the Little People are a
Climb +5, Concentration +14, Hide +8, Knowledge race of sub-terrainian dwellers who have lived peace-
(arcana) +15, Listen +8, Move silently +8, Search +8, fully beneath this mountain for generations. The exca-
Sense motive +8, Spot +8; Feats Craft magic arms and vations of Baron Sukumvit's new Deathtrap Dungeon
have breached the Little People's tunnels. As a reward Animated Armour Trap: CR (as Monster); magic
for rescuing him, Billybob hands the characters a device; touch trigger; automatic reset; Damage (as
small gold ring that he says he just found (the small Monster); Search (DC30), Disable device (DC30)
gold ring is not magical but is one of nine identical If the characters defeat the Monster they are free to
rings which need to be collected and are vital to the take the Shield and Helmet (the Armour will become
success of the adventure). He thanks the characters useless once defeated). The shield is a Heavy Shield +3
and disappears into a small crack in the wall barely and the Helmet is a Winged Helmet which acts as
big enough for him to slide through. Winged Boots (see DMG, Chapter 8: Magic Items,
DMs note: Billybob does not know anything about Wondrous Items for more information on Boots,
the layout of the Dungeon as this is the only room he Winged)
has been in. The crack in the wall that Billybob went Medium-Size Animated Object (Medium-Size
into is far too small for the characters to fit into. Construct): hp 20 (see MM for more information on
Huge, Monstrous Spider (Huge Vermin): 15HD; hp Animated Objects)
82 (see MM, Appendix 2 - Vermin for more informa- Hardness (Ex): The animated object (Armour) has
tion on Spiders) the same hardness it had
Huge, Monstrous Spider Venom: Injury; (Fort) save before it was animat-
(DC22); Initial and secondary 1d8 Str ed: Hardness 10
18. Infected Rats (EL3)
The door opens into a small store room
full of mouldy crates of rotten food.
Four Dire Rats are in here scav-
enging for food. The Dire
Rats will attack at the most
opportune moment and are
all carriers of an advanced
form of the disease Demon Fever.
If the characters make a successful
skill (Search) check (DC22) they will
find a ring hidden in an old mouldy
loaf of bread. The ring is a Magical Ring of
Dexterity which provides a +2 Enhancement
bonus to Dex.
Dire Rats (4): hp 6, 5, 7, 7 (see MM for more infor-
mation on Dire Rats)
Advanced form of Demon Fever Disease: Injury;
(Fort) save (DC18); Incubation 4 hours; 1d6 Con** 21. Trialmaster
The recipient of the Advanced form of Demon Fever Noy (EL10)
disease must make a save every 4 hours or suffer 1d6 If the characters open the
temporary Con damage. ** When the character is door to this room, read them
damaged, she must succeed at another saving throw the following:
or 1 point of Temporary damage is permanent drain Sat crossed-legged on the floor in the middle of the
instead. room is a small old man, oriental in appearance. The
19. Treasure Chest (EL0) man has a quarterstaff across his lap and a small,
Positioned on the back wall of the passage at the top hollow pipe tucked into his belt. Standing silent and
of the stairs is an oak chest. The chest is neither locked still in the corner of the room is Neanderthal man
nor trapped and contains the following items: 100ft. of who is holding a coil of rope. The room is sparsely
hemp rope (20 lbs), a Masterwork War Hammer and a decorated with only a slatted wooden bed in the cor-
Potion of Neutralise poison (labelled in Common). ner and a wooden box.
20. Winged Helmet (EL2) If the characters enter the room, read the following:
If the characters open the door to this room, read them The old man looks up and speaks, "I am Trialmaster
the following: Noy, here to test you and see if you are worthy to
In the middle of the room is an impressive suite of continue in the Trial of Champions. The only way
Full Plate Mail Armour which has been propped up onwards is to take the tests and succeed. Failure will
in-between two high-backed chairs. On top of the result in your death".
Armour is a magnificent looking Helmet with wings If the characters attack Trialmaster Noy, he will fight

13
etched into the sides. Leaning against one of the to the Death. If they except his challenge, read the
chairs is a Heavy Shield which matches the Armour. following:
Trap: If a character touches the Helmet the Armour "The two trials that I must administer to you are to
will animate and attack. test your Strength and Intelligence. The first will be
your test of Strength". Noy commands the
Neanderthal to come to him by tapping his staff on You can hear the sound of hooves thundering along
the floor. "A simple tug-o-war contest against my the stone floor. The noise gets louder and louder
servant will prove your Strength". until a shape emerges from around the right hand
The Neanderthal takes hold of his half of the rope corner of the long corridor ahead. Seated astride a
and waits for his opponent to do the same at the other white skeletal horse is a skeletal warrior clad in
end. In the middle of the rope is a red tag and two armour and wearing a crown on its skull. The rider
white lines are positioned on the floor. " You must pull holds aloft a gleaming sword as it charges down the
your opponent so that the red tag crosses the white wide corridor towards you.
line", Noy says. If the characters defeat the Skeleton King and his
The character in the tug-o-war contest must make an steed they will find a small mirror and Potion of Cure
opposed ability (Strength) check with the Neanderthal Serious Wounds (labelled in Common) in the Undead
(Str 16 +3) and record the result. They must keep horse's saddlebags. The mirror has no use in this
doing this until one of the contestants has built up a adventure.
difference of 15 points greater than his opponent. This Skeleton King: hp 65 (see Appendix 1 - New
will signify that one of the contestants has pulled the Monsters)
red tag across the line. If the character fails, Noy will Skeletal Heavy War-Horse (Large Skeleton, Large
fire a poison dart at him and attack to the death. Undead): HD 4d12 (hp 30); Init +6 (+2 Dex, Improved
"The second test is one of Intelligence. Answer this Initiative); Spd 50ft.; AC 17 (-1 Size, +2 Dex, +6
question correctly and think carefully before answer- Natural) Touch 11, Flat-footed 15; Attack Hoof +6
ing: In the corner of the room is a wooden box. Inside melee (1d6+4); Full Attack 2 Hooves +6 melee (1d6+4)
the box are six smaller boxes and each of those contain and Bite +1 melee (1d4+2); Space / Reach 10ft. / 5ft.; SQ
three smaller boxes. How many boxes are there all Immunity to Cold, Damage Reduction 5 /
together? Bludgeoning, Darkvision 60ft., Undead traits; Saves
The answer to this question is 25. If the characters get Fort +1, Ref +3, Will +4; AL NE; Abilities Str 18 (+4),
it wrong (Noy will accept the first answer only) he will Dex 15 (+2), Con --, Int --, Wis 10 (+0), Chr 1 (-5); Skills
shoot a poison dart at the characters and attack to the none; Feats Improved initiative;
death. If the character answers correctly, Noy will 23. A Deep Pit (EL0)
open a secret door - or the character must make a suc- As the characters approach the pit, read the following:
cessful skill (Search) check (DC30) to find the secret
door without Noy's help - he can then tell the charac- The passageway ends at the mouth of a large pit
ters that this is the way onwards. The secret door can- which looks very deep. The walls of the pit are
not be opened from the other side. smooth and flat making climbing it without a rope
Trialmaster Noy, male Human Ftr10: CR 10; Size M impossible! At the bottom of the pit, a small light
(5 ft., 6 in. tall); HD 10d10+30 (hp 90); Init +7 (+3 Dex, source can be seen.
Improved initiative); Spd 30 ft.(6 squares); AC 13 (+3 The pit is 100ft. deep. Any character who attempts to
Dex) Touch 13, Flat-footed 10; Attack +18 melee climb down the pit will fall (due to the smooth, flat
(Quarterstaff 1d6+11 19-20 / x2), or +13 ranged (Blow- sides of the pit walls) and take 10d6 damage.
dart 1 point +poison 20 / x2); Full Attack +18 / +13 The bottom of the pit is marked Pit 1 on the overlay
melee (Quarterstaff 1d6+11 19-20 / x2), or +13 / +8 map.
ranged (Blow-dart 1 point + poison 20 / x2); SV Fort DMs Note: The Chaos Champion is closing in on the
+10, Ref +6, Will +3; AL NE; Abilities Str 18, Dex 17, characters. He will encounter them anywhere you see
Con 16, Int 11, Wis 11, Cha 13: Languages Spoken fit between Locations 23-30 and attack at the most
Common: Skills Climb +17, Hide +5, Listen +6, Move opportune moment.
silently +6, Spot +6; Feats Alertness, Dodge, Improved Lord Kurgash, Chaos Champion, male Human Ftr8:
initiative, Improved critical (Quarterstaff), Improved CR 8; Size M (6 ft., 5 in. tall); HD 8d10+16 (hp 70); Init
critical (Blow-dart), Improved unarmed strike, Point +5 (+1 Dex, +4 Improved initiative); Spd 20ft. (4
blank shot, Weapon focus (Quarterstaff), Weapon squares) - 30 ft. base; AC 19 (+1 Dex, Full Plate Mail)
focus (Blow-dart), Weapon specialisation Touch 11, Flat-footed 18; Attack melee (Heavy Mace -
(Quarterstaff), Weapon specialisation (Blow-dart): used two-handed 1d8+11 19-20 / x2); Full Attack +16
Equipment Quarterstaff +3, Blowpipe and 4 poisoned /+11 melee (Heavy Mace - used two-handed 1d8+11
Blow-darts 19-20 / x2); SV Fort +8, Ref +3, Will +3; AL CE; Ability
Blowpipe and Blow-Dart; Simple Weapon - Ranged; Str 18, Dex 13, Con 15, Int 15, Wis 12, Cha 9:
Cost - -; Damage 1; Critical x2; range inc. 10ft.; Weight Languages Spoken Common, Dwarven, Elven: Skills
- -; Type Piercing. Disable device +4, Hide -5, Intimidate +4, Listen +4,
Black Rose Poison: Injury, (Fort) save (DC20); Initial Move silently -5, Ride +8, Spot +4; Feats Alertness,
2d6 Con; secondary 3d6 Con. Cleave, Dodge, Great cleave, Improved critical (Heavy
Mace), Improved initiative, Power attack, Weapon
14 22. Skeleton King (EL7)
As soon as the last character is through the secret door
it will swing shut (unless it is blocked open). The
focus (Heavy Mace), Weapon specialisation (Heavy
Mace): Equipment Spiked, Full Plate Mail, Heavy
Mace +3, Small Leather Pouch containing: a small gold
secret door cannot be opened from this side.
ring (the small gold ring is not magical but is one of
Read the characters the following:
nine identical rings which need to be collected and are down on the left tusk (pulling the right tusk has no
vital to the success of the adventure) and a piece of effect). Inside the Elephant is a small gold ring (the
paper on which is written in black ink: Set two 3-5-8 small gold ring is not magical but is one of nine iden-
(This combination is one of three sets of numbers tical rings which need to be collected and are vital to
which need to be collected and are vital to the success the success of the adventure).
of the adventure). Secret Compartment: Search (DC20); Disable device
24. Cursed Bracelet (EL2) (DC20)
As soon as a character touches the door handle the 27. Hole in the Floor (EL0)
Two-Headed Dog will start to bark loudly. At this location there is a 3ft. square hole in the floor
If the characters open the door, read the following: which leads to the corridor below (Location 27a on the
Inside the room, straining at a leash fastened to a overlay map). The drop to the floor below is 20ft. If a
hook on the back wall is a vicious-looking Two- character jumps down the hole they will take 1d6
Headed Dog. Its eyes are blood red, and saliva drips Falling damage (2d6 if they fall). The hole can be eas-
continuously from its fanged mouths. The room is in ily spotted from above and below.
a mess, with everything either broken or chewed. On 28. Poison Dart Trap (EL5)
a shelf mounted on the wall above the Dog, there is Trap: A pressure plate (Location 28a on the overlay
a metal box. map) will trigger three poison darts to fire from a con-
The Two-Headed Dog will attack if the characters cealed location in the north wall (Location 28 on the
come within striking distance. overlay map).
If the characters open the metal box they will find a Poisoned Dart Trap: CR 5; mechanical; location trig-
copper bracelet inside. The bracelet is cursed. Any ger; manual reset; 3x Atk +15 ranged (1d4+4 plus poi-
character who wears it will suffer a -4 penalty to their son, dart); poison (Giant wasp poison), (Fort) save
Strength until it is removed. The cursed bracelet can (DC18), Initial and Secondary 1d6 Dex; Search (DC21);
only be removed with a Remove Curse spell. Disable device (DC22).
Two-Headed Dog: hp 35 (see MM for information on 29. Xoroa's Lair (EL7)
the Worg) As the characters approach the cave entrance, ask
DMs Note: With regard to statistics, treat the Two- them to make a skill (Listen) check (DC12). If they are
Headed Dog as a Worg with 2 Bite attacks successful they can hear faint clicking coming from
25. Minotaur's Lair (EL4) within.
As the characters walk along the passage, ask them to DMs note: This cavern is not lit by light crystals and
make a skill (Listen) check (DC10). If they are success- is completely dark.
ful, they can hear a feint grunting noise coming from If the characters enter the cavern, read the following:
inside a cave entrance. The cavern is not lit and is completely dark. Strange
If the characters enter the cave they will find them- clicking noises can be faintly heard coming from
selves in a natural cavern. A strange looking, large somewhere within the cavern.
humanoid creature with a boar's head and tusks steps Characters with Darkvision or a light will see the
out from behind a rocky outcrop at the rear of the cave source of the clicking. A strange creature with the
and advances with a stone club in its hand. The crea- head and torso of a Man and the lower body and legs
ture is a Minotaur, but this one has a large boar's head of a large Ant has located the characters with its sens-
rather than a bull's head. es. The Creature is a Formian Warrior (although the
If the characters defeat the Minotaur and make a suc- locals refer to them as Xoroa) and it will attack at the
cessful skill (Search) check (DC20) they will find the most opportune moment.
creature's only possession: a small clay pig. The pig Formian Warrior: hp 35 (see MM for more informa-
rattles and has a ring inside it. The ring is a cursed ring tion on Formian)
of misfortune. Anyone who wears the ring will suffer During the melee, there is a chance that the remain-
a -6 penalty to their Luck Ability score while it is ing 4 Formian Warriors in Location 29a will hear the
worn. The ring can only be removed with a Remove combat. The DM must make a skill (Listen) check
Curse Spell. (DC10) for each of the Xoroa. If they hear the combat
At the rear of the cave is a passage which leads to they will investigate and attack the characters.
some stairs (Location Stairs 1 on the overlay map) Formian Warriors (4): hp 32, 28, 21, 30 (see MM for
Minotaur: hp 40 (see MM for more information on more information on Formian).
Minotaurs).
26. Lucky Elephant (EL0)
If the characters enter this room, read the following:
Stood in the centre of the room is a metre high stat-
ue of an Elephant which has been carved from soap-
stone. 15
Secret Compartment: The Elephant has a secret
compartment in its belly which is opened by pulling
ing them impossible to open again without breaking
them:
Iron Door: 2 in. thick; Hardness 10;
hp 60; Break / stuck (DC28); Locked
(DC28)
Standing in the wide corridor is a
mob of twelve Zombies. Their
orders are to attack anyone who
passes through the Double Iron
Doors. They will pursue the char-
acters as far as the Pit
(Location 32 on the overlay
map) but will not attempt to
cross it.
Tactic: If the characters are stood near
the Pit the Zombies will attempt to push
/ throw them down it.
Human Commoner Zombies (12): hp
20 each (see MM for more information
on Zombies)
32. Another Pit (EL7)
The open Pit is 12ft. wide and
spans the width of the corri-
dor. To cross the Pit a
character will
have to make a
successful skill
(Jump) check (DC12).
The walls of the Pit
are smooth and flat
making them
impossible to
climb without a
rope.
The Pit is 100ft.
deep with large
spikes embed-
ded into the
floor at the bot-
tom. Any char-
acter who falls
down the Pit will
take 10d6 Falling
damage + 4d8 dam-
age from the spikes.
33. Wings of a Dove
(EL0)
DMs Note: This passageway is
30. A Helping Potion (EL0) 20 ft. high
If the characters make a skill (Spot) check (DC15) they If the characters look into the passageway, read them
will see a small crack in the right hand wall which is the following:
just big enough to fit an arm through. Inside the crack At the end of a narrow passageway you can see a
is a Potion of Cure Critical Wounds (labelled in bronze coloured bell suspended at shoulder height
Common) which will heal 4d8+10 hit points of dam- from the west wall by a metal bracket.
age. Any character who examines the bell and makes a

16
31. Zombies (EL4) skill (Spot) check (DC20) will notice a small, 6in. hole
DMs Note: As soon as the last person passes through located high up in the top corner of the passage. The
the huge double, iron doors they will swing shut. hole is home to a trained Pigeon who has a small gold
There is no handle on the west side of the door mak- ring in its beak. If a character rings the bell, the Pigeon
will flutter down and drop the ring at their feet (the
small gold ring is not magical but is one of nine iden- 37. Szordrin's Box of Life Draining (EL5)
tical rings which need to be collected and are vital to If the characters venture in to the room above the pas-
the success of the adventure). sage, read them the following:
34. Blocked Door (EL0) On the floor near the back of the room lies a motion-
As the characters near the door, read the following: less Goblin. The creature is gripping a small, ornate
The end of this passage looks like it has suffered a silver box that has its lid open. A brick has been
cave-in. Lots of rubble and stone is piled up in front removed from the north wall and a small hammer,
of the wooden door. presumably used to remove the brick, lay on the
floor.
It will take the characters about 20 minutes to clear
enough of the rubble to be able to open the door. If the The Goblin on the floor is long dead. The box it is
characters open the door, read the following: holding is magical and is called Szordrin's Box of Life
Draining (see Appendix 2 - New Magic).
The wooden door creaks open on rusty hinges and
looks as if it hasn't been open in a very long time. 38. Dog-Headed Idol (EL0)
Beyond the door is an old, unlit, rough-cut stone As the characters near the alcove, read the following:
passage way. The air is dank and musty here. In an arched recess in the west wall you can see a
If the characters venture into the passage way they large, bronze Idol of a Dog-Headed Deity. The Idol
won't be able to get far. 30ft. along the passage it is stands 6ft. tall and has both its hands out stretched,
completely blocked by another cave-in. If the charac- palm upwards. On the base of the Idol is an inscrip-
ters make a successful skill (Search) check (DC15) they tion which reads, 'A gift of gold will let you pass,
will find some words and numbers etched into the unless you want death by gas'.
back of the door. It reads: Set one 2-4-9 (This combina- If the characters look around the Idol and surround-
tion is one of three sets of numbers which need to be ing area, they will see that the nostrils of the Idol are
collected and are vital to the success of the adventure). open holes and several other holes can be found in
35. Elven Prince (EL3) both the alcove and ceiling around where the charac-
As the characters approach the door they can hear the ters are standing.
agonizing screams of someone inside. If the characters Whether the character put gold on the Idols hands or
open the door, read them the following: not, nothing untoward will happen.
DMs note: This is a trick to try to make the charac-
The whole of the north wall has been carved into the
ters part with a small gold ring they may have found
shape of a huge face. Steps lead up to the huge, gap-
during the adventure.
ing mouth. Lying motionless in the grasp of a large
animated, purple Tongue is the Elven Prince. The 39. Dragon Head Arch (EL4)
Tongue drops the corpse on the top step and retracts As the characters near the arch, read the following:
into the mouth. Situated across the middle of the passageway is an
If the characters search the dead Prince they will find ornately decorated stone archway. Magnificent
his possessions: A suit of Studded Leather Armour +3, sculptures of Dragons' heads line the inside of the
a Dagger +1, a Rapier +1, a Pouch containing: a Potion arch. The sculptures each have their mouths wide
of Cure Moderate Wounds - labelled in Elven (which open from which flames shoot out continuously
will heal 2d8+3 hit points of damage) and a small vial forming a wall of fire.
of blue dye (the blue dye has no relevance to this Any character who passes through the wall of fire
adventure). will take 6d6 Fire damage (Reflex) save (DC15) for
If the characters venture into the mouth they will be Half damage.
attacked by the Large Tongue. If the Tongue is defeat-
40. The Siren's Song (EL10)
ed, the characters may proceed down the steps to
If the characters descend the stone stairs, read them
encounter 40.
the following:
Large Animated Object (Tongue): hp 30 (see MM
for more information on Animated Objects) The steps end at the edge of large underground cav-
Constrict (Ex): A flexible animated object such as the ern which is mostly submerged in gently bubbling
Tongue deals Automatic Slam damage with a success- water. Steam rises from the water beyond which, at
ful Grapple check against creatures up to one size the far end of the cavern, an exit can be seen. Sitting
larger than itself. An object of at least large size can on a large rock in the water is a beautiful, naked ,
make constrict attacks against multiple creatures at dark skinned woman.
once, if they all are at least two sizes smaller than the The water in the room is 15ft deep but it is calm. Any
object and fit under it. character who wishes to cross will have to make a skill
36. The Ladder (EL0) (Swim) check (DC10).

17
Positioned against the south wall is a wooden ladder The woman on the rock is a beautiful, but evil Black
which leads up through a hatch in the ceiling. The lad- Elf. If she can see the characters she will use her Harp
der is very sturdy and will support the weight of the of Charming (see DMG, Chapter 7, Magic Items) to
heaviest character. suggest the characters swim to her. She will then
attack at the most opportune moment.
Submerged in the water in the north-east corner of Chapter 7, Magic Items, Rings for more information
the cavern is a Tentallus (warm water Giant Octopus), on Ring of Energy Resistance, Major).
which will attack anyone who enters the water (except All of the other Urns are empty.
the Black Elf) DMs Note: The Eastern Warlord is closing in on the
Anistasial, female Elf (Black) Sor6: CR 6; Size M (5 characters. He will encounter them anywhere you see
ft., 1 in. tall); HD 6d4 (hp 16); Init +3 (+3 Dex); Spd 30 fit between Locations 39-47 and attack at the most
ft.(6 squares); AC 15 (+3 Dex, Ring of protection +2) opportune moment.
Touch 13, Flat-footed 12; Attack +8 melee (Dagger Zen-Kut-Sedatche, Eastern Warlord, male Human
1d4+4 19-20 / x2), or +8 ranged (Dagger 1d4+4 19-20 / Ftr7: CR 7; Size M (6 ft., 0 in. tall); HD 7d10+14 (hp 42
x2); Full Attack +8 melee (Dagger 1d4+4 19-20 / x2), or from 70); Init +7 (+3 Dex, +4 Improved initiative); Spd
+8 ranged (Dagger 1d4+4 19-20 / x2); SQ low-light 20ft. (4 squares) -30 ft. base; AC 17 (Splint mail+1);
vision, Elven traits: SV Fort +2, Ref +5, Will +5; AL CE; Attack +13 melee (Longsword - used two handed
Abilities Str 14, Dex 17, Con 10, Int 14, Wis 11, Cha 15: 1d8+8 16-20 / x2); Full Attack +13 / +8 melee
Languages Spoken Common, Elven: Skills (Longsword - used two handed 1d8+8 16-20 / x2); SV
Concentration +8, Hide +1, Knowledge (arcana) +4, Fort +7, Ref +5, Will +2; AL NE; Abilities Str 16, Dex 16,
Listen +4, Move silently +1, Perform (string instru- Con 15, Int 17, Wis 10, Cha 9: Languages Spoken
ments) +6, Search +1, Spot +2; Feats Empower spell, Common, Dwarven, Elven, Giant: Skills Balance -5,
Silent spell, Weapon finesse: Equipment Harp of Bluff +1, Hide -4, Intimidate +2, Jump +7, Listen +2,
Charming, Dagger +2, Ring of Protection +2 Move silently -3, Spot +2; Feats Cleave, Dodge, Great
Sorcerer Spells Known (6 / 7 / 6 / 3), (Base spell) save cleave, Improved critical (Longsword), Improved ini-
= 12+ spell level: 0th -- Dancing Lights, Detect Magic, tiative, Power attack, Weapon focus (Longsword),
Ghost Sound, Light, Mage Hand, Ray of Frost, Read Weapon specialisation (Longsword): Equipment
Magic. 1st -- Burning Hands, Magic missile, Mage Splint Mail (Oriental Armour) +1, Longsword +2
Armour, Shield. 2nd -- Fog Cloud, Invisibility. 3rd - The Eastern Warlord jumped the Pit at encounter 32
Lightning Bolt. because of his superior Jump skill (+13 without
Tentallus (Giant Octopus): hp 50 (see MM, Animals Armour on).
for more information on Giant Octopus) 42. The Fighting Statue (EL7)
41. Five Urns (EL0) If the characters open the door to this room, read them
When the characters are in view of the Urns, read the following:
them the following: Positioned in the centre of this room on a marble
Lining the east wall are five, 2ft. high plinth is a 6ft. tall bronze statue of a six-armed
Urns. Each of the Urns are identical in woman. The statue holds Scimitars in five of its
shape and decoration. hands and a Lantern in the sixth.
Inside the third Urn is a If the characters touch any part of the statue,
cloak. The cloak is a mag- including its swords or lantern, it will come to
ical Cloak of Energy life and attack them to the death.
Resistance, Major The Lantern is non-magical, but it does
(Fire). This Cloak contain a small gold ring (the small gold
acts as a Ring of ring is not magical but is one of nine
the same name identical rings which need to
(see DMG, be collected and are vital to
the success of the adven-
ture).
Statue, Six-Armed:
hp 55 (see
Appendix 1 - New
Monsters)
43. MindWarp
Beast (EL6)
This room is the
home of a dread-
ed MindWarp
Beast. This Beast
is capable of creat-
ing and then hid-

18
ing itself amongst
the most believ-
able of illusions.
The Beast has used
its Illusionary abili-
ty to make this empty room look like a king's treasure has dropped, poison gas will pour on the characters
room with a throne, huge chests bulging with gold from holes in the ceiling. The gas cloud will reach all
coins and gems and lavish tapestries hanging from the characters within the caged area.
walls. If the characters fail the (Will) saving throw Poison Cage Trap: CR 8; mechanical; location trig-
(DC12) they will believe the room to be a treasure ger; repair reset; gas; Reflex (DC20) avoids; onset
room. If they enter the room the MindWarp Beast will delay (1 round); poison (burnt othur fumes, Inhaled;
attack at the most opportune moment. (Fort) save (DC18); Initial 1 Con (permanent);
If the characters make their saving throw against the Secondary 3d6 Con); multiple targets (all targets in the
Illusion read them the following: 10-ft.-by-10-ft. cage); Search (DC25); Disable device
Standing in the middle of the room is a very strange (DC20).
looking creature. Its huge mouth, lined with rows 46. The Creator's Portrait (EL0)
and rows of razor sharp teeth, is supported by a very DMs Note: The characters will be able to hear the
muscular, stalk shaped torso with small stumpy Ailing Hilltroll from encounter 47 grunting loudly
legs. It sits very still…. Waiting. and punching the walls from here.
The Beast will attack any character who enters the Read the characters the following:
room. Hanging from the north wall is a portrait of Baron
MindWarp Beast: hp 51 (see Appendix 1 - New Sukumvit Charavask. The framework around the
Monsters). painting looks quite ordinary.
If the characters make a successful skill (Search)
check (DC10) they will find some writing on the back
of the painting which reads: Set Three: 1-7-6 (This
combination is one of three sets of numbers which
need to be collected and are vital to the success of the
adventure).
47. Ailing Hilltroll (EL3)
44. Rope Cutter (EL2) If the characters look down this corridor, read them
the following:
If the characters enter this room, read the following:
Leaning against the wall and hammering it with his
In the centre of the room is a large tree stump with
an axe embedded in it. The axe has the inscription, fist is the largest and most feared of the Titan Trolls,
A Titan Hilltroll. It appears to be very angry about
'Rope Cutter' etched into the blade on both sides. A
medium-sized wooden box is suspended from the something. A leg of meat is on the floor by its feet
and its Greataxe is propped up next to him.
ceiling by a rope, the other end of which loops
through a metal hoop in the floor and onto the The Titan Hilltroll has just eaten some of the meat
stump where it is fastened by iron bands. that is by its feet before noticing that it was full of Rot
Grub eggs. The Titan Hilltroll's fate is sealed when the
The tree stump is fixed firmly to the ground, but can
be moved by a successful ability (Strength) check eggs hatch in a couple of hours time. If the creature
spots the characters it will attack.
(DC25). The iron bands fastening the rope to the
stump can be pulled out by making a successful abili- If a character eats some of the infested meat she will
die a horrible death when the Rot Grubs hatch out and
ty (Strength) check (DC15). If the characters cut the
rope with their own weapons the box will crash to the eat her from the inside-out in 1d4 hours time.
Titan Hilltroll: hp 45 (see Appendix 1 - New
floor and break open. Inside is a pair of brass clock
hands (the clock hands are used in encounter 50a). Monsters)
Trap: The axe is in fact an animated object which will 48. Slide Trap (EL0)
attack any character who frees it from the tree stump. Trap: A section has been cut into the south wall to
Animated Axe: CR 2; attack and damage as Monster; make it look as if a secret door is present. If the char-
Search (DC30); Disable device (DC30) acters make a skill (Search) check (DC15) they will
Animated Object, Tiny (Axe): hp 6 (see MM for find a small button. If the button is pressed, a hinged
more information on Animated Objects) 10ft. by 10ft. section of the floor will drop down on to
Hardness (Ex): The animated object (Axe) has the a chute - (Reflex) save (DC20) to avoid. The chute is
same hardness it had before it was animated: angled at a 60 degrees slope and will take the charac-
Hardness 5 ters down almost 250ft. to encounter 49. A character
45. Caged Like Animals (EL7) on the slippery slope may attempt to stop them from
Trap: A 5ft. wide pressure plate spans the corridor. If sliding by making an ability (Strength) check (DC22).
the pressure plate is stood on iron bars will drop from The slippery slope can be climbed back up by making

19
the ceiling (Location 45a on the overlay map) trapping a skill (Climb) check (DC15).
the characters. The cage is 10ft. long and spans the Hinged Floor Trap: CR 2; mechanical; location trig-
width of the corridor. The bars can be bent enough to ger; manual reset; (Reflex) save (DC20) avoids; multi-
squeeze through by making a successful ability ple targets (first target in each of two adjacent 5-ft.
(Strength) check (DC25). One minute after the cage squares); Search (DC24); Disable device (DC19).
49. Do You Have the Key? (EL1) you have collected is vital to your success. Show me
DMs note: This room is 20ft. high how many small gold rings you have collected
The only way to reach this room is via the chute at adventurer?"
Location 48 which will open out in the middle of the Throughout the Dungeon are scattered the nine
ceiling, in room 49, dropping the characters 20ft. to the small gold rings that Lexus is talking about. These
floor below and suffering 2d6 Falling damage. If the rings are found in Locations: 2, 7, 8, 16, 17, Lord
characters arrive in this room, read the following: Kurgash, Chaos Champion has one of the rings, 26, 33
This small room has an iron bound, metal door in and 42.
the north-west corner. The door has a small lock, but If the character has not collected nine small gold
no handle. The only other way out seems to be the rings Lexus will say, "Oh dear, this is an incorrect
way you came in. amount. You must return to the Dungeon and collect
The key to the Iron Door can be found at encounter all of the small gold rings". Lexus will lock the door
14, The Riddling Skeletons. behind the characters.
The Iron Door in the north-west corner has been If the characters attempt to return back into the
magically enhanced (damage reduction) to make it Trialmaster's room without the nine small gold rings
harder to break open: or attack Lexus, he will fight to the death.
Iron Door (3 in. thick): Hardness 10; hit points 90; Tactic: Lexus has readied his Ring of Spell Storing to
Break (DC28); Damage reduction 20 / - cast a Lightning Bolt at the character which has been
Amazing Lock: skill (Open lock) check (DC40) empowered by the Maximise spell feat (60 points of
Electrical damage). He and the Fire Mephit will then
50. Trialmaster Lexus, Grand Sorcerer (EL12) attack to the death.
If the characters open the Iron Door into this room, If the character has the nine, small gold rings in his
read them the following: possession, read him the following:
The door opens into a lavish furnished room. Before "So far, so good", says the Trialmaster. "Now, if you
you, sat in an ornate golden throne and reading a will take the rings and sit on the golden throne, we
book, is an old man dressed in Sorcerer's robes. A will proceed to the next stage".
winged creature, red in colour and boasting a long
If the character sits on the golden throne they will
tail, sits upon the old man's shoulder.
notice that there is a square, flat panel on the arm of
Upon the wooden bench to the right of the throne are the chair which has been divided into nine squares
various glass receptacles linked by glass tubes. (three by three). Each square has a single number (one
Different coloured liquids bubble at various stages of to nine) etched into it. "Place three of the rings on the
the contraption. At the end of the zigzag tubing, a grid in the sequence of Set One", orders Lexus. If the
bowl collects the slow dripping liquid. character puts the rings on the grid in the correct
If the characters are visible, read the following: sequence, he will be asked for Set Two and then Set
The old man looks up from his book. His eyes, Three.
although aging, have a menacing look in them. Lexus is referring to the three sets of numbers which
"Enter", he says in an even tone. "I must admit, I are found at Locations: 34 - The Blocked Door (Set
was not expecting to see anyone today. The deadly One's numbers 2-4-9), Lord Kurgash - Chaos
traps are obviously not deadly enough for the likes Champion is in possession of a piece of paper with Set
of you. Allow me to introduce myself: I am Lexus the Two's numbers on (numbers 3-5-8) and 46 - The
Grand Sorcerer by training. I have been hired by Creator's Portrait (Set Three's numbers 1-7-6).
Baron Sukumvit for this years Trial of Champions. If the character does not put the rings on the grid in
You are now at the final stage of the trials and only the correct sequence, Lexus and the Mephit will attack
I stand between your success or failure. May I assure (please refer to the tactics above).
you that I am not part of your trial and attacking If the character has placed the rings in the three cor-
me will result in your quick and painful death". rect sequences, read them the following:
If more than one character is present, read them the "Incredible!", exclaims the Sorcerer, "Who would
following: have thought it possible? Never mind, lead the way
"What is this I see?" says Lexus, "Teamwork? There to the final trial please". Lexus points towards the
can only be one winner in the Trial of Champions. I opening in the north-west wall.
suggest you sort this out before coming to see me The Fire Mephit will fly ahead of the character into
again. You must fight to the death until one victor the larger room (marked 50a on the overlay map).
remains alive." Once the character has passed into the room, Lexus
If the characters attack Lexus, he and the Fire Mephit will cast a Wall of Force spell across the doorway sep-
will fight to the death. arating himself from the character. Read them the

20
If (and only if) only one character is left alive in the following:
presence of Lexus, read them the following: The room which you have followed the winged crea-
Lexus continues, "I hope that you will have discov- ture into is quite large and has a 20ft. high ceiling. In
ered that there are a number of small gold rings hid- the centre of the west wall is a magnificent grandfa-
den through out the dungeon, and that the number ther clock with no hands. Next to the clock are four
levers with the numbers 3, 6, 9, and 12 above them.
Looking behind you in the passageway you can see
Lexus standing behind a shimmering Wall of Force
which blocks your retreat from this room. "This is
where I leave you to fend for yourself adventurer"
says the old Sorcerer as he turns and walks back
along the passage and out of sight.
The Fire Mephit will attack the character
Fire Mephit: hp 18 (see MM for more information on
Mephits)
If the Fire Mephit is slain, a Fire Demon will rise
from the ashes and attack the character:
Fire Demon: hp 40 (see Appendix 1 - New
Monsters)
Trap: Once the Fire Demon has been
slain, the east wall of the room will
start to move towards the west
wall in an attempt to crush
the character. If the charac-
ter has found the brass clock
hands from encounter 44
and places them on the
Grandfather clock, they will
fit and reveal the time as 3
o'clock. If the character pulls
the lever with the number 3
above it, a secret door will
open in the front of the
clock allowing the charac-
ter to escape - or the character must
make a successful skill (Search) check (DC40) to
locate the secret door prior to pulling the lever with
the number 3 above it. Pulling any of the other levers,
numbered 6, 9 or 12, will disable the lever with the
number 3 above it and stop the secret door from open-
ing.
Crushing Wall Trap: CR 10; mechanical; location
trigger; automatic reset; no attack roll required (18d6, Shield. 2nd - Acid Arrow, Invisibility,
crush); Search (DC25); Disable device (DC25). Mirror Image, Web. 3rd -- Dispel Magic, Flame
Trialmaster Lexus, male Human Sor10: CR 10; Size Arrow, Lightning Bolt. 4th - Arcane eye, Stone Skin.
M (6 ft., 1 in. tall); HD 10d4+10 (hp 48); Init +1 (+1 Dex); 5th - Wall of Force.
Spd 30 ft. (6 squares); AC 19 (+2 Dex, +3 Ring of DMs Note: Lexus will use Arcane eye to keep a vigil
Protection, Mage Armour spell) Touch 12, Flat-footed on room 49 so that he knows when the characters are
17; Attack +4 melee (Dagger 1d4+2 19-20 / x2), or +7 there. Once they arrive he will cast Stoneskin and
ranged (Dagger 1d4+2 19-20 / x2); Full Attack +4 melee Mage Armour on himself.
(Dagger 1d4+2 19-20 / x2), or +7 ranged (Dagger 1d4+2 51. The Lying Hunchback (EL3)
19-20 / x2); SV Fort +4, Ref +5, Will +7; AL NE; Abilities As the character approaches, read him the following:
Str 9, Dex 15, Con 12, Int 14, Wis 10, Cha 17: Between two archways in the north and south walls
Languages Spoken Auran, Common: Skills Hide +3, is a hunchbacked man, sitting on a stool and sharp-
Knowledge (Arcana) +15, Listen +2, Spellcraft +13, ening a stick. He looks very surprised to see you.
Spot +3; Feats Craft wondrous item, Maximise spell,
Point blank shot, Skill focus (Spellcraft): Equipment This is Algore the Hunchback. His job is simple, to
Ring of Protection +3, Ring of Spell Storing (Lightning send the characters in the wrong direction. If the char-
Bolt enhanced with the Maximise spell Feat and acter is visible, he will say, "Well, I didn't expect to see
Magic Missile enhanced with the Maximise spell anyone today. Well done adventurer you're almost at
Feat), Dagger +3 your journey's end. Follow the south passage and you
will be out in less than 5 minutes".
21
Sorcerer Spells Known (6 / 7 / 7 / 7 / 5 / 3), (Base
spell) save 13+ spell level: 0th -- Dancing Lights, Algore will defend himself to the best of his ability if
Detect Magic, Flare, Ghost Sound, Light, Mage Hand, attacked.
Prestidigitation, Ray of Frost, Read Magic. 1st -- Algore the Hunchback, male Human Ftr3: CR 3;
Charm Person, Chill Touch, Identify, Magic Missile, Size M (5 ft., 2 in. tall); HD 3d10+9 (hp 28); Init +5 (+1
Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC
11 (+1 Dex) Touch 11, Flat-footed 10; Attack +7 melee
(Dagger 1d4+3 19-20 / x2), or +5 ranged (Dagger 1d4+3 Appendix 1- New
19-20 / x2); Full Attack +7 melee (Dagger 1d4+3 19-20 /
x2), or +5 ranged (Dagger 1d4+3 19-20 / x2); SV Fort +6,
Monsters
Ref +2, Will +5; AL NE; Abilities Str 16, Dex 12, Con 17,
Int 8, Wis 14, Cha 12: Languages Spoken Common: Bone Crusher
Skills Hide +3, Listen +4, Move silently +1, Spot +2, Large Magical Beast
Swim +5; Feats Alertness, Improved initiative, Iron Hit Dice: 7d10+28 (66 hp)
will, Point blank shot, Weapon focus: Dagger Initiative: -2
Equipment Dagger, Ragged Clothing Speed: 20ft. (4 squares)
AC: 17 (+10 natural, -2 Dex, -1
52. Cave-in (EL5)
size), Touch 7, Flat-footed 17
Trap: A pressure plate spanning the width of the pas-
Base Attack / Grapple: +7 / +16
sage will trigger a massive cave-in. The bury zone of
Attack: Claw +12 melee (1d6+5)
the cave-in is positioned directly above the pressure
Full Attack: 2 Claws +12 melee (1d6+5)
plate. If the character is caught in the bury zone he
Space / Reach: 10ft./ 10ft.
will take 8d6 damage, (Reflex) save (DC15) for Half
Special Attacks: Crushing Grip
damage, and is considered pinned. Characters in the
Special Qualities: Damage reduction 10 /
slide zone will take 3d6 damage, (Reflex) save (DC15)
magic, Darkvision 60 ft.,
for no damage, and are considered pinned (see DMG,
Poor balance, Blindsense 20
Chapter 3 Adventures, Cave-Ins and Collapses for
ft.
more information).
Saves: Fort +11, Ref +3, Will +4
Cave-In Trap: CR 8; mechanical; location trigger; one
Abilities: Str 21, Dex 6, Con 19, Int 4,
time use; no attack roll required (8d6, crush); Search
Wis 10, Cha 7
DC 20; Disable device DC 25.
Skills: Balance -8, Listen +10
53. Acid Rain (EL1) Feats: Great fortitude, Iron will,
If the characters takes the north passage, read them Power attack
the following: Environment: Subterranean
Ahead you can see a long tunnel from which water is Organisation: Solitary
dripping at random (but very frequent) intervals. Challenge Rating: 7
Treasure: None
The water is in fact a very corrosive acid. If the char-
Alignment: Usually neutral
acter passes under the tunnel she will not be able to
Advancement: 8-10 HD (Large), 11-15 HD
avoid the acid and will take 1d6 damage per round of
(Huge)
exposure.
Level Adjustment: -
If the character makes it through the 60ft. tunnel,
read her the following:
There is a large crowd gathered at the exit to the
dungeon. When they see you appear, they can hardly
believe their eyes and burst into rapturous applause,
cheering at the tops of their voices. A message is sent
out to Baron Sukumvit who was not expecting any-
one to emerge from his killer labyrinth. Two men lift
you up onto their shoulders and take you to the
town square where the victor's ceremony is to take
place. You are carried up a platform and set down on
a cushioned chair while several of the Baron's per-
sonal servants tend to you, bandaging your wounds
and giving you a Potion of Cure Serious to drink.
Baron Sukumvit walks up to the platform and
stands before you, "You have survived the Trial of
Champions are indeed worthy of this prize of 50,000
gold pieces. Well done adventurer".
The BoneCrusher is a hideous abomination, doubtless
spawned by some loathsome race that dwells in the
shadowy depths of the earth, far from the wholesome
sun. It is a misshapen, brutish monster as tall as a bear

22 but twice as wide. It has incredibly tough, leathery


skin that resists most normal attacks entirely. The
creature's head is small and flattened, with two near-
ly blind eyes and a flat nose. Its taut mouth is covered
by a writhing mass of sensory tendrils, which con-
stantly taste the air around it. The grotesquely wide Treasure: None
body of the monster ripples with enormously power- Alignment: Always neutral evil
ful muscles and two powerful arms reach to the Advancement: 6-9 HD (Medium)
ground at its sides. By comparison, its legs seem Level Adjustment: -
spindly and weak, indeed it can be seen to shudder
uncertainly when moving around.
Combat
BoneCrushers are quick to anger, and tend to crush
things such as humanoids when they find them. They
will try to grapple with foes, and hold them in their
crushing arms until the foe dies. They are generally
too stupid to realise when they are outmatched, and
therefore are unrelenting in their assault.
Note that BoneCrushers have no special Ability to
start a grapple; they provoke attacks of opportunity as
normal.
Blindsense (Ex)
The BoneCrusher can use its sensory tendrils to detect
creatures within 20 feet.
Crushing grip (Ex)
If the BoneCrusher succeeds at grappling someone, it
automatically maintains the grapple each round
inflicting 1d6+7 damage each round.
Damage Reduction 10 / Magic
The BoneCrusher is notoriously difficult to harm with
normal weapons.
The Bone Spirit is a disembodied evil spirit, powerless
Poor Balance (Ex) in its natural state. However, the creature is able to
The monsters are very unstable and suffer a -6 racial inhabit a Human Skeleton, causing the bones to rejoin
penalty to balance checks. In addition, the and animate to serve as a vessel for it's malign intelli-
BoneCrusher resists Trip attacks at a -6 penalty. gence. The hateful Bone Spirit then seeks to bring
Should a BoneCrusher be knocked prone, it is unable death to all living things, as quickly as possible. When
to right itself for 2d6 minutes and the deformed beast deprived of victims, the Spirit will become dormant,
cannot make any attacks from the prone position. allowing it's skeletal body to collapse again until
needed. Should the Skeleton be destroyed while the
Bone Spirit Spirit still animates it, the foul creature will disperse
Medium Undead forever, with a mournful wail.
Hit Dice: 5d12 (32 hp)
Initiative: +4 Combat
Speed: 30ft. (6 squares) When possessed of a skeletal host, the Bone Spirit
AC: 12 (+2 natural), Touch 10, radiates an aura of fear that causes paralysis in living
Flat-footed 12 opponents. The creature will quickly tear apart a
Base Attack / Grapple: +2 / +4 paralysed foe before turning on those unaffected. The
Attack: Claw +6 melee (1d4+4) Bone Spirit never retreats or surrenders, fighting until
Full Attack: 2 Claws +6 melee (1d4+4) destroyed.
Space / Reach: 5ft./ 5ft. Damage Reduction 5 / Bludgeoning
Special Attacks: Paralysing aura The Bone Spirit lacks flesh or internal organs.
Special Qualities: Damage reduction 5 / bludg Immunity to Cold (Ex)
eoning, Darkvision 60 ft.,
The Bone Spirit is unaffected by cold.
Immunity to cold, Undead
traits Paralysing Aura (Su)
Saves: Fort +1, Ref +5, Will +5 Any living creature within 15 feet of the Bone Spirit is
Abilities: Str 19, Dex 10, Con --, Int 10, paralysed with fear, Will DC 14 negates. The save DC
Wis 12, Cha 15 is Charisma-based. This paralysis lasts 1d6 rounds. A
Skills: Move silently +8, Hide +8, new saving throw is required each round spent in the
Listen +11, Spot +11 aura.
Feats: Alertness, Improved initia
tive 23
Environment: Any
Organisation: Solitary
Challenge Rating: 5
Coldclaw forth the innards with their jaws. A supernatural cold
Medium Aberration (Cold) surrounds the creatures at all times, sapping the
Hit Dice: 6d8+6 (hp 36) strength and life from their victims as they attack.
Initiative: +4 These beings seem to regard all other life as either
Speed: 30ft. (6 squares) prey, or predators to evade. There is little recourse but
AC: 16 (+6 natural) Touch 10, to fight for your life when one is encountered!
Flat-footed 16 Combat
Base Attack / Grapple: +4 / +6 Coldclaws rely on a combination of their sharp claws
Attack: Claw +6 melee (1d6+2) and the aura of cold which surrounds them to wear
Full Attack: 2 Claws +6 melee (1d6+2) down prey. If they become heavily injured or are
and bite +1 melee (1d4+1) threatened with Fire attacks however, they will
Space / Reach: 5ft./ 5ft. attempt to withdraw and crawl away to hide some-
Special Attacks: Cold aura, heat drain where. Tactically, they are somewhat basic - they
Special Qualities: Darkvision 60 ft., Fire resist move towards and attack any foe within reach.
ance 5 Cold Aura (Su)
Saves: Fort +5, Ref +2, Will +5
Coldclaws are surrounded by an aura of supernatural
Abilities: Str 14, Dex 11, Con 12, Int 6, cold that extends in a 30 burst at all times. Anything
Wis 10, Cha 5
within this area suffers 1d4 points of Cold damage
Skills: Listen +3, Spot +3 each round, and take 1 point of temporary Strength
Feats: Great fortitude, Improved
damage ((Fortitude) save DC 14 negates). The save DC
initiative, Power attack is based on Constitution. If the Cold damage is some-
Environment: Subterranean, cool
how negated, the Strength damage is also negated.
Organisation: Solitary
Challenge Rating: 5 Fire Resistance 5
Treasure: None Due to the aura of cold surrounding them, Fire attacks
Alignment: Usually chaotic evil are reduced in potency.
Advancement: 7-8 HD (Medium), 9-12 HD Heat Drain (Ex)
(Large) If the Coldclaw hits an opponent with a Bite attack,
Level Adjustment: - the victim suffers 1 point of temporary Strength dam-
age from the heat draining from their body (Fortitude
DC 14 negates). The save DC is based on Constitution.

Fire Demon
Large Outsider (Chaotic, Extraplanar, Evil, Fire)
Hit Dice: 8d8+8 (44 hp)
Initiative: +0
Speed: 30 ft. (6 squares) or Fly 60 ft.
(good)
AC: 19 (+10 natural), Touch 9,
Flat-footed 19
Base Attack / Grapple: +8 / +12
Attack: Large Longsword +12 melee
(2d6+4+1d8 Fire damage) or
whip +12 melee Touch (1d8
Fire damage, plus pain)
Full Attack: Large Longsword +12 / +7
melee (2d6+4+1d8 Fire dam
age) and whip +7 melee
Touch (1d8 Fire damage,
plus pain)
Space / Reach: 10ft./ 10ft.
Special Attacks: Fiery touch, Fire breath,
Whip
These loathsome beings walk upright, on two clawed Special Qualities: Damage reduction 10 /
feet that extend from insect-like legs. Their bodies magic, Dark tongues,
resemble that of a toad with a grossly bloated stom- Darkvision 60 ft., Frightful

24
ach, and their heads are misshapen and huge, atop a presence, Spell resistance 15
thick rubbery neck. The mouth of a Coldclaw is like Saves: Fort +6, Ref +7, Will +6
that of a Lamprey, somewhat like a sucker ringed with Abilities: Str 18, Dex 11, Con 12, Int 11,
sharp teeth. Their long insectoid arms end in vicious Wis 12, Cha 17
slicing claws, ready to vivisect their prey and draw
Skills: Intimidate +14, Knowledge aggressive tactics it can. Fire Demons are wrathful in
(arcane) +11, Knowledge the extreme, and will not accept surrender once they
(planes) +11, Listen +12, have begun an assault. If slain, they will be consumed
Search +11, Sense motive by their own flames and vanish.
+12, Spellcraft +11, Spot +12 Damage Reduction 10 / Magic
Feats: Alertness, Improved initia The demonic nature of these creatures makes them
tive hard to hurt.
Environment: Any warm or temperate land Dark Tongues (Sp)
Organisation: Solitary or war band (6-20) A Fire Demon can speak the language of any evil-
Challenge Rating: 8 aligned creature within 100 feet.
Treasure: None
Alignment: Always Chaotic Evil Fiery Touch (Su)
Advancement: 9-12 HD (Large) Any weapon wielded by the Fire Demon deals 1d8
Level Adjustment: - points of Dire damage as well as its Normal damage.
Additionally, anything touching a Fire Demon with
skin or a natural weapon takes 1d8 Fire damage.
Fire Breath (Su)
As a free action, the Fire Demon can project a stream
of fire from the nostrils. This affects a 10 ft. cone
directly in front of the Demon, dealing 4d6 points of
Fire damage, (Reflex) save DC 17 for half. This save is
based on Charisma. The Fire Demon may use its
breath weapon every 1d6 rounds.
Frightful Presence (Su)
Any creature with fewer hit dice or levels than the Fire
Demon that is within 30 feet when it attacks is sub-
jected to its frightful presence. They become shaken
for 5d6 rounds, a (Will) save DC 17 negates. This save
is based on Charisma. This is a mind-affecting fear
effect.
Whip
The whip of the Fire Demon is a strange, insubstantial
weapon - it ignores armour in the same way as an
Incorporeal attack. It deals no Direct damage other
than the effect of the demons fiery touch, but it causes
intense pain in living victims. Anyone struck suffers a
-1 morale penalty to attacks, Armour Class, checks
and saves for 10 rounds, (Fortitude) save DC 17
negates. This save is based on Charisma. This is a
mind affecting effect. This penalty is cumulative, to a
maximum penalty of -4.
The Fire Demon resembles a tall, red-skinned man
with great leathery wings, horns and cloven hooves
MindWarp Beast
instead of feet. This monstrous fiend is continuously Medium Aberration
wreathed in flames, and further blasts of fire are regu- Hit Dice: 6d8+12 (39 hp)
larly blown from its nostrils. These foul beings are Initiative: +4
sent from Hell to strike at the good races, and to rally Speed: 15ft. (3 squares)
lesser evil beings such as Orcs and Goblins to serve AC: 18 (+8 natural) Touch 10,
their dark masters. They are ruthless, impatient beings Flat-footed 18
renowned for butchering their own followers while Base Attack / Grapple: +4 / +14
waiting for another battle. Attack: Bite +11 melee (2d8+9)
They rule the earthly races of darkness through fear Full Attack: Bite +11 melee (2d8+9)
and slaughter, and tolerate no insubordination what- Space / Reach: 5ft./ 5ft.
soever. They are notoriously difficult to control, and Special Attacks: Improved grab
are rarely engaged by even the more depraved sorcer- Special Qualities: Blindsight 60 ft., Illusion
Saves: Fort +4, Ref +2, Will +5

25
ers of the earthly planes.
Abilities: Str 22, Dex 11, Con 14, Int 5,
Combat Wis 10, Cha 13
The Fire Demon prefers to close with a cornered foe, Skills: Move silently +6
breathing flames over them and ruthlessly hack them Feats: Improved initiative, Power
to the ground. It will fight intelligently, using the most attack, Weapon focus (Bite)
Environment: Subterranean Blindsight (Ex)
Organisation: Solitary A MindWarp Beast can sense all foes within 60 feet
Challenge Rating: 6 just as a sighted creature would, using only its sense
Treasure: None of smell and hearing.
Alignment: Usually Neutral Evil
Illusion (Sp)
Advancement: 7-8 HD (Medium), 9-14 HD
The MindWarp Beast can cast a Silent Image spell as a
(Large)
standard action. This is treated as though cast by a 6th
Level Adjustment: -
level Sorcerer. The save DC for this spell is based on
Charisma. The creature is not creative, and can only
use this spell to create an illusionary treasure over
itself.
Improved Grab (Ex)
To use this Ability, the MindWarp Beast must hit with
its Bite attack. It may then begin a grapple, without
provoking an attack of Opportunity. MindWarp
Beasts gain a +4 Racial bonus to Grapple checks.

Skeleton King
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +0
Speed: 30ft. (6 squares)
AC: 23 (+3 natural, +10 full Plate
Armour and Shield), Touch
10, Flat-footed 23
Base Attack / Grapple: +5 / +9
Attack: Longsword +10 melee
(1d8+4)
Full Attack: Longsword +10 melee
The MindWarp Beast is seldom seen until it is too late (1d8+4)
for the observer… When undisguised, they resemble Space / Reach: 5ft./ 5ft.
little more than an enormously powerful set of mas- Special Attacks: --
sive jaws atop a muscular stalk, which contains their Special Qualities: Damage reduction 5 / bludg
digestive tract and crudely shaped stump-like legs. eoning, Darkvision 60 ft.,
Their maw is truly impressive, lined with razor sharp Immunity to cold,
teeth and given bone-snapping strength. However, Sovereignty, Undead traits
they are usually disguised by their natural Ability to Saves: Fort +3, Ref +3, Will +8
create simple illusions to cover themselves. Typically, Abilities: Str 18, Dex 10, Con -, Int 10,
the beast will mask itself in an illusion of a grandiose Wis 12, Cha 15
treasure casket brimming with jewels, or a refreshing Skills: Intimidate +15, Listen +14,
font of cool water. As soon as a hapless victim comes Ride +13, Spot +14
close enough to investigate, the mighty jaws snap shut Feats: Mounted combat, Weapon
around them and the process of devouring another focus (Longsword), Ride-by-
meal can begin. Attack, Spirited charge
MindWarp Beasts are not very intelligent, and rarely Environment: Any
have the capacity to change their illusions to suit the Organisation: Solitary, often with skeletal
environment - for example, illusionary jewels will not horse (Large Skeleton)
respond to having a stick thrown amongst them, giv- Challenge Rating: 6
ing the wary an advantage in detecting these horrid Treasure: None
monsters. Alignment: Always neutral evil
Advancement: 11-13 HD (Medium)
Combat Level Adjustment: -
The MindWarp Beast will lie in wait for someone to An especially foul necromantic ritual enables the cre-
approach, cloaked in an illusion. If someone comes ation of a Skeleton of much greater potency that the
within reach, it will attack them. If it manages to grab usual fare. Typically raised from the remains of fallen
another creature in its maw, it will hold on until it has lords, a Skeleton King is a bold and murderous war-

26
finished eating them - regardless of attacks from oth- rior who will ceaselessly patrol its 'domain' looking
ers! for living trespassers to slay. Sometimes a Skeleton
King can be found commanding lesser skeletal fol-
lowers, who seem to obey its silent commands. A
Skeleton King is almost always found mounted on its
steed, a skeletal horse (treated as a Large Skeleton). Special Qualities: Construct traits, Damage
Although intelligent, Skeleton Kings never speak or reduction 10 / magic,
offer parley. Darkvision 60 ft.
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 19, Dex 14, Con -, Int -,
Wis 10, Cha 1
Skills: --
Feats: Multiattack
Environment: Any
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-14 HD (Large), 15-21 HD
(Huge)
Level Adjustment: -

Combat
Once the Skeleton King has sighted a living trespasser
into its domain, it will usually charge hard into battle
and hew at the foe until they are dead. If it has min-
ions, they will follow their liege into the fray. The
Skeleton King will pursue foes until they have been
slain or driven out of its domain, a nebulous area
known only to the twisted mind of the Undead crea-
ture itself.
Damage Reduction 5 / Bludgeoning
The Skeleton King lacks flesh or internal organs.
Immunity to Cold (Ex)
The Skeleton King is unaffected by cold.
Sovereignty (Su)
The Skeleton King can automatically command any
Skeleton within 120 feet of itself as a free action. The
Skeletons will obey any instruction, overriding their
normal orders. All Skeletons (including the Skeleton
King) within this area also gain +4 turn resistance.

Statue, Six-armed The countless varieties of servants crafted from metals


Large Construct and stone and animated to obey a sorcerer or to guard
Hit Dice: 10d10 (55 hp) a tomb could fill a library. One of the more elegant
Initiative: +2 automatons crafted by magicians is the Six-Armed
Speed: 30ft. (6 squares) Statue. Formed from bronze, it resembles an eight-foot
AC: 21 (+10 natural, +2 Dex, -1 tall Human woman garbed in silk. Five of its hands
size), Touch 11, Flat-footed hold curved Scimitars, while the remaining
19 appendage usually holds some item of value. The stat-
Base Attack / Grapple: +7 / +15 ue remains motionless until either it is attacked, or a
Attack: Large Scimitar +11 melee would-be thief takes the item it holds without issuing
(1d8+4) or slam +11 melee the proper password set by the creator. Once one of
(1d4+4) these conditions is met, the statue comes to life and
Full Attack: Large Scimitar +11 melee attacks with a fluid grace quite captivating to watch -

27
(1d8+4) and 4 large scimitars unless of course you are the focus of its attention.
+9 melee (1d8+2) and one Once it has despatched the wrongdoer, it will recover
slam +9 melee (1d4+2) the object it is designed to protect and return to its
Space / Reach: 10ft./ 10ft. vigil.
Special Attacks: --
Combat
Once activated, the statue will relentlessly attack and
pursue its enemy. Unless attacked itself, it will ignore
any bystanders during combat - however, once
engaged the construct will never desist.
Damage Reduction 10 / Magic
The statues enchanted bronze skin repels most normal
weapons.
Construction
A six-armed statue must be crafted from specially
treated bronze, weighing at least 750 pounds. The cost
of the metal and the special alchemical process it is
subjected to is not less than 1,000 gp. Creating the
body requires a Craft (sculpting) check against a DC protect themselves. They dwell in tribal villages high
of 20. in the hills, from where they can sweep down into the
CL 9th; Craft Construct, animate objects, cat's grace, valleys to attack the settlements of Dwarfs and
lesser geas, caster must be at least 9th level; Price Humans alike.
25,000 gp; Cost 13,500 gp + 1,000 XP.
Titan Hilltroll Appendix 2- New Magic
Large Humanoid
Hit Dice: 6d8+18 (46hp) New Magic Items
Initiative: +0 Light Crystals
Speed: 30ft. (6 squares)
The Light Crystal was added to the Original
AC: 18 (-1 size, +5 natural,
Deathtrap Dungeon so that the people entering could
Leather Armour, Heavy
hold a weapon and shield without having to worry
Shield) Touch 9, Flat-footed
about carrying a light source. The Light Crystals have
18
also been added to the Improved Dungeon.
Base Attack / Grapple: +4 / +13
The Light Crystals are simple in design in that they
Attack: Shortspear +9 (1d8+5) or
are just a continual flame cast into a large crystal.
Greataxe +9 (1d12+5) or slam
Caster Level: 2nd; Prerequisites: Craft Wondrous
+9 (1d4+5)
Item, continual flame; Market price 90gp
Full Attack: Shortspear +9 (1d8+5) or
Greataxe +9 (1d12+5) or Box of Entrapment
slam +9 (1d4+5) This box was created by an evil Necromancer who
Space / Reach: 10ft./ 10ft. dwells on Skull Island. If the box is opened by any
Special Attacks: None creature or character (except Undead), that creature
Special Qualities: None must make a (Will) save (DC20) or have his mind,
Saves: Fort +8, Ref +2, Will +2 body and soul sucked into a dimensional void. The
Abilities: Str 21, Dex 10, Con 17, Int 8, creature / characters face will appear as an expertly
Wis 11, Cha 8 engraved carving on the front of box. The character
Skills: Climb +10, Jump +7, Survival will remain in the void until another unsuspecting
+3 creature opens the box and replaces him. Creatures in
Feats: Cleave, Power attack the dimensional void do not age, nor do they require
Environment: Temperate hills, Mountains sustenance.
Organisation: Solitary, pair, war band [3- 8 Strong conjuration; CL 17th; Craft Wondrous Item,
or tribe [10-30] trap the soul; Price 36,000 gp
Challenge Rating: 3 Szordrin's Box of Life Draining
Treasure: Standard Szordrin, Grand Sorcerer and Principle Magic User of
Alignment: Usually Chaotic Evil the Tower of Sorcery, situated in Fang's Military dis-
Advancement: By character class trict, was asked to create this diabolical magical item
Level Adjustment: +3 by Baron Sukumvit Charavask himself for the
The interminable wars between the Dwarfs and the improved Deathtrap Dungeon.
Hilltrolls have continued since before history was Any unsuspecting individual who opens the small
recorded, for the two races loathe each other. Hilltrolls wooden but ornately decorated box must make a
are warlike beings, who provide endless hazards to (Will) save (DC16) or suffer 1d4 negative levels.

28
travellers and settlers in the higher regions. They are Creatures reduced below level 1 (or 1HD) die instant-
the largest of all Trolls, usually dressed in furs and ly.
leathers, their long hair braided with bones and jew- Moderate Necromancy: CL 9th; Craft Wondrous
ellery. Their favourite weapons are spears and axes, Item, enervation; Price 18,000 gp
and they also use shields and odd scraps of armour to
Appendix 3 - Campaign Fresh water is sparse on Blood Island with the only
known river with drinkable, fresh water being the
Play Chalad River whose source flows out as a waterfall
from beneath Lord Carnuss's castle (3 and 4 on the
This section has been added to Trial of Champions for Blood Island map). Food on land is also scarce. Most
those DMs amongst you that wish to incorporate this of the fruits and berries that grow here are poisonous
scenario into your ongoing campaign, rather than to Humans (although the Dwarves don't ever com-
play the 'quick version'. plain) and the population of Giant Turtles seem to get
The Original Fighting Fantasy™ book started with smaller with each passing year. Death Hawks (from
the Player Character being captured by Pirates and the small islands baring the same name) are responsi-
taken as a slave to Blood Island to fight for his life in ble for the demise in the rabbit and fowl populace
the Arena of Death. If the Character survives he must although fish is in abundance.
enter the redesigned Deathtrap Dungeon as Lord Lord Carnuss Charavask, the youngest brother of
Carnuss's (Baron Sukumvit's Brother) champion. This Baron Sukumvit Charavask - Ruler of Chiang-Mai,
part of the adventure is detailed in this Appendix has set up his home here. His small but effective army
under the heading Blood Island. Please note that the of followers have almost completely rebuilt the crum-
campaign adventure is designed and written for a solo bling ruins of Port Wintersholm (1 on the Blood Island
character. With a little effort, the DM could alter this map), a once thriving port that was home to one of the
for a small party of adventurers. islands most famous naval captains, Chalad Dhurang.
Chalad spent almost two years sailing the surround-
Character Level ing waters with his Carsepolis Navy in an attempt to
This adventure is designed to be played by a single subdue the pirate threat to merchant vessels. He was
character of 9th level or a mini-party of 1-4 7th level very successful and almost wiped the pirate threat out
characters. Four pre-rolled 9th level characters are completely. Lord Carnuss has a different reason for
provided in Appendix 4 - Characters with 4 pre-rolled being here: Revenge on his brother. Carnuss has heard
7th level characters available for download from of his brothers improved Deathtrap Dungeon and the
www.myriador.com. increased reward of 50,000gp for surviving. Carnuss
hates his older brother's fame and popularity. His plan
Scaling the Adventure is to send a slave into the Trial of Champions as an
As mentioned before, Trial of Champions is designed incognito representative of himself. Should the slave
to be played with a single pre - rolled 9th level char- survive, the money will belong to Carnuss, but he will
acter or a mini-party of 1-4, 7th level characters. release the slave as a reward. But first, he needs a wor-
However, it can be adjusted for lower or higher level thy slave. One of the large stone coliseums has been
characters with a few modifications. Some examples rebuilt to house Lord Carnuss's plan to filter out the
are given below. weak and worthless as an Arena of Death (3 on the
Party Levels 4-6 Blood Island map).
Consider allowing the PCs to find some extra healing, Map Key
maybe potions or scrolls, and make sure they have 1. Port Wintersholm
plenty of opportunities to rest and fully recuperate 2. Lord Carnuss Charavask's Castle
between encounters. Encounters of EL7 or greater 3. The Arena of Death
should be tweaked to increase the parties chance of 4. Chalad River (freshwater)
survival and the DM may even consider removing
poisons altogether for 4th level adventurers: Trial of Champions (Campaign
Party Levels 8-10 Adventure)
In order to challenge characters of these levels, you For the DM
will need to increase the number and / or strength of This adventure will begin on board a huge pirate ship
the foes: on the Western Ocean, just off the coast of Old
In either case the DM should consider that the Baron Allansia. The characters have been captured by one of
only expects one character to survive the dungeon, the most feared pirates that ever sailed the seas,
you may wish to change the wording of the trial to Captain Bartella. Bartella has struck a deal with Lord
allow a party to claim the prize. Carnuss (Baron Sukumvit's younger, evil brother) to
sell him as many slaves as he can muster. Bartella is to
Blood Island deliver the slaves to Port Wintersholm on Blood
Blood Island is situated 75 miles off of the Skull Coast Island. How, when, where and why the character has
of Old Allansia. The island is saturated in history dat- been captured by the pirates is up to you, the DM: per-

29
ing back many years, mostly revolving around its haps the pirate ship was docked in the harbour in the
pirate inhabitants. The island is now mainly deserted City of Fang and the character was attacked and taken
with the largest population being the giant turtles that on board, or maybe the characters boat was rammed
are most frequently seen on the Ebony Coast and on while on route to Oyster Bay and climbing on board
the beach named Turtle Bay. was the only escape from drowning; Maybe in your
own campaign the character has already been cap- The Arena of Death
tured by evil doers, and is sold to the pirates, this is up Just down the hill from the castle, Lord Carnuss's
to you to decide. army has been busy rebuilding the largest of the
For the Players islands ancient coliseums. This huge arena, now
Read this aloud to the player: named The Arena of Death, is well over 300ft. long
and stands two stories high. New deadly contraptions
It is another fiercely hot day, and the temperature in
have been imported to furnish the arena, designed
the sticky gloom below decks is unbearable. The air
with the sole purpose of ending the life of a poor slave
is thick with the acrid smell of sweating bodies.
whose Dexterity and Strength don't match that of the
Nobody is allowed to speak and the only noise to be
stronger and faster inmates.
heard above the monotonous creaking of the ship is
the regular sharp crack of a whip and the agonised Poor Health
cry which follows it. "Row harder you dogs!", Due to the characters' recent treatment below decks
shouts the one-eyed overseer as he cracks the whip on the pirate ship, they will be in ailing health due to
once again. "Enjoy this pleasant voyage while you malnutrition and over exertion: -2 to Str, Con and Dex;
can, because you'll wish you were back on board -25% hit points (rounded up); no equipment, weapons
after a day or two of where you are going!". Chained or armour.
to a bench and straining hard at the long oar which
you pull with other galley-salves you think back to
The Cell
the day, almost one week ago, when you were As mentioned before, the characters are sharing their
thrown down here. Since that day, you have been cell with three other slaves. The other slaves will not
chained to your oar, rowing to the point of collapse attempt to talk to each other, nor will they sleep.
towards an unknown destination. Suddenly you Lord Carnuss's guards will bring food and water to
hear a shout of, "Land ahoy!", and begin to wonder the surviving slaves at regular intervals during their
what evil awaits you. An hour later, you feel the stay on the Island. He knows that the slaves will not
ship bump against a jetty and there is much shout- be at their fittest without full bellies. Any attempts to
ing until the ship is finally moored. You are dragged overcome the guards who bring the food (or any
from the ship with the other slaves, and see in the attempts to escape from the dungeon cell) will be met
glaring sunlight that you are on a small island. A with severe force. No less than four guards per cell
man wearing black chain mail armour hands will be present at meal times and to take the slaves to
Captain Bartella, your capturer, a bag of coins. the Arena of Death.
Satisfied with his payment, he orders his men back DMs note: No maps have been provided of the dun-
to the ship and you watch them set sail. The man in geon area of Lord Carnuss's Castle.
black armour steps forward, "You are all now the Typical Guard, male Human, Ftr4: CR 4; Size M (6
property of Lord Carnuss. It is your honour to die for ft., 0 in. tall); HD 4d10+4 (hp 35); Init +2 (+2 Dex); Spd
his pleasure in the Arena of Death here on Blood 30 ft. (6 squares); AC 16 (+2 Dex, Chainmail shirt)
Island. Only one of you shall survive and he or she Touch 12, Flat-footed 14; Attack +7 melee (Shortsword
will represent Lord Carnuss in Fang for the next 1d6+4 19-20 / x2) or +6 melee (Dagger 1d4+2 19-20 / x2)
Trial of Champions. Baron Sukumvit has modified or +6 ranged (Dagger 1d4+2 19-20 / x2); Full Attack +7
his deadly labyrinth and is now offering a prize of melee (Shortsword 1d6+4 19-20 / x2) or +6 melee
50,000 gold pieces to anyone who gets through it. Of (Dagger 1d4+2 19-20 / x2) or +6 ranged (Dagger 1d4+2
course, Lord Carnuss will keep the prize money 19-20 / x2); SV Fort +5, Ref +5, Will +0; AL NE; Abilities
should you get through, but you will be spared your Str 14, Dex 15, Con 12, Int 8, Wis 8, Cha 9: Languages
life as a reward. Baron Sukumvit's reputation suf- Spoken Common: Skills Hide +2, Intimidate +2, Listen
fered when Chadda Darkmane emerged alive from +1, Move silently -2, Sleight of Hand +2, Spot +1, Use
the Deathtrap Dungeon, but he now boasts that no rope +1; Feats Alertness, Cleave, Power attack, Point
one can survive his new dungeon. Lord Carnuss blank shot, Weapon focus (Shortsword), Weapon spe-
would like one of you to make Sukumvit eat his cialisation (Shortsword): Equipment Chain shirt,
words. You must understand that he hates his broth- Shortsword, Dagger.
er's fame and popularity. Now follow me!". Grok Barrow, male Titan Hilltroll, Captain of Lord
Carnuss's Militia, Ftr 5: CR 8; Size L (9 ft., 11 in. tall);
You are all led up the hill to a castle where you are HD 6d8+20 + 5d10+25 (hp 121); Init +0; Spd 30 ft. (6
locked in a cell in the depths of the lower chambers. squares); AC 17 (-1 Size, +5 Natural, Leather Armour)
Sharing the dark cell with you are other slaves: a Touch 9, Flat-footed 17; Attack +16 melee (Greataxe -
Dwarf, a Man-Orc, a sinewy easterner and a bald, used two handed 3d6+12 19-20 / x3); Full Attack +16
muscle-bound man. The mood is grim as you consid- /+11 melee (Greataxe - used two handed 3d6+12 19-20
er your own health; you are tired, under nourished / x3); SV Fort +10, Ref +2, Will +2; AL CE; Abilities Str

31
and weak from rowing, yet on the morrow you must 21, Dex 10, Con 18, Int 9, Wis 11, Cha 13: Languages
fight for survival. Forty-two slaves have arrived on Spoken Common, Giant: Skills Climb +11, Hide -4,
this island and only one can survive. The dubious Listen +3, Move silently +0, Spot +3, Swim +10; Feats
reward is entry into a Deathtrap Dungeon. Cleave, Improved critical (Greataxe), Power attack,
Weapon focus (Greataxe), Weapon specialisation
· During each lap the characters must make two skill
(Jump) checks (DC5) to clear the pits. For each failed
Jump check, the ability (Con) check increases by 5.
· Characters with a 20ft. movement rate (Dwarvess
etc.) will also suffer an additional -5 to the ability
(Con) check.
Lap Two: If the character made his ability (Con)
check for lap one, he is in a comfortable position and
not in danger of being lapped or collapsing.
If the character failed his ability (Con) check for lap
one, he is in last place and is in danger of being lapped
or collapsing.
The character must again make an ability (Con)
check (as per lap one). If he succeeds, the race is
brought to a close due to the Dwarf collapsing. The
Dwarf is swiftly put to death while the other charac-
ters are taken back to their cells. Read the following:
The pack that you are carrying is very heavy, you are
not sure how much longer you can keep up the pace.
Suddenly, the whistle blows to indicate the end of the
race. Looking around you see that the Dwarf has col-
lapsed from exhaustion. Several guards walk towards
(Greataxe): Equipment Leather Armour, Greataxe him and draw their swords. His terrified screams ring
(large)+2 in your ears as you and the other surviving slaves
Day One from your race are led back to your cells.
On the morning of day one all of the slaves are taken If the character fails his second, consecutive ability
from their cells and marched down to the Arena of (Con) check, he is lapped by the Man-Orc and swiftly
Death. Read the characters the following: put to death by the guards. Read the following:
Although it is early morning the sun is already beat- The heavy pack is weighing you down. From behind,
ing down, making the sand in the arena unbearably you can hear the heavy breathing and fast pace of
hot to your bare feet. Seated high in the stands is a the Man-Orc. Within seconds, he takes a wide birth
dark, hooded figure surrounded by guards. You around you and sprints ahead. A whistle sounds to
watch him rise to his feet and lift his arms into the indicate the end of the race. Looking up, you see sev-
air commanding silence. "You all know why you are eral guards walking towards you with their
here", begins Lord Carnuss, "It is my wish to be rep- weapons drawn. You are no match for them in your
resented in the Trial of Champions. Some of you will state. Death is swift…..
die today, some tomorrow and more the following If the character succeeds at the first lap ability (Con)
day, until only one of you is left alive. For those check but fails the second, he must make a second
about to die, I salute you". Lord Carnuss sits down ability (Con) check (DC10) or drop out of the race due
again and nods his head to indicate the start of the to being exhausted. He will then be put swiftly to
proceedings. death by the guards. Read the following:
The slaves are split into seven groups of six. The The pace of the other contestants is too fast and you
character will find himself in a group with a Mountain collapse in a heap on the track from exhaustion. A
Elf, a Man-Orc and three Humans. The first event is a whistle blows to indicate the end of the race.
race to test the Strength, Constitution and Dexterity of Looking up, you can see several guards walking
the slaves. The character's group is chosen to go first. towards you with their weapons drawn. Death is
Each slave is given a backpack containing heavy rocks swift…
(weight 60 lbs) and told to run around the track until Example: Rhana (Str 11 - due to ailing health) starts
one of the slaves is lapped or collapses. There are two the race. She makes one of the Jump checks and fails
points around the makeshift oval track where the the second. Her ability (Con) check for the first lap is
slaves will have to jump over some hot coals, which DC18 (-5 for failing the Jump check and -3 for being
have been poured into shallow 5ft. wide pits. moderately encumbered). She rolls a 16 and is in last
Lap One: The characters must make an ability (Con) place and in danger of being lapped. On the second
check (DC10) to avoid dropping behind in the race. lap she makes two successful Jump checks and rolls
The check is subject to the following conditions: an 18 for her ability (Con) check (DC13). The Dwarf
· If the characters have a Strength of between 9 and then collapses due to exhaustion and the character
32 14 they will be moderately encumbered due to their
heavy packs and suffer -3 penalty to the Con and
survives to day two.
Day Two
Jump checks;
There are only three other slaves left in the character's
cell. The bald headed man did not return to his cell
yesterday. On the morning of the second day, the hurt". He smiles from ear to ear and orders the
slaves are taken from the cells one at a time (the char- machine to be put in motion. The poor slave jumps
acter is taken first) and led to the arena. The character the low blade as it whizzes around but isn't fast
is told to choose his weapons from the ones laid out on enough to duck the high one. As his head bounces
the table: a Net and Trident, or a Longsword and down the steps the guard yells, "Next !"
Shield. Once the character has chosen, the doors open Duck: The character must make a Reflex save (DC8)
and he is thrown into the arena alone to face a deadly to duck the blade. If he fails he will suffer 2d12 dam-
BoneCrusher Monster. age.
BoneCrusher: hp 35 (see Appendix 1 - New Jump: The character must a skill (Jump) check
Monsters) (DC5). If he fails he will suffer 2d12 damage (Reflex)
If the character survives he is taken back to his cell. save (DC15) for Half damage.
Later in the evening the sinewy easterner is also The survivors of this ordeal (six slaves in total
brought back, but he is the only other inmate left in including the character) are taken to the centre of the
the characters cell. The guard opens a small hatch in Arena of Death. Once there, they have a chain with a
the door and says, "There are two of you in this cell, spiked ball on the end fastened to their sword arm
when I come back to fetch you in the morning I only (1d6 damage) and a small buckler placed on the other
want to find one of you alive". He starts to laugh out arm. A full-faced helmet is then placed on their heads,
loud and drops two Daggers through the hatch. The which has had the eye holes blanked off denying the
easterner makes a dash for the blades… slaves any vision at all. Anyone caught trying to cheat
Easterner, male Human Rog6: CR 6; Size M (6 ft., 1 (peeking under the helmet etc.) will be shot at by the
in. tall); HD 6d6+18 (hp 16 from 45); Init +7 (+3 Dex,
Improved Initiative); Spd 30 ft. (6 squares); AC 13 (+3
Dex) Touch 13, Flat-footed 10; Attack +8 melee
(Dagger 1d4+1 19-20 / x2), or +8 ranged (Dagger 1d4+1
19-20 / x2); Full Attack +8 melee (Dagger 1d4+1 19-20 /
x2), or +8 ranged (Dagger 1d4+1 19-20 / x2); SA +3d6
Sneak Attack; SV Fort +5, Ref +10, Will +4; AL NE;
Abilities Str 13, Dex 17, Con 16, Int 10, Wis 14, Cha 12:
Languages Spoken Common: Skills Bluff +5, Climb +8,
Disable device +9, Disguise +10, Escape artist +9, Hide
+10, Listen +5, Move silently +11, Open lock +11,
Sleight of Hand +10, Spot +2, Swim +9, Tumble +11;
Feats Dodge, Improved initiative, Weapon focus
(Dagger), Weapon finesse.
Day Three
If the character has survived this far he is now one of
only twelve remaining slaves. The slaves are led to a
platform on which stands a large and gruesome look-
ing machine: a pole fixed to a heavy base has two very
sharp blades attached to it at different heights and on
opposite sides. The first is at ankle height; the second
is at head height. The slaves must take it in turn to
stand inside the machine while a large handle turns it
for 30 seconds. As the pole spins, so do the blades. The guards. The guards will spot the cheaters by making a
slaves must make 6 alternative checks (3 Jump and 3 skill (Spot) check (DC15).
Duck) to jump and duck the blades. Read the follow- DMs note: Please refer to the map below for the
ing: starting positions of the slaves and the character. Each
It is day three of your ordeal and you are one of only square on the map represents 5ft.
twelve slaves left remaining. You are all lead across The slaves and the character are effectively blind for
the Arena of Death to a raised platform on the south this contest. The Player will be allowed to look at his
side where you behold a gruesome looking machine: starting position prior to the event, he must then sit
A large pole fixed to a heavy base which has two with his back to the DM from that point onwards.
very sharp looking blades fixed to it on opposite The character must decide which direction to travel
sides and at different heights. One is at knee height in (indicated by the numbers in the top right hand cor-
(approx 1ft off of the floor) and the other at chest ner of the map) and how far. He may attempt to move
height (approx 4ft. off of the floor). silently and make skill (Listen) checks (DC5 +1 per 5ft)

33
to see if he can detect the position of the other slaves.
The guards grab the slave to your right and marches The DM is in charge of the other 5 slaves (all
him up to the machine. "The pole is gonna spin those Human). He rolls a d8 and d6 together for each slave
blades around", the guard explains, "If you don't and moves them the amount of squares rolled on the
jump the low one and duck the high one it's gonna d6 in the direction rolled on the d8.
The DM must use the rules from the DMG for fight- arrive to clean your wounds, bring you food and
ing invisible creatures (see DMG, Chapter 8, Glossary, administer a single healing potion.
Invisibility). The healing potion is a Potion of Cure Moderate
Round One: Read the following at the end of the Wounds which will heal 2d8+4 hit points.
round: Slave 1-5, male Human Ftr3 (all): CR 3 (each); Size
From somewhere in the distance you hear a blood M (5 ft., 11 in. tall); HD 3d10 (hp 13 from 22); Init +2
curdling scream followed by a thump on the floor. (+2 Dex); Spd 30 ft. (6 squares); AC 13 (+2 Dex,
The guards who are watching from the side lines are Buckler) Touch 12, Flat-footed 11; Attack +5 melee
all cheering. You can only presume that someone has (Spiked ball on chain 1d6+2 20 / x2); Full Attack +5
been eliminated. melee (Spiked ball on chain 1d6+2 20 / x2); SV Fort +5,
DMs note: Remove one of the slaves numbered 1-5 Ref +3, Will +1; AL NE; Abilities Str 14, Dex 14, Con 11,
As soon as there are two slaves left, read the follow- Int 12, Wis 10, Cha 11: Languages Spoken Common,
ing: Orc: Skills Balance +1 Hide +1, Intimidate +1, Listen
+3, Move silently +4, Spot +3, Swim +7; Feats Great for-
The whistle sounds to signal the end of the event.
titude, Improved unarmed strike, Power attack,
You remove your helmet to see one other, blood
Weapon focus (Longsword). Weapon focus
splattered survivor. "Well done you two", says Lord
(Longbow): Equipment Spiked Ball and Chain,
Carnuss from the comfort of his chair. "Tomorrow

34
Buckler Shield
we will see which one of you will represent me in the
Trial of Champions. For now though, go back to Day Four (The Last Day)
your cells and rest. My servants will be along to This is the final day of events at the Arena of Death. If
tend to some of your wounds". The guards lead you the character has survived she is one of the remaining
both back to the cells. Minutes later two women two slaves on Blood Island. Today's event is a simple
battle to the death. The two slaves are
allowed to choose from the following
weapons: Greataxe, Longsword,
Shortsword, Bastard Sword or Mace and the
following suits of armour: Chain shirt,
Leather Armour or Banded Mail Armour
(all with a light Wooden Shield).
Khalim, Southerner, male Human Ftr5:
CR 5; Size M (6 ft., 2 in. tall); HD 5d10+15
(hp 14 from 62); Init +3 (+3 Dex); Spd 30 ft. (6
squares); AC 18 (+3 Dex, Chain shirt and
Small Wooden Shield) Touch 13, Flat-footed
15; Attack +8 melee (Longsword 1d8+2 20 /
x2); Full Attack +8 melee (Longsword 1d8+2
20/x2); SV Fort +8, Ref +4, Will +4; AL N;
Abilities Str 15, Dex 16, Con 17, Int 13, Wis
17, Cha 12: Languages Spoken Common,
Undercommon: Skills Climb +8 /+4, Hide +1
/ -3, Jump +4 / +0, Listen +3, Move silently +1
/ -3, Sleight of Hand +3, Ride +4, Spot +3,
Survival +3; Feats Alertness, Dodge,
Lightning reflexes, Track, Weapon focus
(Longsword), Weapon focus (Greataxe):
Equipment Chain shirt, Small Wooden
Shield and Longsword.
If the character kills the southerner in the
final battle, read them the following:
As the southerner drops to his knees
clutching his stomach, he manages to utter
a few words with his dying breath. "Good
luck in the Deathtrap Dungeon. But if you
get a chance to be alone with Carnuss,
remember those of us who died in his
Arena of Death". The southerner grimaces
with pain and then falls silent.
That night you are the honoured guest of
Lord Carnuss and you indulge your every
whim. You gorge yourself on delicious food
and enjoy yourself long into the night.
After a week of luxurious living and being
looked after by Lord Carnuss's personal
healer, you return to full fitness. Then,
locked in chains, you set sail with Lord
Carnuss and thirty of his guards, and ten
days later you arrive in Fang, the venue for
the Trial of Champions. The town is
swarming with people intrigued by the
Trial and eager to celebrate. However,
there is no time for you to enjoy the hospi-
tality of Baron Sukumvit, as it is late on
the evening of April 30th and the Trial
begins at dawn tomorrow.
The following morning the guards lead
you to the entrance of the deadly
labyrinth. You can see Baron Sukumvit

35
ready to greet the contenders in the Trial of
Champions. Only four other contestants
are entering this year and they are indeed
illustrious competitors: A Chaos
Champion who wears spiked, Full Plate
Mail Armour, an Eastern Warlord in Samurai Battle Alterative Ending
Dress, an Elven Prince and a Dwarven Noble. The If the characters are playing the campaign adventure,
Baron holds out 5 straws, you pick one with the use this ending. Read the following:
number '2' on it. "Before you enter the Deathtrap There is a large crowd gathered at the exit to the
Dungeon", announces the Baron, "I will offer you all dungeon. When they see you appear, they can hardly
this advice: An odd number of identical items need believe their eyes and burst into rapturous applause,
to be found to be successful in the Trial of cheering at the tops of their voices. A message is sent
Champions". The Dwarf disappears into the out to Baron Sukumvit who was not expecting any-
Dungeon first and then, 30 minutes later it is your one to emerge from his killer labyrinth. Two men lift
turn. Equipped with a magnificent Longsword, a you up onto their shoulders and take you to the
suit of Leather Armour an old pair of leather boots town square where the victor's ceremony is to take
and a waist pouch containing two potions of Cure place. You are carried up a platform and set down on
Serious Wounds (all loaned to you by Lord Carnuss) a cushioned chair while several of the Baron's per-
you descend into the darkness… sonal servants tend to you, bandaging your wounds
The Longswords loaned to the characters by Lord and giving you a Potion of Cure Critical Wounds to
Carnuss are magical Longswords +2. drink. Baron Sukumvit walks up to the platform and
stands before you, "You have survived the Trial of
Champions and are indeed worthy of this prize of
50,000 gold pieces". With that, Lord Carnuss steps
up on to the platform and stands before you to inter-
vene. Looking surprised, Baron Sukumvit asks why
his hated brother has come to Fang. In a voice full of
contempt, Carnuss replies, "Because this person
stood before you is my slave and is representing me.
I will take the prize, if you don't mind!". Baron
Sukumvit turns to you and says, "This year, I will
grant the victor an additional gift: The right to fight
your master for your freedom".
The Potion of Cure Critical Wounds will heal 4d8+10
hit points
If the characters except this gift by Baron Sukumvit,
read them the following:
Lord Carnuss attempts to refuse any such challenge,
but the jeering and booing of the crowd give him no
choice. He draws his sword and says, "So be it!".
If the characters kill Lord Carnuss they will be given
the prize of 50,000gp, their freedom from slavery and
the freedom of Chiang-Mai.
Lord Carnuss Charavask, male Human Ftr6: CR 6;
Size M (5 ft., 11 in. tall); HD 6d10+6 (hp 41); Init +2 (+2
Dex); Spd 20 ft. (4 squares) - base 30ft.; AC 20 (+2 Dex,
Breast plate +3) Touch 12, Flat-footed 18; Attack +12
melee (Bastard Sword 1d10+7 19-20 / x2); Full Attack
+12 /+7 melee (Bastard Sword 1d10+7 19-20 / x2); SV
Fort +6, Ref +5, Will +8; AL CE; Abilities Str 16, Dex 15,
Con 12, Int 14, Wis 18, Cha 6: Languages Spoken
Common, Dwarven: Skills Climb +3, Hide +5, Listen
+5, Move silently+1, Spot +4, Tumble +1; Feats
Alertness, Dodge, Exotic weapon proficiency (Bastard
Sword), Iron will, Leadership, Power attack, Weapon
focus (Bastard Sword), Weapon specialisation
(Bastard Sword): Equipment Breast Plate +3, Bastard
Sword +2.

36
Rhana Quinn ellion g’aarak
Combat: Combat:
In order for Rhana to hit her opponent, she must do the following; Roll a d20 and In order for Ellion to hit her opponent, she must do the following: Roll a d20 and add her com-
add her combat modifier for the weapon she is using (+7 for her Quarterstaff). If the bat modifier for the weapon she is using (+15 for her Heavy Mace). If the result is equal to or
result is equal to or greater than her opponents Armour Class (AC), then she has hit. greater than her opponents Armour Class (AC), then she has hit. Ellion then rolls her damage
Rhana then rolls her damage for the weapon she is using (1d6+3 for her Quarterstaff). for the weapon she is using (1d8+8 Heavy Mace).
If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scored a hit
If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has
and Ellion looses hit points (hp).
scored a hit and Rhana looses hit points (hp). When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.
When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead. Skills:
Skills: Ellion has a number of Skills that she can use during the course of this adventure. In order for
Rhana has a number of Skills that she can use during the course of this adventure. In Ellion to succeed at a Skill, she must roll equal to or greater than the Difficulty Class (DC) num-
order for Rhana to succeed at a Skill, she must roll equal to or greater than the ber for the Skill in question on a d20 while adding the Skill modifier. An example of this would
Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill be that Ellion is listening at a door. In order to hear the conversation on the other side she must
modifier. An example of this would be that Rhana is listening at a door. In order to make a skill (Listen) check (DC15). She rolls a d20 and adds her listen modifier (+5).
hear the conversation on the other side she must make a skill (Listen) check (DC15). Note that some of Ellion's Skills have a slash separating two figures (i.e. Climb +5 / +1). The first
number given is Ellion's modifier without her Armour penalty (-1 for her Heavy Steel Shield
She rolls a d20 and adds the listen modifier (+7).
and -3 for her Breastplate).
Balance: Use this Skill when you need to keep your balance on a ledge etc. Balance: Use this skill when you need to keep your balance on a ledge etc.
Climb: Use this Skill to climb the tallest mountain or descend the deepest pit. Climb: Use this skill to climb the tallest mountain or descend the deepest pit.
Concentrate: Use this Skill when you need to focus or cast a spell in combat. Concentrate: Use this skill if you need to focus your mind or cast a spell in combat.
Hide: Use this Skill to sink into the shadows and remain unseen. Hide: Use this skill to sink into the shadows and remain unseen.
Jump: Use this Skill to leap over pits, vault low fences or leap onto tables. Jump: Use this skill to leap over pits, vault low fences or leap onto tables.
Listen: Use this Skill to hear approaching enemies or to listen at doors. Listen: Use this skill to hear approaching enemies or to listen at doors.
Move silently: You can sneak up on an enemy, or slink away without being heard. Move silently: You can sneak up on an enemy, or slink away without being heard.
Search: You can find simple traps, hidden doors, and other details not readily apparent
Search: You can find simple traps, hidden doors, and details not readily apparent.
Spellcraft: you can identify a spell being cast or a spell effect.
Spot: Use this Skill to spy a rogue hiding in the shadows or a Camouflaged monster. Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster.
Swim: You can swim. Swim- You can swim.
Feats: Feats:
These are features that either give Rhana special capabilities or improve ones that she Are features that give Ellion special capabilities, or improve ones that she already
already has. Listed below are Rhana's feats and a brief description of each one: has. Listed below are Ellion's feats and a brief description of each one.
Combat casting: You get a +4 bonus on Concentration checks made to cast a spell or Combat Reflexes: You may make a number of additional attacks of opportunity equal to your
use a spell-like Ability while on the defensive or while you are grappling or pinned. Dexterity bonus. With this feat, you may also make attacks of opportunity while Flat-footed.
Skill focus (Spellcraft): You get a +3 bonus on all checks involving the named Skill. Extra turning: Each time you take this feat, you can use your Ability to turn or rebuke creatures
Spell focus (Evocation): Add +1 to the Difficulty Class for all saving throws against four more times per day than normal.
spells from the school of magic you select. Toughness: You gain +3 hit points.
Weapon focus (Heavy Mace): Ellion is especially good with the Heavy Mace. She adds +1 to her
Maximise spell: All variable, numeric effects of a spell modified by this feat are maxi-
attack roll with this weapon.
mized. Saving throws and opposed rolls are not affected, nor are spells without ran- Turn Undead: Ellion can turn Undead as a Supernatural ability.
dom variables. A maximized spell uses up a spell slot three levels higher than the Spells:Spells per day are: 0 level- 6; 1st level- 5+1; 2nd level- 5+1; 3rd level- 3+1, 4th level- 2+1
spell's actual level. and 5th Level- 1+1. Her domains are: Good (all Good spells are cast at +1 level) and Luck (use
Racial abilities: good fortune once a day and re-roll a dice roll you just made) - see PHB Chapter 11 for a list of
Low light vision: Half Elves can see twice as far as Humans in starlight, moonlight Clerical Domain spells
and similar conditions. Spells: Ellion will typically revise the following spells per day:0 level - Create Water, Detect
Immune to magical sleep: Half Elves are immune to magical induced sleep. Magic, Detect Poison x2 and Light X2. 1st level - Protection from Evil (Good Domain spell),
Command X2, Cure Light Wounds x2 and Doom. 2nd level - Aid (Luck Domain spell), Cure
+2 save against enchantment - Half Elves gain a +2 bonus against Enchantment spells
Moderate Wounds x2, Delay Poison and Lesser Restoration x2. 3rd level - Protection from
or effects. Elements (Luck Domain spell), Dispel Magic X2 and Summon Monster III. 4th level - Holy Smite
Potions: (Good Domain spell), Cure Critical Wounds, Neutralise Poison. 5th Level - Break Enchantment
The Potion of Fortune will restore 1d4+3 Luck points. The Potions of Cure Moderate (Luck Domain spell) and Flame Strike
Wounds will heal 2d8+3 hit points each. Spontaneous casting- Ellion can channel any spell into a Cure spell (not Domain spells).
Potions:
The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate Wounds
will heal 2D8 +3 hit points each.
Ellion G’arrak Hit Points
57 Luck
16 Rhana Quinn Hit Points
45 Luck
14
Name Ellion G'aarak Name Rhana Quinn
Race / Sex Half-Orc / Female Race / Sex Half-elf / Female
Class / Level Cleric / 9 Class / Level Sorcerer / 9
Hit Dice 9D8+0 (hp 57) Hit Dice 9d4+27 (hp 45)
Initiative +0 Initiative +2 (+2 Dex)
Speed 20ft. (4 squares), base Speed 30ft. (6 squares)
30ft. Armour Class 15 (+2 Dex, Amulet of Natural Armour +3) Touch 12, Flat-footed 13
Armour Class 20 (Breastplate Armour +1 and Heavy Steel Shield +2) Touch 10, Attack +7 melee (Quarterstaff 1d6+3 20x2) or +7 melee (Dagger 1d4+4 19-20
Flat-footed 20 / x2) or +9 ranged (Dagger 1d4+4 19-20 / x2)
Attack +15 melee (Heavy Mace 1D8+8 20 / x2) or +8 ranged (Light Full Attack +7 melee (Quarterstaff 1d6+3 20x2) or +7 melee (Dagger 1d4+4 19-20
Crossbow 1d8+2) / x2) or +9 ranged (Dagger 1d4+4 19-20 / x2)
Full Attack +15/+10 melee (Heavy Mace 1D8+8 20 / x2) or +8 /+3 ranged (Light SQ Low light vision, Half-Elf traits
Crossbow 1d8+2) Saves Fort +8, Reflex +5, Will +8
SQ Darkvision 60 ft., Half-Orc (Man-Orc) traits Abilities Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18
(+4) Luck 14 (+2)
Saves Fort +6, Reflex +3, Will +8 Skills Balance +2, Climb +1, Concentration +15, Hide +2, Jump +1, Listen
Abilities Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15 (+2), Chr 9 +7, Move silently +4, Search +3, Spellcraft +19, Spot +7, Swim +2
(-1) Luck 16 (+3) Feats Combat casting, Skill focus (Spellcraft), Spell focus (Evocation),
Skills Balance +0 / -4, Climb +5 / +1, Concentrate +4, Heal +6, Hide +0 / -4, Maximise spell
Jump +5 / -5, Knowledge (Religion) +4, Listen +5, Move silently +0
/ -4, Search +3, Spellcraft +8, Spot +3, Swim +8 / +0 Spells Spells castable per day (6 / 7 / 7 / 7 / 5); Base DC = 14+ spell level):
0 level- Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost
Feats Combat reflexes, Extra turning, Toughness and Weapon focus Sound, Mage Hand, Open / Close, Ray of Frost; 1st level- Charm
(Heavy Mace) Person, Detect Secret Doors, Disguise self, Mage Armour, Reduce
Class Feats Turn Undead, Spells, Spontaneous casting person; 2nd level- Acid Arrow, Invisibility, Flaming sphere, Spider
Equipment Heavy Mace +3 (12 lbs), Light Crossbow (6 lbs) 10 Bolts +2 (1lb climb; 3rd level: Displacement, Lightning Bolt, Slow; 4th level - Fire
total) Breastplate Armour +1 (20 lbs), Heavy Steel Shield +2 (15lbs), shield, Stone skin.
Backpack (2lbs): Rations for four days (2lbs total), Holy Symbol, Equipment Wand of Magic Missiles (5th level, 10 charges), Quarterstaff +2
Potion of Good Fortune and 2 x Potions of Cure Moderate Wounds. (4lb), Dagger +3 in Belt Scabbard (2lb), Sorcerer's Robes (2lbs)
Encumbrance Light load carried (weight carried 58 lbs) Amulet of Natural Armour +3, Backpack (2lbs), Rations for four
days (2lbs total), Potion of Good Fortune and 2 x Potions of Cure
Languages Common, Goblin, Orc Moderate Wounds
Deity Sindla (Titan Goddess of Luck) Encumbrance Light load carried (weight carried 13lbs)
Domains Luck and Good Languages Common, Elven, Orc
Notes Milano - Rhana’s familiar
Name Milano
hit points
22
Race Rat (tiny animal)
HD 9 (22 hit points)
AC 19 (+2 size, +2 Dex, +5 Natural) Touch 14, Flat-
footed 15
Attack Bite +8 melee (Bite 1D3 -4 20/x2)
Full Attack Bite +8 melee (Bite 1D3 -4 20/x2)
Saves Fort +3, Reflex +5, Will +7
Abilities Str 2, Dex 15, Con 10, Int 10, Wis 12, Chr 2
Special Improved evasion, Share spells, Empathic link, Speak with Master,
Speak with animals of its type, deliver Touch spells, Weapon finesse,
low-light vision, scent.
Skills Balance +10, Climb +10, Hide +14, Listen +3, Move silently +10, Spot
+3
Dekion strom sarian jax
Combat: Combat:
In order for Dekion to hit his opponent, he must do the following; Roll a d20 and add his com- In order for Sarian to hit his opponent, he must do the following: Roll a d20 and add
bat modifier for the weapon he is using (+16 for his Scimitar). If the result is equal to or greater his combat modifier for the weapon he is using (+9 for his Shortsword). If the result is
than his opponents Armour Class (AC), then he has hit. Dekion then rolls his damage for the equal to or greater than his opponent's Armour Class (AC), then he has hit. Sarian
weapon he is using (1d6+8 for his Scimitar).
then rolls his damage for the weapon he is using (Shortsword 1d6+3).
If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has scored a
hit and Dekion looses hit points (hp).
If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster has
When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead.. scored a hit and Sarion looses hit points (hp).
Skills: When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.
Dekion has a number of Skills that he can use during the course of this adventure. In order for Skills:
Dekion to succeed at a Skill, he must roll equal to or greater than the Difficulty Class (DC) num- Sarian has a number of Skills that he can use during the course of this adventure. In
ber for the Skill in question on a d20 while adding the Skill modifier. An example of this would order for Sarian to succeed at a Skill, he must roll equal to or greater than the
be that Dekion is listening at a door. In order to hear the conversation on the other side he must Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill
make a skill (Listen) check (DC15). He rolls a d20 and adds the listen modifier (+4). modifier. An example of this would be that Sarian is listening at a door. In order to
Note that some of Dekion's Skills have a slash separating two figures (i.e. Climb +16 /+12). The
hear the conversation on the other side he must make a skill (Listen) check (DC15).
first number given is Dekion's modifier without his Armour penalty (-3 for his Breast plate and
-1 for his Heavy Steel Shield).
He rolls a d20 and adds his listen modifier (+11)
Balance: Use this skill when you need to keep your balance on a ledge etc. Balance: Use this skill when you need to keep your balance on a rocking boat etc.
Climb: Use this skill to climb the tallest mountain or descend the deepest pit. Climb: Use this skill to climb the tallest mountain or descend the deepest pit.
Hide: Use this skill to sink into the shadows and remain unseen. Disable device: Use this skill to disable traps both mechanical and magical.
Jump: Use this skill to leap over pits, vault low fences or leap onto tables. Hide: Use this skill to sink into the shadows and remain unseen.
Listen: Use this skill to hear approaching enemies or to listen at doors. Jump: Use this skill to leap over pits, vault low fences or leap onto tables.
Move silently: You can sneak up on an enemy, or slink away without being heard. Listen: Use this skill to hear approaching enemies or to listen at doors.
Search: You can find simple traps, hidden doors, and other details not readily apparent.
Move silently: You can sneak up on an enemy, or slink away without being heard.
Spot-:Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster.
Swim: You can swim.
Open lock:- Sarion can open locks with the aid of lock picks.
Feats: Pick pockets: Sarion can steal from people without them knowing.
These are features that give Dekion special capabilities, or improve ones that he already has.
Search: You can find traps, hidden doors, and other details not readily apparent.
Listed below are Dekion's feats and a brief description of each one: Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster.
Combat reflexes: You may make a number of additional attacks of opportunity equal to your Tumble: Sarion can use his acrobatics to avoid combat.
Dexterity bonus. With this feat, you may also make attacks of opportunity while Flat-footed. Swim: You can swim.
Cleave: If the Dekion deals a creature enough damage to make it drop (typically by dropping it Feats:
to below 0 hit points, killing it, etc.), he gets an immediate, extra Melee attack against another Dodge: Sarian is adept at dodging blows. Designate an opponent and receive a +1
creature in the immediate vicinity. Dekion cannot take a 5-foot step before making this Extra
bonus to AC against attacks from that opponent.
attack. The Extra attack is with the same weapon and at the same bonus as the attack that
dropped the previous creature. Dekion can use this Ability once per round.
Improved initiative: +4 to initiative roll.
Dodge: During the Dekion's action, he designates an opponent and receives a +1 Dodge bonus Point blank shot: Sarian gains a +1 to hit with ranged weapons up to 30ft.
to Armour Class against attacks from that opponent. Rapid shot: You can get one extra attack per round with a ranged weapon. The
Improved Critical (Scimitar) - When using the Scimitar, Dekion's threat range is doubled. attack is at your highest Base Attack bonus, but each attack you make in that round
Great Cleave: As Cleave, except that Dekion has no limit to the number of times the he can use (the extra one and the normal ones) takes a -2 penalty. You must use the Full attack
it per round. action to use this feat.
Power attack: On Dekion's action, before making attack rolls for a round, he may choose to sub- Weapon focus (Shortbow): +1 to hit with the named weapon
tract a number from all Melee attack rolls and add the same number to all Melee damage rolls.
Sneak attack: If Sarian catches his opponents flatfooted he gains Additional damage
This number may not exceed the character's Base Attack bonus (+9).
Weapon focus (Scimitar): Dekion is especially good with the Scimitar. He adds +1 to his attack
(+5D6)
roll with this weapon. Evasion: Any attack that would require a save for Half damage deals no damage (if
Weapon specialisation (Scimitar): Dekion's extra training allows him to gain +2 damage with the save was successful).
this weapon. Uncanny dodge: Sarian can never be caught flatfooted, nor can he be outflanked.
Potions: Trap sense: Sarian gains a +3 bonus to Armour Class and Reflex saves against traps.
The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate Wounds Potions:
will heal 2D8 +3 hit points each. The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate
Wounds will heal 2D8 +3 hit points each. Potion of Spider Climb (see DMG Chapter
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Sarian Jax Hit Points
56 Luck
16 Dekion Strom Hit Points 108 Luck
13
Name Sarian Jax Name Dekion Strom
Size Medium (5ft. 10 in) Size Medium (6ft. 2inches
Race / Sex Human / Male tall)
Class / Level Rogue / 9 Race / Sex Human / Male
Class / Level Fighter / 9
Hit Dice 9D6+9 (hp 56)
Hit Dice 9d10+27 (hp 108)
Initiative +9 (+5 Dex, Improved
Initiative +3 (+3 Dex)
initiative) Speed 20ft. (4 squares) - base 30ft.
Speed 30ft. (6 squares)
Armour Class 24 (+3 Dex, Breast plate +2 and Heavy Steel Shield +2) Touch 13, Flat-
Armour Class 20 (+5 Dex, Leather Armour +3) Touch 15, Flat-footed 15 footed 21
Attack +9 melee (Shortsword 1d6+3 19-20 / x2) or +14 ranged (Shortbow
1d6+3 20 / x2) or +8 melee (Dagger 1d4+2 19-20 / x2) or ranged +12 Attack +16 melee (Scimitar 1d6+8 15-20 / x2) or +14 ranged (Heavy Crossbow
(Dagger 1d4+2 19-20 / x2) 1d10+3 19-20 / x2)
Full Attack +9 /+4 melee (Shortsword 1d6+3 19-20 / x2) or +14 /+9 ranged
(Shortbow 1d6+3 20 / x2) or +8 /+3 melee (Dagger 1d4+2 19-20 / x2) Full Attack +16 /+11 melee (Scimitar 1d6+8 15-20 / x2) or +14 /+9 ranged (Heavy
or ranged +12 /+7 (Dagger 1d4+2 19-20 / x2) Crossbow 1d10+3 19-20 / 2)
SA Sneak attack +5D6
Saves Fort +9, Reflex +6, Will +4
Saves Fort +4, Ref +11, Will +6
Abilities Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15(+2), Wis 17 (+3), Cha 14 Abilities Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Chr 11 (+0)
(+2), Luck 16 (+3) Luck 13 (+1)
Skills Balance +11, Bluff +6, Climb +13, Disable device +14, Hide +17,
Skills Balance +3 /-1, Climb +16 /+12, Hide +3 /-1, Jump +16 /+6, Listen +4,
Jump +8, Listen +11, Move silently +17, Open lock +17, Sleight of
Move silently +6 /+2, Search +2, Spot +4, Swim +12 /+4
Hand +7, Search +14, Spot +9, Tumble +19, Swim +8
Feats Cleave, Combat reflexes, Dodge, Improved critical (Scimitar), Great
Feats Dodge, Improved initiative, Point blank shot, Rapid shot, Weapon cleave, Power attack, Weapon focus (Scimitar), Weapon specialisation
focus (Shortbow) (Scimitar)
Equipment Scimitar +2 (4lbs), Heavy Crossbow +1 (6lbs), 10 Bolts (1lb total), Breast
Class Feats Evasion, Uncanny Dodge, Sneak Attack, Trap Sense +3 Plate +2 (30lbs), Heavy Steel Shield +2(15lbs), Backpack (2lbs): Rations
Equipment Shortsword +2(3lbs), Shortbow +1 (2lbs), 20 Arrows +2 in Quiver for four days (2lbs total), Potion of Good Fortune and 2x Potions of
(3lbs), Dagger +1(1lb), and Leather Armour +3 (15), Backpack (2lbs): Cure Moderate Wounds.
Thieves' Tools (1lb), Potion of Good Fortune, Potion of Cure Serious
Wounds (neg), Potion of Spider Climb (neg) and a Potion of Encumbrance Light load carried (weight carried 55 lbs)
Darkvision.
Encumbrance Total weight 29lbs (light encumbrance) Languages Common, Elven, Goblin
Languages Common, Orc and Giant
Notes Notes
OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
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You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License Dave Arneson.
to Use, the Open Game Content. The d20 conversion of Trial of Champions Copyright 2004, Myriador Ltd; Author Jamie Wallis,
5.Representation of Authority to Contribute: If You are contributing original material as Open Game based on original material by Ian Livingstone.
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

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