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Companion Game Adventure

The Endless Stair


wood

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Companion-Level Modulle

Ed Greenwood

TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . 2
C H A P T E R 1: DAELZUN'S R E S T . . . .
C H A P T E R 2: To T H E WIZARD'S T o n
C H A P T E R 3: T H E T O M B OF T H E C H
C H A P T E R 4: T H E ENDLESS STAIR A:
ENDING T H E ADVENTURE . . . . . . . .

APPENDIX:
New Spells ..........................
New Magical Items . . . . . . . . . . . . . . . . . . .
Ct-edits: New Monsters .......................

Design: Ed "Elminster" Greenwood PLAYING AIDS


Dmelopment and Editing: Chris Christensen
M a p 1 ..............................
Cover Art: Jack Fred
Map11 ..............................
Interior Art: Graham Nolan
Map 111 .............................
Tvpesettiny: K i m N. Lindau
Map IV .............................
Cartography: Dennis Kauth
Prerolled Characters . . . . . . . . . . . . . . . . . .
Special Thanks to: Jenny, Anita Buttemer, Random Encounter Table . . . . . . . . . . . . . .
Jim Clarke, Andrew Dewar, Ian Hunter, Subtable: Rare Monsters . . . . . . . . . . . . . .
John Hunter, Victor Selby, and (of course) Combined Monsters Statistics Table . . . . .
Grimwald.
Non-Player Characters . . . . . . . . . . . . . . . .
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HOW TO RUN THIS A

me Endless Stair is for four to six characters tween the inn, the tomb, and the Endless tested the defenses of the Seat of Power. Both
oflevels 15 to 20, and is designed for use with Stair. A single Random Monster Encounter failed to win past ithe guardians, crafted specifi-
the D & P Companion Set. Some of these Table covers all random encounters. Note cally to foil them; both were enraged, and have
characters must wield or control magic if the that if Lathkoon or Zelazel are alive and fol- returned often over the intervening years to at-
adventurers are to succeed-or survive. The lowing the PCs, they may well take advan- tempt the Endless Stair. Those magics that they
hng-sealed tomb of the Chetromar, a Magus of tage ofany serious battle the PCs get involved can nullify, wear down, or destroy they have
e reat power, has been opened-by one who, in to launch a simultaneous attack of their dealt with-but several remain that they cannot
I’ seems, paid for the act with his life-and own-but will not themselves appear or en- (yet) overcome without aid, and so they watch
tile treasures of the Cheiromar await the gage the PCs directly, employing other crea- the Endless Stair, hoping that someone will
strong and daring. The player characters tures as described in their N P C descriptions. breach the defenses for them, but afraid that the
(PCs) are not the only seekers after this ma- magic will then be gone before they can seize it.
eic.. .nor is what they seek unguarded! DM ’s Background Ulthorn, too, often thought of the Chiero-
The Endless Stair is divided into four ma- mar’s tomes and items of power over the years,
Some twenty years before the events of 2 7 ~
jor sections. It is essential that the Dungeon wishing to control certain ones (notably the Cub-
Endless Stair, the great mage, Cheiromar
Master (DM) read the entire adventure be- inet OfMinish‘ng and the tomes) to strengthen
breathed his last. In accordance with a pact the
fixe play beyins, and it is recommended that the isolated land that he and his mate now
old Magus had made with his ally, the Magist
each section be reviewed as the players ap- serve. Finally, just prior to the events of The
Halazar (himself now dead) and the Cheiro-
proach it. for much of the success of this ad- Endless Stair, he judged himself ready to over-
mar’s apprentices-Luthkoon, Zelate, UCthom,
venture depends upon the mood established come the defenses of the Cheiromar’s tomb and
and Shaleen-were sent out into the world, each
by the DM in his or her description of the set- Seat of Power (for he alone of the apprentices
with a new spell from the Cheiromar’s library,
ting and events. All the boxed texts are to be knew something of his master Algahund’s pact
and each with a minor item of protective magic
c a d aloud to the players at the moment of the with Halazar), and journeyed thence-where
from the Cheiromar’s own accumulated trea-
corresponding encounter. Any other infor- he was slain by the vigilant Lathkoon while ex-
sures. Halazar then laid the Cheiromar’s body
mation concerns the DM only. ploring the tomb. (None of the locals know the
to rest in the latter’s Seat of Power, a hidden
Cheiromar’s apprentices by face or name-just
place that held much magic too powerful to un-
The Setting leash carelessly-notably the unmovable Seat
that he had a few, and that they left after Alga-
hund’s death.)
This adventure is designed to fit into an on- of Power itself, and an imprisoned Eater of
going campaign. It can be introduced into Magic. Halazar then set magical constructs to
guard the Seat and the Stair which led to it, and
Adventure Sections
play any time the PCs are traveling overland
together for more than a day’s journey, sealed the Cheiromar’s empty tomb. He left a Daelzun’s Rest: This roadside inn is fully de-
through fairly extensive rocky, forested re- message there that would direct wizards of suf- tailed so that it may be used by the DM in
gions. The area in which play will take place ficient power not to hunger after the Cheiro- other settings ancl adventures; but any inn in
lies on a road far from large cities and at least mar’s magic for the wrong reasons and to deny which a cozy and relaxed atmosphere pre-
a day’s ride from any large towns, in fairly that very magic to casual plunderers, incompe- vails may be substituted from an existing
rugged terrain that discourages travelers tent novices at magery, and in particular to the campaign. It is here that the PCs learn of the
from casual exploration. For those cam- more unscrupulous of the Cheiromar’s appren- adventure that awaits them, and (if neces-
paigns set in the D8rDm game world intro- tices, Lathkoon and Zelazel. Halazar then de- sary) are coerced into undertaking it.
duced in the Expert Set, it is recommended parted, taking with him the Cheiromar’s copius
To the Wizard’s Tomb: The trek through the
that Daelzun’s Rest be located on a road magical research notes (including, most nota-
wild woods to the tomb of the Cheiromar
somewhere in the Principalities of Glantri, at bly, the method of summoning and imprisoning
should prepare the PCs for danger; its sever-
least four days’ ride from Glantri City. Eaters of Magic) and ongoing experimentsand
ity should be adjusted by the DM acording to
certain powerful magical items, as his agreed-
the strength of ithe party. Tension will be
Player Characters upon payment for this service.
heightened later if helpful potions and scrolls
The Cheiromar’s suspicions regarding the
A selection of eight prerolled Characters is pro- have already been used.
characters and scruples of his apprentices were
vided in this module for those who do not have correct-the lawful Ulthorn and Shaleen mar- The Tomb of the Cheiromar: Adventures in
characters of the requisite levels- or do not ried, and worked together in unambitious the underground passages and chambers
wish to use those they do possess-for this mod- peace, furthering their studies and powers where the Cheiromar was supposedly laid to
ule. Particulars of the characters may be freely slowly but soundly-but Lathkoon and Zelazel, rest by his ally, the wizard Halazar, will lead
modified by the DM and players if desired, but both working independently, proved to be cold- the PCs to the Endless Stair.
11 is suggested that the overall level of power of
blooded individuals interested in furthering The Endless Stair and the Seat of Power: The
the characters and the amount, ifnot the precise their own wealth, power, and influence at any
type of defensive magical items, be retained for Endless Stair ascends nowhere, as far as anyone
cost-and rose quickly in the arts of magic who has not dimbred it can see-and many who
maximum enjoyment of the adventure. The while at the same time making themselves so
presence of at least two magic-users in the party have tried have been found dead on the ground
hated and feared that no one would willingly beneath it. This eerie magical construction
of adventurers is essential. deal with them. They became lonely wander- stands alone in a clearing in the woods; if the
ers. Both thought of the Cheiromar’s magic, PCs decide to leave well enough alone, it is sug-
Random Encounters and both explored the tomb (its defenses slew gested that a combined attack from Lathkoon
Random encounters occur only when the Zelazel’s own apprentices, the source of the vi- and Zelazel immediately occur, forcing the PCs
F’Cs are journeying through the woods be- sion in the first chamber of the Tomb), and to battle the dangers on the Stair.

2
HOW TO RUN THIS ADVENTURE

The Stair leads to the Seat of Power. In this from combat, one or both will surely attack at will only come into play if she believes the PCs
tinv complex of chambers the Cheiromar once this point to gain the magical tomes and trea- responsible for Ulthorn’s disappearance (she
lived and worked, and here lies much of the sures for themselves-and they will know ex- will learn from the locals of his death, and the
ma+c he controlled. Ifthe PCs reach this before actly what these treasures are and how to use scene at the tavern), whereupon she will follow
Lathkoon and Zelazel are slain or forced to flee them. The last of the ex-apprentices, Shaleen, the PCs to gain revenge.

The Ex-Apprentices tomb and the Endless Stair, so he knows of


NON-PLAYER Much of the action in this adventure results
the PCs’ activities throughout this module.
CHARACTERS from the activities of Lathkoon and Zelazel.
H e will direct his gargoyles to attack the PCs
while they journey through the woods to the
NPC NOTES: DMs may wish to make the two weaker or
tomb, attacking when they reach the lake un-
more powerful to match the strength of the
Nornel, wife of the innkeeper and mistress of less the party encounters a random monster
PCs-but it is more exciting to eliminate Ze-
the inn, has the following spells: She keeps first-he prefers to attack the party while they
laze1 from play and keep Lathkoon, rather
memorized charm person, magic missile x2, sleep/ are engaged with another foe. Lathkoon him-
than weakening both mages overmuch. I f
self will watch from concealment, trusting to
ESC invisibility, Locate obiect, wizard lock/dispel this is done, it is recommended that Zelazel
a teleport spell to escape if discovered (he will
magic, hold person, protection from normal missiles/ comes upon the scene too late, after the
polymorph seg remove curse, wizard eye/hold mon- teleport to a cache he has hidden in the woods.
events of the module, and uses his arts to
I f party members try to find or search for
ster, teleport/jrojected imagre. identify and pursue the PCs, trying to wrest
Eldahil is an agile huntress who is willing Lathkoon, he will attack immediately if they
any magic they have gained from them at a
to tre hired for guiding or adventuring. She leave the Stair to do so; if they have not yet
later time. Shaleen could also end up pursu-
knows the woods thoroughly, and is skilled in reached the Stair, he will try to draw them to
ing the PCs; the powers, aims, and personali-
the use of her bow. it and disappear, hoping they will believe he
ties of all three ex-apprentices are given
climbed it,
Jabban is a traveling merchant dealing in herein to aid such continuing play.
Lathkoon has prepared against his own death
textiles and ironmongery. H e has 3 12 gp hid-
with a contingmy spell that will remove his re-
den in his bootheels and in a concealed box LATHKOON
on the underside of his wagon, and a purse of mains to a faraway place where an ambitious
Chaotic 24th level Wizard
cleric has agreed to cast a rake deadjidly and a cu-
42 gp, 32 sp, and 6 cp. H e owns two horses
and a wagon containing 16 bolts of good cot- S 13 Weapons: wand of cold (12 reall upon Lathkoon (and if that fails, arrange
ton (price: 1 cp/3 yards), and crates of cast I 18 charges), dager +3. with other wizards for his cloning) in return for
iron hooks, cla sps, nails, latches, buttons, w 12 certain magical items, several thousand pieces
tanes, and handles for tools, knifeblades,
D 16 Armor: ring of protection +3, of gold, and the secret of Lathkoon’s magical
C o 16 ring offire resistance. control of gargoyles-which of course only a
hinFes, and wall-brackets (prices range from
Ch 14 magic-user can use, something Lathkoon will
2 cp to 5 sp per item). His wife is dead of a dis-
H P 80 reveal to the cleric at that time.
ease some years back, and his son Orvan ac-
AC 4 Lathkoon’s preparations and magical
companies him.
strength make him effectively fearless. H e is
Taleth is a mercenary of grim and weath- Appearance: Lathkoon is of middle age; his
confident of his ability to defeat Zelazel, and
ered appearance who will claim considerable hair is going white at the temples. It is other-
will proceed calmly and callously to whittle
skill,; and experience, but is only a Veteran. wise jet black, long, and he is bearded, with
down the strength of the PCs, and achieve his
H e will be willing to hire on with the PCs for glittering red eyes. This, and his sharp fea-
aims. Typically, Lathkoon carries the follow-
1 sp‘day, plus board, and a bonus of 1 gp if tures, give him a hawk-like appearance. H e
ing spells: charm person x3, mafic missile x4
the undertaking ends in success. wears robes of unadorned black, and high
(each spell casting nine missiles, at different
Gordel is a Curate traveling to answer a black boots.
targets if so desired) ldetect invisible, ESe invis-
summons from a Bishop; he will not go ad- Other Magical Items Carried: Lathkoon
ibility x2, levitate, phantasmal force, web/dispel
venturing, but will help to defend the inn, de- wears a Diadem of Disenchantment (see New
magic x2, fire ball x2, hold person, protection3om
lay there for a few days if asked to by the PCs Magical Items appendix), and carries at his
normal missiles (which he will cast upon him-
or Daelzun, and will (for fees) heal PCs belt a scroll of trappinf in a bone tube a, potion o j
self before any combat)lcharm monster, dimen-
brought back to the inn. speed in a metal flask (marked with a drawing
sion door, ice storm, polymorph other, curse, wizard
Jamith is a lady of minor wealth, recently of a foot on the cork stopper), and two potions
eye/animate dead, control gargoyles, teleport x3/
widowed, who is traveling overland to join of healing in metal flasks. H e will not hesitate
anti-mafic shell x2, disintegrate, jlesh to stone/
her sister’s household. Her husband died as a to use these; he has more magic cached in the
create normal monsters (Lathkoon prefers to use
result of injuries suffered in a fall from horse- woods.
this to create bears-or, if he needs flying ser-
back. Jamith bears with her a coffer of gems Lathkoon was the eldest of the Cheiro- vitors, stirges), power word stun, reverse gravip,
and coins (total value: 6220 gp), well hidden, mar’s apprentices. H e is cold-blooded, pa- statueflorcefield x2, power word blind x2lheal x2
and :;he will not willingly reveal its existence. tient, merciless, and should be played as
(for use on self), meteor swarm, prismatic wall.
Tosta is a loyal servant of the Lady Jamith, such. H e has cast a warnins trumpet spell on the
Cached Magic: In his cache in the woods,
and ‘ISprotecting her on her journey. H e will ground around the endless Stair, which will Lathkoon has a wand of negation (16 charges),
pay her expenses from his purse of 66 g p , will warn him if anyone approaches it when he is a wand of lightning bolts (2 charges), his spell
not adventure, but will help defend the inn otherwise occupied, and a second trumpet on
book, in the form of a book leaf (cf. Book of
and those in it. Jamith’s protection will be his his cache (see below).
Marvelous Magic, page 46) containing 60
paramount concern at all times. Lathkoon has been diligently watching the spells-consider Lathkoon to have all known

3
-MON-PLAYER CHARACTERS
spells of the first three levels, plus warning ZELAZEL Lathkoon, whom he fears and hates far more
trumpet and control gargoyle ((jetailed in this Chaotic 22d level Wizard th;m the PCs.
niodule), and just those listedI as memorized, Zelazel’s memorized spells are: darkness,
S 14 Weapons: Staff of Healing, two
above, plus contingency and hold monster, of m tgic missile x3, (each spell casting nine mis-
I 18 daggers +3.
levels 4-9. For those not possessing the Book silles, at different targets if so desired), shield,
W 12 Armor: Ring of Protection + 2,
cn,FMarvelous M@, the Book-c T . ~ n ifc mprplv
_______I *I.?
-.-zp/detect invisiblq invisibility, knock, levitate,
D 13 Amulet vs. Crystal Balls
_I

a leaf-shaped metal brooch (Lathkoon’s is of web x2/fly, haste, lightning bolt x3lcharm monster,
C o 18 andESP
e’ectrum) that upon command turns to a spell conftcsion, control bats (described in this mod-
Ch 10
book; this time has a maximum capacity of 60 ule), dimension do,q wizard eye/cloudkill, pass-
H P 92
spells, can only be damaged by magic of 4th wall, teleport x3lanti-magic shell x2, death spell,
AC 6
level spells or stronger, has 50 hit points, and wall of iron/power word stun x2, statue/polporph
takes only half damage if the wearer saves Appearance: Zelazel is tall, well-pro- any object, travel/ini!munity, shapechange.
vcrsus the magical attack in question- and portioned, and haughty of visage, with curly,
Cached Magic: In his cache, Zelazel has a
can also turn back again upon command. sandy-colored hair and faintly yellow, nearly
Lathkoon also has another potion of healing colorless eyes (which darken when he is an-
helm of telepathy, a button of blasting, three po-
tions of healing, 16 reams of parchment and a
(cures 2-7 hit points of damage) in his cache. gry). Zelazel wears purple robes.
quill ofcopying, a potion of ethereality, and a bag
By means of his control gargoyle spells, Other Magical Items carried: In a pouch at
of 210 gp. H e fears losing his spell books to
Lathkoon controls 12 gargoyles. Left to his belt, Zelazel carries three carefully
Lathkoon, and has not brought them with
themselves, they will attack any creatures wrapped eggs of wonder. They can be thrown
him to this vicinity; a speak with the dead on Ze-
they see that they think are weaker than up to 60‘, and from each will appear (in the
laze1 is the only way to find their where-
themselves (such as humans)-but Lathkoon order that they will be used by Zelazel; he
abouts. If the PCs do so, the DM should
is mind-linked to them, and can at will con- does not, of course, know the contents) a
locate them somewhere, guarded, in keeping
centrate to see through their eyes and direct mountain lion (cat) of 16 hp; a giant racer with the campaign.
their physical activities (with precision) him- snake of 12 hp; and a wolf of 9 hp. Zelazel As mentioned previously, Zelazel knows of
self, in any round he does not cast a spell, also carries at his belt three potions of healing
the Cabinet of Ministering, and will make use
Lathkoon can also command them to attack and a potion offreedom. of it if necessary. If either Lathkoon or Zelazel
specific creatures, and then turn his attention Zelazel knows that Lathkoon is about and bolts into the Cabinet during combat, the DM
elsewhere, and the gargoyle(s) in question has carehlly avoided him, but has spied upon should note the following: the Cabinet will not
will do so, fearlessly, fighting until they or the him often by means of a Wizard Eye; Zelazel
open when a being within is being attended to,
target is slain; they are not intelligent enough will know when the party sets out. H e will begin
and when the creature emerges it is alert and
for fear to overcome Lathkoon’s orders unless to methodically kill off any locals with them by can let fly with spells, items, or weapons. The
they somehow survive a battle they are losing means of his servant creatures, saving his bone
Cabinet cannot ‘be bound, locked, wizard
for three turns or more. golem for later confrontations (at the foot of the
locked, spiked, wedged, or webbed shut; all
Lathkoon will use his gargoyles to attack Endless Stair, or in the Seat of Power). such attempts will appear to work, but will sim-
the PCs in the tomb or just after they emerge Zelazel will directly observe the PCs from ply fall away when the Cabinet is opened from
from it; he will prefer to employ charmed and the time they leave the tomb onwards by within.
created monsters to attack the PCs on their means of a succession of wizard eye spells. He,
The Cabinet is of wood, but has the
initial trip to the tomb, and is not adverse to in particular, fears fighting men, and will em- strength of steel (AC2), and can absorb 22 hit
allowing Zelazel to do most of the harrying ploy his war-dogs in attacks upon them, try- points of damage before disintegrating. If so
here, using his own beasts to follow the PCs ing to reduce the party of adventurers to its damaged, it will explode violently, vaporizing
and prevent them from turning back. spellcasters(whereupon he will direct them to any being within and any beings within 10’
Lathkoon is fully aware of all of the Cheiro- harry the clerics, and if those are eliminated, (all gain a save vs. Dragon Breath at -3 to
mar’s magic (although he does not know pre- any elves), whom he is confident he can over- avoid death; if successful, they merely suffer
ciesly how the Seat of Power works-if come in the Seat of Power with the aid of the 4-24 points of damage, and are stunned for
pressed, he will rush to it, hoping he can de- Cheiromar’s magic-after the PCs have run 1-4 rounds and flung violently away from the
feat the PCs with it, but this is a gamble he the gauntlet of the magical guardians. explosion, up to sixty feet distant), and creat-
would prefer not to take and he does not When Zelazel appears in person, he will have ing a Vortex to the Elemental Plane of Air (or
know precisely where the dart of death, gem of visited his cache and be armed with the follow- another plane, at the DM’s option). Beings
magic missile reflection, or buttons of blasting are ing items from his cache: a helm oftelefithx a po- within the Cabinet able to dimension door or
to be found, but does recall (correctly) what tion ofetheality, and a button ofblartirq (cf. Seat of teleport can do so fi-eely to escape such a fate,
each item looks like and its location. Power key, #7), command word “Zuelhavatar.” but use of apass-wall or similar spell will cause
L,athkoonwill dart into the Cabinet of Minis- H e will also cast immunity on himself. the Cabinet to explode.
trring if he has to, but will prefer to teleport Zelazel has always worked “in the shadow” Zelazel’s servitors are as follows:
away, if sorely pressed by the PCs in the Seat of Lathkoon, and if he discovers Lathkoon to be Normal bats, 10 in number, 1 hp each
of Power complex; see Zelazel, for details of the stronger, he will withdraw. H e will try to (these only appea!r if Zelazel finds them in the
use of the Cabinet. Lathkoon will do what- time his arrival in the Seat of Power (watching woods and employs his control bats spell).
ever necessary to defeat the PCs as long as he via his wizard eye spells), so that Lathkoon bears Trained war dogs, charmed periodically but
will survive and Zelazel won’t be left with an the brunt of combat with the PCs. If Zelazel can well-treated, and loyal to the death (treat as
unhampered chance for the magic. make it to the Seat of Power while Lathkoon is “normal wolves,” but with only 1 + 2HD; Ze-
fighting the PCs, Zelazel will use it, as soon as lazel’s all have 7 lip).
he can, to cast his own destructive spells at

4
NON-PLAYER CHARACTERS

A bone golem of 46 hit points, armed with years, with long brown hair, green eyes, and a use Shaleen to lead the PCs into further adven-
four rusty but sharp and still sturdy normal petite build, Shaleen wears a brown hooded tures; she is sworn to defend and nurture a
swords. Zelazel is both experienced and effi- cloak over robes and high boots of the same land, as her husband was, and is finding it hard
cient in its control. color. She is soft-spoken and polite, but fearless. going without him; she needs help.
Other Magical Items Carried: Potion offorti- Shaleen's spell books, and other items of
SHALEEM tule, two potions of healirg, potion ofjire resist- magic belonging to her and to Ulthorn (such
Lawful 19th level Magist awe, reincanzatim scroll. as his spell books) remain behind at her

s
I
'
18
weapons: staflofpower, daz?er- t l
Shaleen is not part of the main action out-
l ; n , 4 in
llllLU 11
.
thir a A r p n t T l r p . .hP *-2"
C
"
. YY..,"'u'-, "&.-

(see "Ending the Adventure"). Wife to U1-


"", 2nnpar later
-rr--- -I.--
home; if encountered, she will have memo-
rized the following spells: detect magic, floating
disc, light, magic missile (a single such spell re-
W 16 Armor: Displacer Cloak, Wand of leasing seven missiles), protectionfrom evil, read
thorn, Shaleen will come to discover what has
D 16 Enemy Detection, Scarab of
become of him, fearing the worst. (Thus, she magidcontinual lkht, detect evil, ESe invisibilip,
Go 11 Protection (8 uses left, locate objecUdispe1 mafic x2, fire ball, fly, hold
comes with a powerful array of magic.)
Ch 16 Shaleen and any P C will not
If any of the local PCs listed on the chart sur- person/chan monster, dimension door, polymorph
HF' 44 know this)
vive, she will learn of Ulthorn's death, and will se& wizard eye/hold monster, teleport x3lanti-
AC. 7
seek to avenge it-looking for the PCs as well as magic shell, projected imafe, stone to flesh/ reverse
Appearance: A demure-looking lady of middle Lathkoon and Zelazel. DMs may well wish to gravip, statue/dance, mind barrier.

Here follow details oftwo groups of non-player characters that PCs will encounter in this adventure; the "locals" (to be encountered in the inn) and
the ex-apprentices of the Cheiromar. It is essential that the DM be thoroughly familiar with Lathkoon and Zelazel before play begins-and that
these two be played as aggressively and intelligently as player-character adventurers. All NPCs in this adventure are human.
Daelzun's Rest NPCs (* = local inhabitant, @ = armored)
Class/
Name Profession Sex HP Level Special THACO AC AL MR
Inn Staff
Da*:Izun*
Picr enel'
Bel jar*
Th Intel*
Tormil*
Bavra'
J ha ness*
Le<lae*
Irirnae'
Da wmel*
Or or*
Ran*
Jhanil*
Or in*

Guests

Moakim' Prospector

19

here for a short time.")

5
CHARTER 1: DAELZUN’S REST

The Rest is a large and busy inn, because its can be of service. handles the furs. Then they drag in a litter cov-
proprietors offer good value for the money After the PCs have enjoyed their evening ered with their folded tent, upon which lies the
and because it is the only shelter and source of meal and a drink or two (they may want to corpse of a middle-aged man clad in robes and
supply for goods from afar in the area. It strike up a conversation with the locals (con- a cloak, wearing a gold finger-ring (a ring of
serves as a gathering place for local trappers, sult the NPC roster). All of the locals (marked protection f I), and a gold cloak pin with this si-
woodcutters, prospectors, and hunters. Its with asterisks on the list) will know the where- gil on it:
taproom is a warm, relaxed place, due largely abouts of the Leaning Stone, said to mark the 6
to the physically-imposing retired warriors site of the Cheiromar’s Tomb-“a wizard of
I
who run the inn ((thus,brawling and bullying great power, dead and gone before my time.”
is discouraged), all of whom possess rugged Most will sum up their knowledge on the Delmaster will turn back the cloak to reveal
good humor and hail-fellow-well-met friend- matter, and have been there, and all will have the body and ask, “Anyone know this man,
liness. Jokes and songs fly thick and fast, en- seen but not closely approached the only or see him before?”
couraged by the innkeeper (Daelzun, of thing of magic, or out of the ordinary, that Everyone will icrowd around, and tongues
course), his two “hands,”Beldar and Tonnil, they know of hereabouts-The Endless Stair. will wag (“Looks like a wizard! ” and “Look
and four serving girls (Jhaness and Leelae, Be- The Stair “goes on forever, up and up, and at the gold!” will be heard, with agreeing
Itlar’s daughters; and Irimae and Daerimel, kills people.” They can remember six or nods), but there will be no nods of recogni-
7brmil’s daughters). Weapons are permitted seven who died there, the most recent being tion, except for Brorim the woodcutter.
in the inn (as this is wilderland country), and Erlin, a hunter, and before that two stran- Delmaster and his fellows will not let anyone
visitors of all races and creeds are welcome. gers, men in robes who carried nothing but a touch the body, and as everyone in the place
O n the evening that the PCs stay, the tap- walking-staff. Not even Brorim will say more is staring at it, there will be no opportunity
room will be fairly busy. Two pairs of locals at this point; none save he-and of course the for a PC to do so surreptitiously.
(middle-aged, weathered woodcutters named scribeJelvarel-know more.
.Ilrorim and Dulp.ud, and trappers Ranesk and The locals will talk freely of both the tomb One of the woodcutters gasps, “Storms
‘Guthtul,have been there, sitting in their ac- and the Stair. Both are part of the landscape, strike me! It’s IJlthorn!” Silence falls, ex-
customed corners with clay pipes and tan- the latter a strange spot to be avoided, but they cept for several people grunting “Who?”
h ards of ale (refilled several times) for most of do not know of any active magic or evil about The woodcutter looks around the room,
the day (i.e., since before the arrival of the them-nothing hidden or feared. There will waving his pipe. “Ulthorn he called him-
PCs) and are all rough-voiced and jolly. The be a stir; the hunters Delmaster, Thelzar, and self; said he wa:; once apprentice to old Al-
rest of the XPCs listed earlier will arrive dur- Kuth will arrive with their usual bundles of gahund himself! ”
ing the evening. Daelzun will jovially intro- pelts for trade. These will be shut in the meet-
duce himself and his “hands” and ask how he ing room for later valuation by Beldar, who

6
CHAPTER 1: DAELZUN’S REST

locals as a meeting-place, as a high place with pany of all the characters listed above except
“When was this?” Daelzun asks. a view, or as a place to stop for a bite. All will for Normel and Tosta, and with the addition
“Not two days gone by. I met him in the be full of tales heard from uncles, elders, and of Gustar, Moakim, Datleth, and Eldahil. The
woods the other side of Lost Axe Lake, grandparents about this or that magical feat company will lead the PCs to the Leaning
just walking, and we shared some 0’ my or deed that the Cheiromar did (making the Stone under the leadership of Delmaster, but
rabbit for the evening. H e had some good moon stop, causing trees to fly, stones to will not enter the Stone itself, suggesting that
black moonwine with him too. H e told me speak, and the like). The scribe, Jelvarel, will the PCs investigate.
he was bound for the Cheiromar’s tomb, reappear, unnoticed, and resume his seat I f any of the PCs ask directions to the
to find all his magic-an’ he told me that with the diners. Leaning Stone from any of the locals, these
he’d only just learned the spells he’d need The woodcutter will not reappear, and any will be given, although all within hearing will
to get in.. .seems he hadn’t got ’em right, P C using the jakes (if no P C does so, Moakim gather around to look at the PCs thought-
after all. Where’d you find him?” will, and rush back into the room with the fully, so as to know them later.
The hunter replies, “Well, t’was at the news) will discover Brorim’s body, dead I f the PCs ask for aid in exploring the
fi,ot of the Stone we found him, all right- (from a magic missile) without any apparent Leaning Stone, Delmaster, Thelzar, Kuth,
lying in a doorway that’s never been there wound or other cause. (If a PC discovers the and Eldahil will offer to guide them, but none
before, a s far as I know. Not a mark on death and elects to keep it secret, one of the will enter or (unless themselves attacked)
him anywhere that we could see, but he’s NPCs will stumble onto it immediately and fight. Eldahil and Taleth can be hired by the
dead. And there’s this.. .” give the alarm.) Various people will rush to PCs, and Daelzun will sell the PCs any gear
The hunter bends over and touches the see for themselves. they require that he has (refer to the key be-
cloak pin with one finger. Suddenly a hiss- When Brorim’s death is known, the mood low).
ing, rasping voice speaks from the empty in the taproom will change; everyone will fall
air: “Danger! Turn back Shaleen.. .my silent, and people will begin to look uneasily The Inn Proper
beloved ... Lathkoon was waiting at the or suspiciously at each other. Daelzun, Be-
Leaning Stone.. . found the tomb.. .Hala- 1. Taproom. The main room of Daelzun’s
Idar, and Tormil will duck out hastily, one at a
;car built across the tomb of the Rest is a common dining-room, and a
time, and reappear with swords scabbarded
Baron.. .walled it up again.. . but someone gathering-place for the locals, a warm and
at their belts (Daelzun with a blackjack, too).
has ... ’ware Lathkoon! H e waits! Turn cozy timbered room lit by oil lamps with metal
It will then be noticed that Ulthorn’s body
’3ack-and live!” hoods, and heated by two hearths (#12 and
has completely vanished during the confu-
#13). Between these, benches, chairs, and ta-
sion of learning about Brorim’s death, leav-
There will be much shock at this, and much bles crowd around the walls, leaving a clear
ing the litter and folded tent behind (if a P C area in front of the long bar. The inn is well-
conversation. The woodcutter, Brorim, will has stated that he or she is watching Ulthorn’s
shake his head, and grunt “me for the jakes,” stocked with drink, and popular with regular
body carefully-waiting for a chance to ex-
to his friend Dulgud, passing him his pipe to travelers for its good food, nice rooms, and
amine it alone-the body will suddenly “not
hdd, and lurch out the taproom by the door friendly service. From the taproom a broad
be there,” blinking out of existence. In real-
beside the bar. I f any P C tries to follow on his stair curves up to the floor above, where most
ity, it will be teleported away by an invisible
heels, someone-Tormil with two full tan- of the travelers’ rooms are. The floor in the en-
Lathkoon-so that the tent sags and settles
kards of ale, or Jhaness and Irimae bearing a try passage is flagstone; bare boards are un-
onto the poles of the litter beneath).
hot meal, or Thelzar-will unintentionally derfoot in the taproom, with a beamed ceiling
Various of the locals will leave, and the
(10’ up) overhead. The front door-and all
get in the way (so that no P C is right behind travelers drift away to seek their rooms for the
other exterior doors-can be double-barred
P rorim when he leaves the taproom). I f any night; the last thing in the taproom the PCs
from within.
F C should state at this point that he’s looking will see as Tormil leads them to their rooms is
tf3 see who’s in the taproom and who’s not, it a disconsolate Dulgud, sitting beside the 2. Mud Room. In poor weather, those arriv-
will be noticed that Jelvarel is missing Oth- body of his friend, Brorim, which Beldar has ing at the inn can stop in here to freshen up.
erwise, his exit will so unnoticed. Daelzun just carried into the taproom and laid on a ta- This room is tiled with flags, tilting to an out-
will direct the hunters to cover the body again ble. P C magic-users will be regarded with side drain, and has a sideboard with a wash
(they will still be standing watchfully by it), careful, polite suspicion from then on-if the basin for dusty travelers. An old. cracked and
zlnd search for a place to bury it. Everyone party tries to leave without spending the polished shield that serves as a mirror, an oil
will drift back to their seats, talking excitedly. night, or if they creep about after dark, the lamp in a wall bracket, slatted wooden
Any one of the locals will be eager to tell alarm will be raised and they may have to benches, and racks for wet footwear. Pegs line
;my of the PCs that the Cheiromar, Algahund fight their way clear (probably facing the walls, and three water buckets are kept
the Mighty, is said to be buried under thr Daelzun, Nornel, Beldar, Tormil, Jhaness, full, for rinsing off mud, under the sideboard.
Leaning Stone atop Galzar’s Crag (being Leelae, Irimae, Daerimel, Dulgud, Delmas- Towels hang nearby, over the sideboard in
buried upon his death from old age by a n ter, and one or more of TheIzar, Kuth, which is set a pot with the inn’s own soap in it.
other wizard, a stranqer, who flew away after Ranesk, Guthtal, or Tosta). They can avoid a 3. Wardrobe. In this open doset travelers
wards on a pegasus). All will agree that hc fight to the death if they promise to “help in- hang dry outergear on the pegs that line both
was a lawful wizard of great power, kept tc vestigate in the morning.” east and west walls, with shelves above them
himself, and had many apprentices, whc I f the PCs do not decide to investigate the for outerwear. A t the south end of the room is
were often sent away on errands. All wil Leaning Stone for themselves but to continue an oil lamp in a wall sconce, with cross-poles
agree that there has never been any sort o their journey onwards in the morning, beneath it for hanging cloaks or blankets
doorwav or opening in the Leaning Stone-i Daelzun will strongly suggest that they aid in over, and beneath that a stool.
is something of a landmark, often used by thc investigating the Leaning Stone-in the com-

7
CHAPTER 1: DAELZUN’S REST

4. Guest Room. The finest chambers in the chairs, one at either end and six on a side. tel; #20 by their daughters. On the night of
inn open off the taproom into this main Brorim’s murder. Jabban and Orvan will be
9. The Ladies’ Jakes. Two stalls, towels, a
room, the whole suite being referred to as the in #22, Taleth in ,621,Jelvarel in #26, Gordel
washstand with metal mirror and water buck-
“Gentry Chambers.” The door into this in #28, Jamith in #29, and Tosta in #30. The
ets, decorate a flagstone floor.
room has two locks (the only door in the inn PCs will be given rooms from #31 to #33, plus
to do so), and the spare keys are kept on a 10. The Men’s Jakes. Identical to the 827 if vacant. I f they opt for Gentry Cham-
chain around Daelzun’s neck, not in the key- ladies’, except for two “standpipe” facilities; bers, the cost is 3 gp a night plus 1 gp per per-
box behind the bar (the key-box is taken into both of these rooms drain into a cesspool be- son occupying the suite. This includes
his bedroom by Nornel each night; only the side the cellar. everything except wine, one of the daughters
keys to vacant room4 are left out with who- as room-servant during the day, and one of
11. “The Back Passage.” Extra furniture is the hands on call at night. Two of the inn staff
ever is keeping nightwatch at the bar). This
stored for #1 and #8, as well as spare water are on duty evei-y night, usually doing ac-
room is grandly furnished with fur rugs un-
buckets, and a 50’ long, collapsible wooden
derfoot, a stout, carved wooden table with counts at the bar. They respond to the service
ladder hung on hooks on the north wall.
leather-backed chairs, two padded armchairs gongs in each guest room and maintain secu-
and a sofa, and a painting on the north wall of 12. Fireplaces and chimney stack. rity. Usually one spouse does the accounts
men on horseback riding through a forest to (Hearths in #1 and #5). while the other remains alert to rouse the
hunt boar. There is a high window, with alarm should there be any trouble. O n the
13. Fireplaces and chimney stack.
vvrought iron bars outside to protect the glass night of Brorini’s murder, Daelzun and
(Hearths in #1 and #8). Nornel will take this shift. Nornel will have a
and to prevent entry. The window is cur-
tained, with shutters outside. 14. Kitchen. An open window (shutters, no full complement of spells memorized, and
glass) looks into the yard; within are wooden both will be expecting trouble. As they know
5. Guest Room. A lockable door leads into all the sounds thc building makes when peo-
benches, hooks from the beamceiling to hold
“King’s Rest,” a grand bedroom with a large ple are moving in it at night, they are impos-
meat, pots, and sacks of herbs and vegeta-
fourposter bed, fur rugs, a commode chair sible to surprise.
bles; a large drain tub, wooden counters and
(rather than a chamber pot), a window (like
a chopping-block. Several cleavers and 34. Linens Closet. (Locked unless in use).
that in #4), a writing desk with chair, and an
knives can be snatched up here. The window Four full spare water buckets are kept in the
armchair with faotrest. There are oil lamps in can be barred from within. The large corner
wall brackets by the bed and armchair, and corridor, across from its door. The service-
fireplace holds a huge cooking kettle as well as gong on its outside east wall (at the head of
over the desk. There is also a gigantic ward-
providing an oven for baking.
robe with polished metal (mirror) doors, and the stairs) rings at bar and in kitchen.
a clothes-rack for hanging garments. The 15. Pantry. With wooden steps down into a 35. Service-gong. Rings at bar and in
room has its own hearth (which shares chim- cold cellar (a stone-lined, dirt floor 10’ x 20’
kitchen. The two gongs, plus a bell by the
neys with #12), with a brass-trimmed wooden chamber containing boxes of vegetables, door in 84, all ring with different notes.
jirewood box, a copper kettle and rack, and a meat, and a slate slab (with ice-melt bucket
poker, tongs, and bellows. It also has its own beneath) for keeping fresh game cold. 36. Stairs to cellar. Old furniture, spare
copper hip bath, with a stool for getting in shutters, pitch, shakes (for roof repair) and
16. Laundry. A table, buckets, a spare bath-
and out. kegs of cool wine and beer are here.
tub, a shutter-pale, and clotheslines and
6 . Bedroom. One of two smaller bedrooms in hooks fill this room; in the northwest corner is
The Stables
,:he “Gentry Chambers,” this bedroom has a the inn’s deep well (covered by a wooden lid
spacious two-level bed with ornately carved when not in use), and a bucket with 100’ of 1. Feed bins. Contains oats, hay, corn, and
posts, a bedside table, two ceramic chamber rope, the end tied to a ceiling beam. grain.
pots, a window identical to that in #5, a 17. Stores. This long, narrow chamber con- 2. Stalls. 30 in number. Ostor, Rari, Jhanil,
wooden clothes-rack beside the window, a tains kegs of nails, tubs of grease, leftover and Orlin sleep above. The inn currently
sideboard with a basin and ewer of water, and scraps of wooden railings and trim, coils of owns 6 mules, 21. sturdy draft horses, and two
an armchair beside the door. A painting of a rope, bolts of cloth, spare thread, scraps of faster mounts. They will sell any of these, but
falcon in fliyht hangs on the east wall. leather, tools, and the like. Daelzun is quite never all at once, and will take sound but
7. Bedroom. This bedroom is identical to #6, willing to sell gear to the PCs. His stout rope winded horses in trade.
except that it lacks a window and falcon comes in 60’ coils, of which he will part with 3. Carriage shed. The inn has an open
painting; instead of a window it has a large up to six, at a price of 2 cp/coil. wagon, a cutter, and a smithy wagon, where
seascape painted with mermaids and tattered 18-33. All inn guestrooms have a double bed all the tools and half-finished projects are
sailing ships under a stormy sky. with rope and straw mattress, and quilts at kept when the smithy forge is not fired up.
8. Meeting room. This plainly paneled hand in a chest at the foot of each bed. All It is suggested that plundering PCs not be
room, well lit by oil lamps in wall sconces and have a chamberpot, two armchairs, bedside able to find any inn funds (beyond the 26 gp,
two hooded lamps hanging by chains over the tables, a wardrobe with a metal mirror on one 16 sp, 32 ep and 49 cp kept in a box behind
central table, may be rented for meetings, door, and a sideboard with an ewer of water. the bar) and treasure; the DM can improvise
game sessions, private meals, and the like All have heavily curtained windows without hiding places if the PCs should somehow
(1 gphight). O n the west wall is a sideboard; glass, that shutter if desired. Room #25 is wind up owning the inn at the end of the ad-
the room is dominated by a long, well- used by DaeIzun and Nornel when not occu- venture.
polished table of massive oak, about which pied; #24 by Tormil and Baera, #23 by their
are ranged fourteen carved, leather-backed daughters; #18 is used by Beldar and Than-

8
CHAPTER 2: TO THE WIZARD’S TQMB

When the player characters head into the attacked from the rear by servant creatures of rough front wall for the cavern. From it to a
woods around the inn, read the following. Lathkoon or Zelazel, who will observe from tree on the southern edge of the clearing runs
concealment, hoping to weaken the party. a rope, greased to prevent it rotting in the
I O n all sides of you trees stretch upwards Such attacks may drive off or slay locals, leav-
ing the PCs on their own. Check for encount-
damp; on this Gustar hangs fresh kills (to
drain), pelts (to dry or stretch), and any traps
tc’wardsthe sky, which is lost to Jrour view
in their thick foliage. It is fairly iNarm but ers for Lathkoon and Zelazel as well as for the he is not presently using, or has set aside to
d,imp; moss grows thickly underfoot and party; if any occur nearby, PCs may hear or repair. Two wicked projecting lines of stakes
011 all the tree-trunks in sight. A 11 around see them. In the woods, the undergrowth is protect game on this line from casual pilfer-
the trail is knee- to waist-high under- too thick to let travelers see a clearing or the ing by forest creatures.
growth, shrubs, young trees, g rass, and edge of open water or a swampy area until Within the cave is a massive section of tree
tk e rotting skeletons of long-falllen forest one is very close. Some of the features found trunk that serves Gustar as a chair, a log
giants. It is difficult to sae far in this in thc wogds arc desrrihed hereafter. bench, a bundle of rawhide thongs, a pair of
crowded, thickly-grown wood. I3irds trill skinning knives, a whetstone, a lot of worn and
Nelm’s Shop: This ramshackle wooden
and squawk all around, and therrtare little rather dirty clothing, a washbowl, and a pair
building (with outhouse) is shared by Nelm
rustlings in the green brush. u‘ou have of “bearpaw” snowshoes hanging from a
and Chalasstir, and occupies a small clearing
rarely seen such a lush, verdant forest in knobby bulge in the rock wall. O n another
littered and stacked with cut wood of all
your travels. knob is a huge stagskull, with antlers still at-
types, shapes, and sizes. Rough rain-roofs of
The trail winds away over rnoss and tached. It fds most of the head-room in the
bark-covered planks have been erected over
dead leaves like some sort olI tunnel; cave, and on it Gustar hangs his cloak and
most of the woodpiles, and most of the wood
branches intertwine overhead, iind fresh bed-blanketswhen not using them. Gustar has
lies on large, battered logs, not on the forest
scars upon them (matching the line of 12 gp, 7 sp, and 22 cp in a canvas sack
floor itself. The smell of sawdust, fresh-cut
blaze-scars stretching away into 1the green crammed into a hard-to-find crack at the back
cedar, and oil hangs in the air.
dimness) show how fast the forest grows to of the cave, where it narrows to a fissure.
The house is one large room crammed with
reclaim cleared space. Vines clinlg to high lots of wood; projects in various stages of Wyvern Crags: These far-off crags (actually
limbs here and there, and prc:tty little completion are piled everywhere, hiding the a single ridge of bare rock) rise up above the
flowers seem almost to glow in ttLe gloom; couple’s weapons and valuables. A sack holds trees to provide a landmark to anyone climb-
toadstools and shelf fungus can be seen, an earthen jar containing 16 pp, 71 gp, and ing a tree. There are no longer any wyverns
too. Mule dung, hoof marks, anId the oc- 8 sp, and an ivory statuette worth about here but there are griffons-a mated pair and
casional wood chip or strip of ba.rk testify 25 gp, traded to them long ago for urgent re- a clutch of five eggs that is closely guarded.
to the busy logging traffic th,it passes pairs to a merchant’s wagons. There are also One egg is infertile, but this cannot be dis-
along this narrow, winding trail-but no two skins of a fiery amber wine, a large full cerned from external examination. I f kept
humans are visible now except yciurselves. water keg, a lantern and tinder box, six can- warm, the eggs will bring 1,000-2,000 gp
The woods seem to be waiting. dles, and lots of tools, oils, and varnishes (a each if sold carefully in a large city (such as
likely-looking strongchest under the double Glantri City), but will more probably bring
Use the Random Encounter Table and the bed holds only clothes). Six of the knives, 400 gp or so each if PCs try to sell them with-
map depictinq the woods whenev er the PCs chisels, and gouges are usable as weapons out a lot of looking about for the proper
arc- traveling to or from any of the locations (treat as daggers), and many of the wooden buyer.
-
described in the other sections. rhe woods legs and posts will serve as clubs. The single
Trappers’ Trails: The local trappers have ex-
here are old and thickly-grown; if the PCs stout door can be barred from within, but has
tensive trails, stretching for miles into the
veiture off the trail, they risk g:etting lost no lock. wilderlands, where they set their traps. They
(treat the woods on the map as ‘‘Swamp/
Jungle” when checking), and have to hack Clearings: All clearings except the will be reluctant to guide anyone along these,
Cloudwatch (the result of a fairly recent fall of not wanting to reveal favorite trapping spots,
t h k way slowly and noisily. I f F’Cs have a
a huge tree) and the one containing the and none of the other locals except the
map drawn by a local and stay on trails, they
Endless Stair are the result of-and the active hunters have gone beyond Boar Pond (where
won’t get lost; if they use a local hunter or
sites of-woodcutting, and are named for the Eldahil once killed a boar). The DM could
woodcutter as a guide they can on1y get lost if
current or former owners, except for the east- well devise other wilderland adventures if
they try to travel at night. Am hour. or so after
ernmost clearing, where the local hunters PCs explore these trails further.
the PCs leave the road or inn, chec:k the table
orice. Thereafter, check every 20 minutes of long ago slew a troll. All clearings are a litter Delmaster’s House: Here, in a low timber-
game time. I f a rolled encounter’ is unsuit- of stumps, bark strips, and wood chips, the
and-stone cabin (which boasts its own
able, no monsterbs) will appea r. A n en- ground much churned by lumber being
roasting-pit and massive iron spit, in the
ccunter need not be a face-to-fa(:e conflict; dragged about. Most have a rain barrel and a
clearing before the door), live Delmaster,
PCs might. catch a glimpse of a creiiture head- privy. Aglar’s Cut also has a shovel, left be- Thelzar, and Kuth, in lamp-lit gloom deco-
ing for cover, or hear it in the trees nearby. In- hind years ago by Aglar, now deceased, and rated with skull-trophies and broken, worn
telligent, predatory creatures ma!r‘ choose to left by common consent of all the locals, who weapons that have outlived their usefulness.
follow the PCs, remaining in cove r, awaiting borrow it from time to time but always return
The door locks and can be barred, and each
a good opportunity to attack, btit only the it. (Treat it as a club if it is used in combat.) hunter has a canvas bag hidden in the rafter-
d i v j and the purple worm will ap]proach any Gustar’s Cave: The solitary hunter lives here joints, containing: (Delmaster) 12 pp, 66 gp,
or the dwellings closely. in a foul-smelling hole in the revealed rock of and 6 sp; (Thelzar) 4 pp, 41 gp, 8 sp, 3 cp;
I f the PCs get into a real fight, tlhey may be an outcrop; he has fashioned a door and (Kuth) 5 pp, 13 gp, 26 sp, 7 cp. There is a

9
CHAPTER 2: TO THE WIZARD’S T O M B

Thassil is indeed it minstrel-a light-hearted,


Suddenly, as if from nowhere, a man in carefree sort who is afraid of nothing (proba-
maroon robes stands in your path, some bly because he’s always thinking of music,
ten paces away. It is the same mysterious not what’s going on around him). He’s been
man you saw earlier. As before, he is un- traveling through the woods for some days,
armed, but appears more stem and seri- and is seeking the inn, where he hopes to
ous. H e raises one hand in a gesture to make a few coins for a night or two with his
halt, and says, “You are very near to the music. A stranger to this area, he knows
resting place of the Axe-Lord, now. Be- nothing of the local geography or situation,
ware! We shall take it very ill if he and his and nothing of the hunters or Ulthorn’s
are disturbed! Halazar is beyond our death. But if anyone mentions the Leaning
revenge-but mind ye keep to the ways he Stone or the Cheiromar to him, he will
wrought, and turn not into the older ways frown, then brighten, and say, “I remember
where the Baron rests. When he rises, we a bit of a tune about that. Let’s see-“By
will know-and tell who held him in disre- Leaning Stone where trees stand tall/Lies the
spect!” And again, he is gone. mightiest wizard of all/Algahundthe Mighty
-

was his name/But now he’s dead and fled his


~~~ ~

The cleric will not answer questions or or- fame/So in the end fall the strong/Gold,
ders; he will vanish even if attacked and not trumpets, kisses all a-gone/Sing a weaker
reappear. Unless the DM wishes to develop song and you’ll sing it long/And the magic
this, the cleric will do nothing further after is- you have will be all your own/It won’t lie lost
suing his warning. under cold stone/Andone day you’ll join the
Any locals accompanying the party will growing throng(You’l1 lie down, but your
look (and be) astonished at the appearances magic goes on”--that’s it. Always wondered
of this mysterious cleric. But they will where that came from.” H e doesn’t know the
1 Ahead of you, on the trail, you see a dark, . vaguely recall the Axe-Lord as the name, author of the tune or where he first. heard it.
man-like shape, almost invisible among mentioned by elders, of a long-ago ruler here- I f asked to accompany the PCs, he will
the tightly-packed trees. I t is motionless, abouts, his fall commemorated in the name want to know what they’re doing, and upon
and as you approach, you see that it is a “Lost Axe Lake.” The identity of the man in learning, he’ll shrug, say, “there might be a
man in dark maroon robes, watching you the maroon robes is as much a mystery to the song or two in it,” and accompany them.
steadily. H e apprars unarmed and re- locals as to the party. He’ll only fight if necessary, but will provide
signed, not hostile. Suddenly, he speaks. Tracking a specific creature on the forest a running commentary ofjokes, fragments of
“Know, travelers, that once Baron Elkta- trails or in the undergrowth is impossible; on songs (“Oh, we’re off to see if a dead man’s
zar, he called the Axe-Lord, ruled these the trails on the sides and top of Galzar’s home/Or if he’s one of those who’s inclined to
lands-and know, too, that though death Crag the disturbances made by the hunters roam/We’re off to see if there’s treasure
laid him low long years ago, he will rise dragging and carrying Ulthorn’s body on the there/Or if he’s left the cupboard bare”) and
again!” And with that he steps behind a litter can be clearly seen. sardonic comments (“Bravely then our com-
tree and is gone. I f the PCs wish to undertake any side- panion the intrrpid warrior advances-to the
L - I
adventures, it is suggested that any locals rear, right speedily,” and the like).
The apparition is a cleric of a sect who be- with them (and harrying attacks by Lathkoon Thassil is exactly what he appears to be-a
lieves that Baron Elktazar will some day rise and Zelazel) dissuade them from such activi- happy-go-lucky wandering minstrel. He’s
from his tomb (its precise location is un- ties until after the Cheiromar’s tomb and the not adverse to picking up a coin if he can, but
known, but is thouyht to be near the lake). I f Endless Stair itself have been investigated. I f is not otherwise greedy or dangerous. I f at-
any locals are with the party, they will not rec- they persist, introduce the following en- tacked, he will draw sword swiftly and leap
ognize the cleric, but will know and be able to counter: away, warning “Ah-ah!Bad luck to kill a
explain the existence of the sect, and will minstrel! Others hear of it, and it’ll be naught
know of the Baron, who ruled here some From somewhere ahead in the woods you but lousy songs for you the rest of your days,
three hundred years ago. The cleric cannot suddenly hear a low mumbled singing no matter how mighty you become! ” H e is a
be tracked; he has left by means of magic, which gradually gets louder. Soon, into Neutral 2d level Fighter, HP 17, S 16, D 16,
and seems to have appeared the same way. view comes a lone man in nondescript Co 18, A C 8 (all other stats average), no ar-
The cleric will not appear to hear any queries clothes, a lute slung over his shoulder. A mor, longsword, dagger (second dagger in
or orders given to him by anyone, and will flute and a longsword are thrust through boot), 2 gp/4sp in other boot, 3 gp/10 sp/6 cp
also seem unaffected or ignore, any spells di- his belt. H e grins at you, and breaks off in belt pouch, flute, lute, tinder box, tin cup,
rected his way. his singing. “Well met, bold adventur- blanket, 1 torch, 1 small cloth bag of kin-
I f the party proceeds to Galzar’s Crag by ers!’’ he says in a cheerful voice, eyes dling, 1 small sack, a spare pair of shoes and
way of Trailmoot, the encounter below will twinkling. “I am Thassil the Minstrel.. . is set of lute strings, 2 rags and oil, whetstone,
occur there; otherwise, have it occur when- the inn called Daelzun’s Rest anywhere and a small brass “tone bell” for setting song
ever the party approaches the base of near, perchance?” keys.
Galzar’s Crag.

10
CHAPTER 3: THE TOMB OF THE CHEIROMAR

Tkie PCs wi 11 find Galzar’s Crag deserted. lowing it out of the Tomb and accompanying hooded men bearing daggers and small, lit
The Leanins;Stone, a 30’ high pinnacle of it everywhere (until slain). candlelamps. They will appear to be fighting
weathered gl-anite, rises out of the turf at an with each other as they wail (all PCs within 90’
angle, leanin g north. At its base is an arched Key to the Tomb of the Cheiromar (refer to must save vs. spells or sit down and cry hope-
opening that the locals will swear (honestly) DMMap3) lessly for ldlO + 10 rounds; save each round
WEIS not then2 before, and in front of it trod- within ranTe to avoid), and will attack all PCs
1. This hemispherical, unnaturally-smooth
den ground vThere Ulthorn’s body was found. within range after 1 round, striking as 12HD
chamber has solid stone walls and a smooth
Visible thi-ough the arch is a small, dark monsters with phantom daggers for 1-4 dam-
floor; a shaft enters it at one end and a corri-
circular charnber within the Stone. Anyone age, 7 times per round (once per each phan-
dor leads out via an archway at the other. At
venturing intv it discovers that the stone floor tom wizard), the whole vision having 66 hit
the bottom of the shaft lie the bones of a few
is an illusion and that they are falling, very points. The phantom wizards can cross their
small creatures (squirrels and voles), -a bro-
slowly, down a shaft-a hundred feet through area of range within a single round; successful
ken wooden staff (its two pieces are ancient
solid rock, irtto a round chamber (see Tomb 7ZrnZn.g will cause the entire vision to vanish for
and rotten; it has neither markings nor magi-
Key). The shaft walls are unnaturally 1-6 hours. (The passages and rooms from the
cal aura), a rusty dagger (usable; non-
smooth-no tool marks or natural rock archway are visibly carved out of the sur-
magical), and a small metal box or coffer on
seams. rounding rock; the walls are rough and
its side. The coffer is brass, latched but not
All things introduced into the shaft will seamed.)
locked, and contains musty, mildewed cloth,
Levitate slowily down to gentle (no damage)
wrapped around a dusty glass vial to prevent 2. In this chamber lies the skeleton of a hu-
landings, an(-1 PCs will discover that they can
breakage, The vial is a potion of healing man adventurer who succumbed to the ef-
float just as !Tently upwards if they mentally
(drinking it will restore 2-7 hit points or cure fects of the vision long ago; she was an
will thern3ehres to do so. Objects or corpses
paralysis for one creature). A few small damp enchantress, and still bears a bone tube (con-
must be directly held or touched by a PC to
patches darken the floor of the chamber. taining a scroll on which are written the spells
rise upwardsi (PCs do not have to bear the
I f any PC enters the large empty area of the floating disc and hold portal, as well as a blank
weight of suc.h things while in the shaft, only
chamber between the base of the shaft and the area where another spell was once written,
Irlaintain coiitact with them; if this is not
archway, a vision (cf. D € 3 P Companion Set, but obviously used), a steel vial containing a
d,me, the objects will begin to fall again, gen-
D M s Companion, under “Phantom”) will ap- potion of invisibility (effects permanent until
tly, to the boi:tom). The shaft is full of prying
pear, confined to this area (specifically, a imbiber makes an attack or until dispelled,
eqes (see Nc:w Monsters appendix), 46 in
spherical area between shaft and archway, that but ceases for objects dropped or released by
namber, whcI will cluster around any PCs us-
touches the walls of the chamber on either side imbiber-or provides 61-turn duration
irig the shaft . One prying eye will “adopt”
of the archway) of seven robed, cloaked, and doses), a dagger (silver-bladed; only
eich living character and hover near it, fol-

11
CHAPTER 3: THE T O M B OF THE CHEIROMAR

lightly tarnished), and the rags of her robes, of white dust that was once a stick of chalk, will detect as magical; they have been some-
belt, boots, and backpack. Visible amid the and a cracked slate whose pieces, if assem- how magically preserved and look new. None
scraps of the rent, rotten backpack is a large, bled, show the layout (outlines of passages are locked. The northern and southern chests
thick book with a stained cover of hide; a spell and rooms only; no details) of the entire tomb each contain 400 gp; in the central chest is a
book, bearing on the cover the sigil: (or rather, both tombs). The skeleton is cloth-wrapped, glowing sword. The blade is
clutching a scrap of parchment, yellowed and magical, and appears to be of gold, not iron,
brittle with age; if examined carefully, give but if taken outside the chalk circle, it will in-
and the words “I be ong to Naera.” Within the players Script #2 (page 32). stantly revert to its proper shape. It is a poly-
are the spells mgic missile, read magic, mirror I f Speak with the Dead is used on the skele- morphed manscorpion, enraged by its forced
imaEe, web, and haste. Between its pages has ton, it will be found to be that of a hapless imprisonment and will attack anything living
been slipped a scrap of parchment, which thief, who knows only what is on the parch- in sight. I f it survives a battle with the party, it
looks like this: (give the players Script #1 ment and that the place was the tomb of a will seek out Halazar (who imprisoned it) for
from page 32). The skeleton is not undead; powerful magic-user. revenge.
Naera rests in peace. The manscorpion’s name is Jhalarg and
7. As party members advance to this point,
possesses a huge, double-ended iron mace (3-
3. Here the passageway ends in a rough stone stones, weakened from natural weathering
18 damage) that will return to normal size
j-ace, with the marks of picks and prybars still (water seepage from above) will break free
with it, as well as clerical spells, which it will
visible upon it. A prying eye will dance for- and fall, ranging in size from pebbles to fist-
not hesitate to une.
ward to meet and accompany the nearest PC, sized chunks, in a little shower, doing lhp of
Jhalarg is a Patriarch (9th level M-U) of 66
but there is nothing of interest here. damage to one party member at random. No
hp; its spells are 3, 3, 3, 2, and are as follows:
further falls will occur unless violent spell ac-
4 . This chamber is empty except for a solid cure lipht wounds, cause light wounds x2/hold per-
tivity occurs in this corridor.
stone block (7’ long, 4’ high and wide). Ifthis son, resist fire, siltnce 15’ radius/cause disease, lo-
bier is touched, a dt-ep male voice will speak 8. O n the end wall of the corridor is a relief cate obect, striking/cure serious wounds, cause
from it (and at the first sound of the voice, all carved in stone-a shield bearing the arms of serious wounds.
of the prying eyes will come down from the the Baron Elktazar, an upright double-bladed Jhalarg know,<nothing of its surroundings,
entry shaft to dance around the room in a axe with a single star above it. Daelzun (and only that it was cnspelled by a human magic-
swirling cloud): of course Jelvarel) will recognize the design, user, Halazar, whom it had met in a desert.
and can also tell the PCs that the Baron ruled
I1 A secret door at the back of the room de-
“The Cheiromar rests not here, but has this area some 300 years ago; his magist,
scribed in #lo leads into a small stone cham-
been laid to rest where in life he strove, Phelzaron the long-lived, was an early tutor
ber, with a door directly across from the far
and where in death he is safe from those of both the Cheiromar and Halazar.
wall. The secret door has irregular edges that
’ who would rob and destroy. I f you seek the 9. Here the passage ends in stairs; six steps, blend with the natural seams and cracks of
power that was his, and have knowledge each dropping a foot. The last three are un- the rock, and opens out into #lo, towards the
enough to take and leave what is right, der dark, cold, moving water: the chamber exploring PCs. As it opens, a tiny metallic
seek the Endless Stair.” beyond has been flooded by an underground rattle will be heard. Between the two doors
stream that has broken through natural rock lies a twisted, headless human skeleton, with
~~~~~

The voice speaks only once per day; the pry- faults into fissures in the south wall of this a rusted (unusable) longsword beneath it;
ing eyes return when it falls silent. room and runs down to Lost Axe Lake. It is nothing else is visible in the room.
5. A ten-foot-wide doorway opening in the drinkable. The ceiling in this room is high and hidden
wall here has been walled up with rubble; if Three massive stone caskets can be seen in darkness; if carefully examined with lights,
party members remove any of this stone (it is sticking up a foot out of the water. The lids of the missing skull of the skeleton will be seen
all three are closed; the center carved into it. impaled in a grid of rusty, dark iron points
slow, back-breaking work if attempted with-
A stirge (cf. Monsters, OM@’ Basic DM’s high overhead. The grid fits neatly inside the
out magical aid), a stone passage and stair
Rulebook) of 6 hp lairs in the crack in the walls of the roclm, filling it, and is attached to
curving to the east and climbing towards the
north wall where the water comes in, and it the back of the secret door (from #lo) by a
surface are revealed; the entrance to the tomb
will immediately fly out to attack any in- long chain, and (via a hole) to the inside of the
of Baron Elktazar, fdled in by Halazar when
truders. I f badly wounded, it will try to get second door (into #12). It opens out of this
he built the tomb of his friend Alqahund. The
down the passage to the entry shaft, and es- small room; if it is opened before the first
entrance to this tomb lies 70 feet east of the
Leaning Stone, completely hidden under cape up into the forest beyond. door (from #lo) is closed, the grid will plum-
The caskets all contain human skeletons met downwards with a rattle of chains, borne
earth, rocks, and bushes.
(none are undead): the Baron, his wife and under the weight of rocks atop it, and impale
6. Directly across the corridor from #5 is an- their daughter. The Baron’s coffin contains a anyone in #11 as it reaches the floor, causing
other walled-up doorway, but here, a jagged rusty broadsword; his wife’s has a staJofheal- 4-16 points of damage (characters success-
opening has been broken through Halazar’s ing (cf. DM’s Basic and Companion Sets) of 14 fully rolling under their Dex may avoid the
four-foot thick wall. Beyond, PCs can see a charges. grid if they can get out a door- but there is
rough-hewn passage stretching straight south only time for one character to ?et out each
into darkness, through the solid rock of the 10. At the bottom of six one-foot-drop steps door, if the door was left open).
Crag. in this dry room are three iron-bound 12. This largr chamber once held those trea-
Just within the opening lies a human skele- wooden chests resting within a 20‘ radius sures of the Baron that were buried with him,
ton with a rusted dagger beside it, a smudge chalked circle on the floor. All of the chests but thieves got through the trap (#11) long

12
CHAPTER 3: THE TOMB OF THE CHEIROMAR

ago-seven oaken chests in this room lie open ber, the west wall of which has been carefully Artonn’s answers will be given on the basis
and empty, and two large casks in one comer carved into a relief of armored men on horse- of a limited field of knowledge; it can be sum-
are flanked by circular rings of dust and dirt back hacking and slashing at each other in marized as follows. Improvise replies in Ar-
where there were once four more, now miss- battle. Foremost among them is a warrior tonn’s manner of speech according to the
ing (the two that remain are full of wine gone head and shoulders taller than the rest, who is campaign setting; if PCs try to find out Ar-
to i strong, vinegar-smelling, poisonous in the act of raising a handaxe over his head tonn’s limitations by their questions, make it
mess; imbibers will take 1 hp of damage, plus in triumph, fallen enemies around him; obvi- very clear that Artonn is not an all-knowing,
1-3 more if they persist, and will have several ously, the Baron Elktazar at a happy mo- ask-the-DM-free-and-searching-questions
painful hours of wrenching stomach pains ment. In the center of this otherwise empty device.
and a severe headache). In the center of the room is a four-foot-high stone plinth with a The year is not known, but it is the thir-
room is a grisly, dusty mess: the skeleton of head on it that is cast in platinum and resem- teenth year of the Baron Elktazar’s reign, and
the Baron’s favorite horse, buried with him, bles a human. Whenever light is introduced the thirty-eighth of his life. The Baron is
and subsequently disarranged by thieves into this room, the eyes of this head will snap known as the “Axe-Lord’’ for his favorite
tearing off the barding. All of interest that is open (the metal lids rising) to reveal what weapon (the same handaxe in #13; Artonn
left now are two rotting lances with tangled look to be the eyes of a living person, al- can describe it well), and for his heraldic
banners bearing the Baron’s axe device- though they are in fact illusions. badge, for he has recently adopted the
now a green faded to spotty yellow, browned double-bladed axe as his own. H e reigns from
by mold and mildew. There is nothing of Moonkeep, a many-towered fortress atop a
value here. At the far end of the room from rocky crag (it is up to the DM to decide if
whcre the PCs enter, it opens into another speak to the glory of Elktazar the Magnifi- Moonkeep has vanished entirely, is an
smaller antechamber (#13). cent. I bear witness to Elktazar the Great. explorable-i.e., dungeon-ruin, or still ex-
I record the doings of the realms that are ists, perhaps under a different name, as an in-
13. In this dark, dusty corner a double- Elktazar’s. What would you?” habited stronghold). His large realm contains
bladed handaxe leans against the far (south- vast forests, rocky crags, and small farms, a
easi) wall. Otherwise, the room appears to be Artonn is a magical construct of great power loyal land under the Baron’s even justice in a
empty; the ceiling is carved out of solid stone, and intricacy; it can ask and answer ques- land of many small baronies and land-
and appears safe and featureless (it will, how- tions like a living person. After its initial holdings. Elktazar is a tall, muscular man of
ever, radiate magic if detected). query, Artonn will not speak again until it battered visage, brown hair, and great skill at
If anyone steps into the room, the axe will hears a question. It will answer any query it arms. His hobbies include falconry, jousting,
begin to glow with an amber radiance, grow- hears (;.e., audible to those in the room), in- and breeding fine warhorses (his favorite-
ing steadily brighter until it illuminates a 20’ tended for Artonn or not, such as one party probably the one buried with him-is a black
radius area well enough to read script. member’s aside to another, “What should we stallion called “Darkmane”).
Whenever the axe is touched or moved in do now?” After Artonn has replied to a ques- As far as Artonn is concerned, the Baron is
any way, a web spell effect will spurt from the tion, he will ask one himself (he will accept still alive. Being told of his death will not
ceiling about the axe and from above the en- any reasonable reply, true or not). H e will be shock the construct; it will merely proceed to
try to the room, straight down to the floor, as silent until it is answered, not responding to learn all it can of the Baron’s demise and sub-
though cast hv a magic-user at that moment. any further questions. sequent events, such as who became his suc-
As long as anv living creature remains in the Artonn’s questions will run along these cessor, and how history has remembered the
room, the two webs will be renewed every lines: Baron. Elktazar has a wife, the Lady Baeria,
thiId round, the web by the entry always af- What does the great Elktazar today? a son, the proud and warlike Thykyl (his fate
fecting the same area; the other web always Who holds power in these lands about? is unknown; none of the locals have ever
striking any creature carrying the axe (or, if Who are you that you speak to me; your heard of anyone by that name, and he is not
no creature is carrying the axe and there is names and professions? buried here), and a daughter, the quiet, dark-
more than one living creature in the room, What do you all here? eyed Lathluryl.
chcose at random). Mbbed creatures could What strive you towards, in your various Artonn can go on for hours about this or
well suffocate if not freed, as multiple webs lives? that bold victory of the Baron’s over neigh-
displace all air in the room. A dispel magic will Are these laudable goals; why pursue you boring evil lords, bandits, and wild boars,
prevent the webs from recurring for as many them? and can relate an obviously romantic version
turns as the caster has levels, but only a Wish of the Baron’s life-history from great deed to
will destroy the effect forever and remove ex- Artonn is a tireless information-gatherer.
great deed, but actually knows very little of
isting webs. The webs may be affected by fire Endowed with a pedantic personality by his
long-vanished and forgotten (even by Ar- names, dates, and useful facts. If asked about
and strength as are those produced by the magic, he knows that in the lands-and if un-
spell and ifintruders perish or leave the room tonn) creator, Artonn has very limited judg-
ment, and no prejudices or emotions (save der the Baron’s control, is in good force; if
(i.e., when there are no longer any living not, an evil wild thing. The Endless Stair,
creatures in the room), the webs will melt driving curiosity)-the last question noted
which Artonn knows by the name “The Stair
away of their own accord after a further 6 above, for instance, will not be posed in a
to Nowhere,” is a thing of strange and un-
turns. The axe, once Elktazar’s own favored “justify yourselves” tone, but a thoughtful
known ancient magic that lies within the Bar-
weipon, is a + I handaxe, outside of this “now tell me” tone. The DM should con-
ons’ lands, and is to be avoided. Artonn has
room, it will $ow only when held in a bare tinue along these lines until Artonn is
never heard of the Cheiromar, Algahund or
hand. touched (see below) or until the PCs leave;
Halazar; the Baron’s Magist is Phelzaron the
Artonn is indefatigable.
14 A secret door in #12 leads into this cham- Long- Lived, and other mages of the time are

13
CHAPTER 3: THE T O M B OF THE CHEIROMAR

Ruirlon the Brown, Dathlinn “Windmaster,” found dead without a mark on him, and an- the globe will observe that the globe appears
and the evil sorceress Lady Maerklara, who other person later suddenly and quietly died to absorb all such attacks with the only result
rules a nearby land to the east (all of these are in an inn, also without a mark on him, how being that the globe’s glow will brighten and
now forgotten, although a DM who wishes to would these deaths likely have occurred?” tend towards fiery gold in hue. The tiny
provide tombs and lost magic for these could Artonn would reply, after a moment’s hesita- dragon will scrabble in his hoard, seize a
well lead the PCs into further adventures). tion, “By an unknown agency, or perhaps wand, and discharge it at the attacker (no
I f asked about treasure, Artonn knows only different causes. Unknown causes are, by sounds will be audible at any time from
about the Baron’s; although all wizards and definition, magic. Disease or other natural within the globe). From the globe will burst
weat rulers have gold and gems, the only causes may also be involved, or such deliber- one of the following wand effects, unerringly,
wealth that matters is the Baron’s, and it is ate causes as poison. Your question seems to at the attacker:
near (or rather, was, although Artonn does not link the two deaths, but they may be unre- Wand of Lightnrng Bolts: single 6-36 damage
h o w this), and consists of 26,000 gp, one lated; I know too little to say.” The DM bolt from globe to attacker (only), save vs.
carved amber coffer (itself worth 40 gp) con- should employ this property of Artonn as a wands to take only half damage.
taining sixteen emeralds, thirteen rubies, and means to settle the party’s thinking as to Wand of Polymorphing: save vs. wands to
three opals (total value 37,000 gp), and an what’s going on around Lost Axe Lake, and avoid; attacker will otherwisebe turned into a
carthen jar of pearls valued at 8,000 gp. Be- as to their own strategies, by helping them to tiny, mute dragon, identical to the dragon in
vond what metals are precious and the names discuss it among themselves. Artonn knows the globe (1-4bite; no breath or spell
of gemstones, Artonn has no concept of value nothing of the Seat of Power, nor even of his powers).
or wealth. Artonn is hopelesson directions and own current location, but is always curious to Wand of Paralyzation: any creature within a
locations; everything is simply “where it is.” learn more, and always helpful in return. 30’ arc, centered on the attacker, on one side
Artonn cannot be removed from his plinth, of the globe, must save vs. wands or be para-
15. Another irregularly shaped secret door in
(or from the chamber. I f touched with bare bzed for 6 turns.
#12 leads into this chamber, where the PCs
hands or any conducting (Le., metal) weapon Wand of Fire Balls: a tiny ball of fire will
will find a 1’-diameter glass or crystal sphere,
or personal armor, he will shock PCs into im- burst from the globe and strike the attacker,
which glows with a soft white radiance, on a
mobility for 1 round (and cause slowed move- doing 6-36 poinls of damage (save vs. wands
carved granite plinth. The sphere appears to
ment on the round following), simultaneously equals half damage) to the attacker and eve-
contain a miniature scene of an iridescent
draining them of 1-6 hp, stealing this energy to rything within 10’.
dragon lying coiled about a mound of
power himself further with the same energy The dragon will attack only once in re-
treasure-a mound that appears to be com-
pulse that does the shocking. His platinum sponse to each magical attack. There is an ad-
posed of horns, rings, cups, belts, bracers,
form can take 77 points of damage before he is ditional property of the globe that affects
staves, and the like-and which, upon careful PCs; any physical contact with the globe by
destroyed, and cannot be chipped or corroded
examination, will be found to be the actual any living creature who bears magical items
away-when his hit points are all gone, Ar-
source of the glow. As the PCs watch, the tiny
tonn explodes in a violent blast that will utterly will drain 1-6 charges from a chargable item,
(6” long or so) dragon within the globe will or drain the item entirely if a potion, scroll, or
vaporize him and any creatures within 10‘ open its eyes, stretch like a cat, and return its
(creatures may prove recoverable by means of other “one-shot” item. Artifacts and memo-
head to its claws, watching the PCs steadily.
a wish, but Artonn will not), deal 6d8 damage rized spells are unaffected. Other items (such
It will meet the gaze of individual PCs, turn-
to all other beings within 60’, hurl them head- as bracers) which have no charges must save
ing its head if necessary to keep them in view vs. death ray or be drained. This occurs in-
over- heels as far as the nearest wall, and bring
(e.g. if a P C walks around the globe). The lit- stantly and silmtly. I f the globe is actually
down the ceiling of his room. Any wish or simi-
tle scene within the globe can be viewed from touched with a magical item, that item will al-
lar powerful magic that attempts to move Ar- all sides, and appears to be real.
tonn (including maqics that involve planar ways (no save) be affected; but if a being with
Nothing more will happen unless the globe several magical items touches the globe with-
shifts) will cause this pells, spell-1 ike powers, is touched. Anyone striking the globe with
and magical item effects directed at Artonn out using a specific item to do so, the DM
weapons, poles, or gloved hands will find that should determine randomly which single
will have the following effects: magic missiles,
it is solid and vary hard-not fragile-and
lightning bolts, and other “pure” energy dis- item may be affected, and then see if it is.
seems affixed firmly to the plinth. (Weapons The dragon cannot communicate except
charges will be absorbed by Artonn, the dam- are in fact unable to affect the globe.) Anyone
age they would have done being added to the by gesture; if m y PC asks his name, he will
touching the globe with bare flesh will feel nod viqorously, clear aside some of his hoard
construct’s hp; all other spells will be reflected their hand sinking into what feels like cool,
back at the caster with full effects, or if this is to reveal sand or earth beneath, and scratch
thick syrup or soft bread dough-and then the name “Phelzaron.” The dragon is indeed
not possible due to the nature of the magic, will feel a sharp pain (1-4 damage); all
merely negated. Phelzaron the Long-Lived, but he will not
present will see the little dragon move to bite scratch any further answers except to any
I f Artonn is attacked but not brought to the hand. I f a person persists, trying to
zero hp, and the attack ceases, it will continue queries as to how to get him out (he will
punch, grab, or strangle the dragon, or scoop scratch a question mark, and shrug). How or
to equably ask and answer questions; it will up any treasure, they will be affected as de-
be aware of the attack, and may warn of the if Phelzaron can be freed, how he got there,
scribed below for people casting spells at the and why are left to the individual DM, if fur-
consequences of continued attacks or at- globe (if some part of their body remains in
tempts to move it, but will not be upset or an- ther adventures involving Phelzaron (a 35th
the globe, no saving throws are allowed to level Lawful wizard) are desired. For now,
gered in any way. Artonn can think quite avoid or halve damage for that PC).
logically, and can aid the party with abstract PCs will find it impossible to get at the tiny
Anyone casting spells (or directing magic dragon or his treasure, or harm or move the
strategies or deductions if they question it items or artifact effects or spell-like powers) at
properly-for example, “ I f a magic-user was globe. There is nothing else in the room.

14
DM Map 1 Daelzun's Rest

Gate Front door Gate


Ground Floor
Scale: 1 square = 10 feet

Door
I

Double door

l
w Window

---
24

Second Floor 1W Palisade


I

1
j
Fireplace hearth

I Bar

z Passage-gate in bar

I I
Chimney

10 Stableskeyentry

Third Floor
S987 TSR, Inc. All Rights Resewed.

-___ -______--- I_._-___._ ___ ---


DM Map 3 The Tomb of the Cheiromar

&Idus believes Halazar c u t XTDSS


the earlier h b of Baron Elktazar;
for it is Che m!y delving hto be
in fhe *a. Guldus says Lz
~sorderedto wall samething up

4-
:i
I,
Area of Vision

n Door J ’/ Scale: 1 square = 10 feet

Walled-up door Stone coffin

1
I

%:!. Skeletal corpse

91
Secretdoor

\11111111~. 1 Stairs Direction of stream flow


- I 1-
-I
DM Map 4 The Seat of Power

i
CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

Naera’s map (see Tomb key #2) shows the The body is that of Thurland, the cleric of whom Thurland was a curate) who believe
way to the Endless Stair from the Tomb; any Those Who Watch who earlier warned the that one day the dead champions of the past
of the locals will also know its location and be party about disturbing the rest of the dead will rise again to make all lands strong and re-
able to mark out a rough map of the route to Baron Elktazar. Thurland has been dead only newed; the Baron is the local dead champion
it. The Random Encounter Table should a short time (twenty minutes or so); there is no that Thurland watches over. Thurland’s sect
again be used for this trek; Lathkoon and Ze- mark upon him because he was slain by has few devotees; he knows of ten others, his
1a::el will probably not attack PCs who get Lathkoon’smagic missiles. I f speak with the dead is own superior (and tutor) being far away to
this far unless they turn back from the Stair used, Thurland knows only that he found the the south and east, the Patriarch Azelvos.
(uhereupon they will attempt to force the opening in the Leaning Stone yesterday (DMs I f raised, Thurland will not help the PCs in
PCs to ascend it, even combining forces to do should adjust this if the party delays in getting any assault on the Stair or the Seat of Power
so, trying to make the PCs overcome the this far, or starts on the night of Brorim’s beyond-but he will stay near if the PCs
Stair’s obstacles for them), or gain entrance death), and hurried to investigate-in time to agree to donate funds to the sect (to help re-
to the Seat ofpower. When the PCs reach the see the hunters carry Ulthorn’s body away. pair the Baron’s tomb) to heal any PCs that
Endless Stair, they look out upon a tranquil (Thurland does not know anything about U1- require it-and he will willingly battle
scene. thorn.) H e followed the hunters, unseen, long Lathkoon if he encounters the mage again (if
enough to determine what had happened, the PCs are attacked by Lathkoon after they
In front of you is a large, grassy clearing, thought it would prove a good example to keep have reached the top of the Stair, assume that
m t of which rises a spiral flight of white the curious from disturbing the Baron’s tomb, Lathkoon avoided Thurland).
‘3teps-steps without railings that glow and hurried back to the Leaning Stone. H e ex- The Endless Stair was so named by Hala-
Caintly,
’ and spiral up, up, to-nothing; plored the tomb for himself, heard the message zar to discourage anyone from climbing it; it
‘zmpty air. O n the turf around the base of Halazar left in the Cheiromar’s tomb and, fu- predates the Cheiromar, and its origin and
the steps lie several old and weathered hu- rious that a wizard would defile the Baron’s means of making are long lost. The Stair
man skeletons-and, farther from the resting place merely for a joke or deception, takes the form of an open (that is to say, with a
steps, closer to you, the body of the man came to the Endless Stair to investigate. H e large open space at the center) spiral ofjoined
who appeared so mysteriously on the trail was confronted by a silent mage clad in black (seemingly fused together in one piece) mar-
and warned you away from the Baron. H e robes (“he had burning red eyes, and a black ble, polished smooth and glowing with a soft,
is clad in his maroon robes, and lies mo- beard”) who cast a spell at him-and he knew pearly white radiance, which brightens to a
tionless, staring up at the sky, his mouth nothing more after that. H e does not know blue-white glow on each step whenever a liv-
open. Lathkoon, and had never seen him before. ing creature is touching it. The Stair rises
Those Who Watch is a Lawful sect (of from soft moss (littered with a few old human

19
C;HAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

skeletons) in an isolated clearing in the ten track of the location of each PC, each chance of hitting other climbers) unless the
woods; it has a bottom stone set into the round, on the Stair. PCs may freely descend climber saves vs. rods, staves, and spells. The
grwuna, r . - A .
m u rises one Ioot at eacn mer, me
- - _ J _ - J - ! . _ - I . 1 ..
me acair at any rime, ana may ciimtI it in
1 0 . 1 . . . . .. . ~ . ,.
galewind lasts only lor 1 round; it can be
steps being triangular (the inner apex of each stages, returning to the ground to rest, regain heard, and its effects observed, although it is
triangle cut off, the step being one foot wide spells, and regroup-but attacks from itself invisible, by other climbers on the Stair.
ai: this point, widening to four feet wide at the Lathkoon or Zelazel should act to discourage One-hundred-twelfth: I f climbers reach
oister end). There are 300 such steps, all fea- this practice. this step, they will be confronted by the sud-
tureless and unmarked, the whole Stair rising den appearance of an illusion of a beautiful
300’ into the air and appearing to end in Key Steps: human female of mature years clad in robes
nothingness, stopping in empty air. of shimmering purple, bearing a rod across
Ninth: A shimmering curtain of force con-
The steps are permanently levitating (the her crossed arms. She will speak:
fronts climbers (invisible until one is standing
magical fields of force that hold them will
resist-by absorbing-even a wish, and cannot on the 8th step); passage through it chills the
climber for 1-6 damage. I f the climber has
b,e dispelIed or otherwise magically affected). the Cheiromar sits in vigil. You have not
The fields of force that hold the Stair together spellcasting ability, the note of a tinkling bell
will be heard, from empty air, and the the key; you are not welcome here. Please
and keep it aloft prevent weather from affect- leave, and you will not suffer harm.”
climber will be illumed in a whitefaeriefire for
ing it (Le., the steps are never wet and slip-
pery, because rain does not touch them, and the next 9 rounds (can be readily dispelled us-
ing dispel magic). She will then fade away. She cannot be at-
ice never forms on them) and keep it from be-
Twenty Third: A pair of prying eyes (see tacked, nor will she disappear if passed
ing damaged by natural force or magical at- through. She will reappear every time the
“New Monsters” appendix) will rise from
tack. It will absorb magical attacks (even step is touched by a living being climbing up-
this step as it is reached, and accompany the
those of a horn of blasting), the energy becom- wards. Passage through this illusion will not
climber. They will not fight or attack unless
ing part of the energy fields. harm PCs, nor can it attack.
themselves attacked. Each climber, no matter
Physical attacks upon the Stair with metal
how many pass, will acquire such an escort, Two-hundredth: see below (204th).
weapons that are hard enough (Le., all delib- Two-hundred second: see below (204th).
which will remain with them, on or off the
erate blows, but not tapping or scraping with, Two-hundred fourth: In the middle of this
Stair, until slain.
or dropping, such a weapon) to strike sparks
Fortieth: When this step is first set foot step rests a Guardian Hand (see “New Mon-
will deal the wielder an energy discharge sters’’ appendix), as though belonging to
upon, it will glow, and from it will rise a puff
from the fields of 2-12 points of electrical someone buried in the step below it. The
of white vapor, bejewelled with twinkling
damage per attack. hand is open with fingers extended, and a
white sparks. This will swirl away to reveal a
The Stair has no railing on either side, and closed eye rests in its palm. It is a long-
malfera (cf. D€3@ Companion Set, Book 2)
misfortune or other events may well cause fingered, glossy black human left hand, and it
of 49 hp, imprisoned here within the step long
PCs to fall from it-the cause of the skeletons sits motionless. It will be so visible to anyone
ago by Halazar to serve as an additional
at its base. Falling damage applies (id6 per reaching the 200th step.
guardian for the Cheiromar’s Seat of Power.
10’ fallen; in the interests of P C survival, ig- When any attack is made upon it or some-
The malfera will immediately attack the
nore any fraction of 10’ left over, and apply a one reaches the 202nd step, whichever comes
nearest climber, and will move up and down
maximum of 20d6). Note that a fall from the first, the Hand will levitate rapidly upwards
the stair doing so until it is slain or all living
ninetieth step or above will allow a P C time to to a position about 5 feet above its step, its eye
things on the Stair are slain. Then it will re-
activate a magical item to save him or herself, opening, and point with its forefinger at the
turn to its step (when it has slain 66 victims, it
but not usually time to cast a spell. advancing climber. It will then turn palm out
will be freed; it has slain only 17 thus far).
The Endless Stair contains a number of (eye open) and fingers together, in a “stop”
Forty-fourth: O n this step lies an ivory
“key steps”-that is, steps where various gesture, and return to a pointing posture. I f
tube (dropped long ago by an unfortunate ad-
things will occur. Described hereafter, these any attack is made upon it or a climber ad-
venturer who rushed up these steps and was
steps do not look any different from the other vances further, it will attack with its forefin-
attacked from behind by the malfera), capped
steps on the Stair, and their effects cannot be ger ray. It will continue to fight with all of its
at both ends with silver (now tarnished; the
avoided by “skipping” steps (although an at- powers until all living creatures on the stair
field protecting the steps has not extended to
tempt to leap over steps could well result in a are slain or it is destroyed, its primary objec-
the tube). One of these silver caps is fash-
Ml); if a step is avoided, its effects will occur tive being to prevent anyone from advancing
ioned into a grip, and is connected to a silver
anyway. There is one exception to this (see past it.
collar by a short silver chain, obviously
300th step). Two-hundred twenty-ninth: A symbol of
meant to be wand of lkhtning bolts (q.v.,
Characters climbing the steps are clearly spell-loss (hitherto unknown; see “ N e w
D&@ Expert Set) with nine charges left.
‘L isible to those below and vice versa; missile
Sixty-ninth: A sudden magical galewind Spells” appendix:) will glow upon this step
combat can be carried out from the stair to when any spellcaster-and a spellcaster
strikes climbers who set foot on this step.
the ground and vice versa, unaffected by the ONLY-steps upon it, and one memorized
Each climber must save vs. Dragon Breath or
Stair’s energy fields. Missiles striking the spell (if any, chosen at random) will be forgot-
be swept off the Stair (falling damage ap-
Stair will glance off harmlessly; no visible ten by the spellcaster (no saving throw).
plies). All gear carried in the hands (as op-
lightning discharge will occur. (A lghtning bolt Three hundredth: I f a climber reaches the
posed to worn or strapped on) such as
from spell or item that strikes the Stair will re- top step and steps upon it-and only then-a
weapons, will be lost, even if climbers suc-
flect back on the caster with full force, how- spectral door of faintly glowing white light
cessfully remain on the Stair-blown to the
c:ve.) can be seen in front of the climber. with a
ground beIow, far from the Stair (i.e., no
It is recommended that the DM keep writ-

20
CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

handle of glowing light on the right. I f this is PCs passing through the doorway will see a 3B.
grasped and pulled, the door will swing open, corridor (20‘ high ceiling, 10‘ width) that
to the left across the top step (;.e., sweeping stretchs 80’ before widening, without any A huge (20‘-diameter) glass sphere rests
anyone trying to hide behind it off) and reveal door, into a large room. The walls of the cor- here, in a hollow in the floor, filled with a
an extra-dimensional space beyond: the ridor (and indeed, of the rest of the complex) swirling, lime-green-hued opaque cloud
Cheiromar’s Seat of Power. The door and are unnaturally smooth, unseamed granite- of smokiness.
handle are solid, but only to someone stand- like stone. A t the far end of the corridor, just
ing on the top step; there is no solid wall within the larger room it opens into, some- The smoke is an imprisoned eater-of-magic;
around the door that a thief could climb, and thing small can be seen floating. As the PCs see “New Monsters” appendix. This larger
no way into the Seat of Power save through approach, they will recognize it as a skull sphere will resist all attacks and all attempts
the doorway. Climbers on the Stair not actu- with two flames in its eyesockets (see #1, be- to move or otherwise affect it short of a wish,
all77 on the top step cannot see the door, nor low). but the smaller control sphere governs its
enter the Seat of Power beyond. To them, it state; if one shatters the smaller sphere (if at-
1. At this location hangs the Cheiromar’s
will seem that a climber above them stopped tempted from afar, a hit roll is required, but
Skullwraith (see “New Monsters” appen-
on the top step, moved one arm from right to one can simply hurl it against wall or floor
dix), facing the corridor. As the PCs reach the
left, then stepped forward and vanished. since it is fragile glass!), the larger will also
end of the corridor, it will speak the first mes-
I f anyone tries to go around the door or shatter. This will free the eater-of-magic. I f
sage listed in the monster description (if the
climb a wall beside it or above it, they will fall one moves the smaller, the larger one will
PCs attack it from afar before reaching the
to rhe ground far below (see above). Climbers move too, remaining the same distance and
end of the corridor, simply have the attacks
roped together will only pull each other off direction from the control sphere as it is when
miss, spells being reflected back at the
the Stair unless the anchoring character has they are found-the larger sphere turning
caster). It will accompany the PCs around the
18 Strength or magical aid. Anyone who tries momentarily and partially gaseous (but not
complex, speaking as noted in the monster
to step through the spectral door without thereby releasing its prisoner) whenever nec-
descripton. Note that any attempt to attack it
opzning it, or who skips steps (who skips the essary, to pass through walls and other solid
after its first speech will result in its fighting
300th step) will reappear instantly on the obstructions.
ceaseless)
131st step, teleportinf without error so rapidly I f for any reason the eater-of-magic is ever
that they will not at first realize that they have released (a dispel magic cast here will allow the
2.
moved any further than simply climbing a eater to eat through its imprisoning sphere
step. DMs should immediately check to see if from within and escape, in 1-2 rounds), it will
any other character was on the 131st step (or Here lies a handsome, tall man with flow-
rush as fast as it can (not quickly, but cover-
running up or down the stair in the vicinity); ing white hair and beard and a craggy,
ing the distance from its initial location
a collision could well result in a fall or two. weathered face, apparently asleep atop a
within a round, if it has not been moved) to
This curious property of the Stair is why the stone block (7‘ long by 4‘ high by 4’
across), clad in robes of purple. His hands the doorway into #8, through the cracks if
term “Endless” came to Halazar’s mind necessary. There, it will envelop the Seat of
when making it long ago. This teleportution are clasped across his abdomen; there are
Power-which will cause the silent, mutual
will occur again and again if characters care brass rings on both forefingers.
destruction of both eater and Seat. Any other
to test it; it is part of the Stair and an inex- creatures or items within 10’ will fade away to
haustible, unchangeable effect. It is actually an illusion of the Cheiromar,
nothingness in 7 rounds. (If the eater is de-
which cannot be dispelled by touch (dispel
stroyed in the intervening 6 rounds, the Seat
The Seat of Power magic will cause it to fade into nothingness for will be unharmed.) I f either Lathkoon or Ze-
as many rounds as the caster has levels, and
PCs passing through the doorway at the laze1 knows what has occurred and is in a po-
then reappear). It covers a bare, featureless
300th step of the Endless Stair (the only en- sition to do so, they will appear and attempt
stone lid (the seam is concealed by the illusion)
trance or exit) will find themselves in an to slay the eater, defending themselves from
of the Cheiromar’s stone casket. I f the PCs
extra-dimensional complex of chambers- P C attacks only if necessary. I f the eater sur-
lift off the loose, heavy, unhinged lid to inves-
the Cheiromar’s Seat of Power. This area has vives 5 rounds of this, the ex-apprentice will
tigate, they will find a human skeleton, not
the appearance of a subterranean complex of flee before he, the eater, and the Seat are all
undead, and missing its left hand (cf. Guard- vaporized; if the eater is slain, the wizard will
rooms with stone walls; these walls cannot be ian Hand, “New Monsters” appendix), and
breached by physical means. Use of magical mount the Seat and attempt to use it against
no magic or other items. The illusion will sur-
teleportation or pass-wall magics (to a destina- the PCs and the other ex-apprentice.
vive even the destruction of the stone lid. I f the eater destroys the Seat, a vortex will
tion outside the complex) will cause a rent in
the dimensional fabric; a Vortex will form, 3A. form 1 round later; it will suck in all creatures
and the character causing the rent will be in 68 ar the time and who enter the chamber
sucked through it, suffering 1-12 points of subsequently, with the effects noted above, in
damage and losing all gear, arriving naked at with a little bowl-shaped depression. In the preliminary description of the Seat of
scime random destination somewhere on the the hollow sits a 1’-diameter glass sphere. Power complex. An eater may be stopped,
P-ime Material Plane. All of the chambers deflected, and caged only by the means of a
are softly lit by a gentle yellow Light radiance This is the control sphere for #3B (see below). forcefield spell or item effect (cf. D @ P Mas-
coming from the ceiling. Everything in the ter Player’s Book).
Sttat of Power radiates an aura of magic, ex- I f one ex-apprenticeslays the Eater and the
ccpt the food in the larder (see #5). other is observing events, the second ex-

21
CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

apprentice will appear and magically attack table can create three real meals for four per- The Tomes of The Cheiromar’s Library:
the first (perhaps catching the PCs in a magi- sons daily, with items and utensils that disap- The five remaining tomes found on Alga-
cal crossfire). Both combatants will ignore pear if taken more than five feet from the hund’s library shelves in the Seat of Power are
the PCs until their own duel is over; whom- table. The command words for this table are detailed later. Note that most contain new spells
ever survives will then attack the PCs, re- scratched into its underside-but note that not found in the :D&D@ rulebooks; individual
gardless of their actions during the duel. For the fifth command word is too small to be DMs should decide whether to alter, eliminate,
instance, if the PCs aid one wizard, and he read from the table itself if the fourth word is or prevent P C use of any or all of these.
thereby wins the duel, he will then immedi- used to turn it into a 1”-tall table. The fifth
1. Splecter’s Cor?jurations,Masteries, and
ately turn upon them. I f at any time during word returns it to normal size.
Summonings
this series of confrontations either ex- Drawn up to the table is a chair that e into
Splecter was a famous magus who roamed
apprentice fears for his life, and is in a posi- dust and splinters if sat on, and beyond it,
many planes in a long and colorful career as
tion to escape (i.e., by teleport), he will do so, along the back wall of the chamber, is a
an adventurer; his magics earned him the
seeking revenge later. wooden trestle bed (wobbly), beneath it an
nickname ‘‘Master of Beasts” and upon retir-
empty earthen chamber pot, and beside it a
4. ing from his wanderings he set down the
stone cube with a tight-fitting door. Behind
spells that he used when dealing with crea-
the door is a larder containing a permanent
tures. The tome is a heavy book of burnished
cold spell with a moldy cheese, 2 rotten sau-
the wall from floor to the 20’ ceiling, and copper plates sealed in some way to prevent
sages, 4 bottles ofwine gone to vinegar, and a
are crammed with jars and bottles of ex- corrosion and ocidation, and bound with
moldy, sponge-like growth that was once a
perimental ingredients of various sorts, clasps of dragonbone within two covers of
loaf of black bread.
and various implements used by the slate covered with wyvernhide, dyed green.
Cheiromar. 6. The Cheiromar’s wardrobe fills this small The title is set ini o the cover in tiny runes of
room, with two racks of wooden poles and silver, and reprodluced on a title page within,
The DM is encouraged to introduce artifacts, pegs from which hang 112 rotting, musty along with this warning:
maps, or unique items leading to further ad- robes, many of formerly grand appearance
ventures in his or her own campaign here; a (in the pocket of one-not the first one To use these magics without care, for ill/
partial list of the treasures stored here is as examined-is a <?em of magic missile reflection; Risks a grave, swift, cold, and still.
fidlows: a stout, hat-sized jar of 1,000 copper q.v. “New Magical Items” appendix). A
pieces; a similar jar of charcoal lumps; an- fragile wooden stool sits across from the door, After the title page follow 14 plates, each
other of rusty irlon scraps; another of black- and behind it a non-magical walking staff of bearing a single spell. Details of the tome’s
ened and burnt (human?) bones; another of black wood leans against the wall. Hidden unique magics are given later. Protection from
withered rose petals; another of tallow candle behind all of the garments is a cabinet of dark evil, detect invisible, web, intauision, water breath-
stubs; a small straw basket of chalk sticks of wood, 5’ tall, 4’ wide, and 3’ deep-a cabinet inf, charm monster, control bats (see “New
\ arious colors; a jar of pickled whole frogs; a
of ministering (cf. DUD0 AC4, The Book of Spells” appendix), growth of plants, pobmorph
small glass jar of fangs; a tinder box; a small Marvelous Magic, p. 22), which can remove others, conjure elemental, control gargoyles (see
‘trass coin with a curious pointed and com- curse, cure disease, or cure wounds (50 hp or less) “New Spells” Appendix), hold monster, invisi-
pass directions on one face, and a word on the once per month on anyone within, with the ble stake? and create normal monsters.
other (see dart qrdeath in the “New Magical doors closed and the proper command words
uttered. These words are lost-only 2. Najirit’s Tome of Wonders
Items” appendix); a set of brass measuring
Lathkoon and Zelazel know them. The cabi- Najirit was a mysterious mage-a para-
calipers and tweezers; a very sharp, silver-
net is strong as steel. noid, oft-hidden ]Magus who practiced decep-
bladed, non-magical dagger; an oil lamp; six
tions as a matter of course, and feared and
jars of oil sealed with wax; an alembic; a spy- 7. distrusted all other beings (particularly other
glass; a frameless glass magnifying lens; an
wizards). Upon his death, a former tutor
hourglass; a carved wooden hand with This room was obviously the Cheiromar’s found one of his spell-books, and somehow in
jointed fingers ffor holding small items sta- library; bookshelves line three of its four tavern-tales and gossip it acquired the name
tionary in various set positions; a stuffed owl; walls. It is a scene of neglect and decay, for we now know it by (for the book itself has no
a glass jar full of snake skins; a large basket of something that likes paper (orseveral hun- title). It bears Najirit’s own rune:
various tangled balls of thread, yarn, and dred generations of such somethings) for
waxed cord; and a clay pipe. The shelves are dinner have eaten steadily along the
fturdy enough tto be climbed. shelves, leaving only a litter of tiny parch- and is of red-dyed oxhide stretched over
5.In this room the Cheiromar evidently lived ment scraps and shreds, rusty iron clasps wooden boards, bound together with three
as others do; to the left of the door hangs a 1‘- and cornercaps, and strips of ruined hide. electrum rings. Twenty-two sheets of fine
diameter circu1a.rglass mirror (concealed be- Amid all this decay lean 5 volumes, ap- parchment are enclosed, each bearing a sin-
hind it in the wall is a fist-sized, foot-deep parently untouched and whole. gle spell: cham person, detect magic, hold portal,
hole, filled with a rotting canvas bag contain- protection from evil, sleep, ventriloquism, detect in-
ing 6 pp, 112 g p , 8 sp, and 3 cp). Directly in The five books have indeed survived un- visible, ESE: invisibili& mirror imace, phantasmal
f’ront of the door is a wooden table, still fairly scathed; they are a few of the Cheiromar’s force, clairvoyance, dispel magic, haste, hold person,
!;turdy, upon which rests an empty glass bot- books of magic, left behind by Halazar (who infravision, dimension door, massmorph, pobmorph
tle; the table is a table ofplenty, (DUD0 AC4, obviously took much with him), and are de- seK warning tmmpet (see “New Spells” appen-
The Book cf Marvelous Magic, page 64. The tailed below. dix), wizard eye, and teleport.

22
CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

3. I’henalon’s Phantasmagorica just beyond the door, containing rolled-up will be destroyed. The eater is vulnerable to all
The origin of this tome is forgotten; who scrolls, one spell to a scroll, as follows: dissolve, attacks on the ethereal plane that it is vulnera-
and where Phenalon was is now lost with the lower water, lore, magic door, power word stun, and ble to on the Prime Plane, and if it is slain be-
shiftings and failings of the passage of years. force$eH. fore the 12th round, the process halts, and the
This slim volume of parchment leaves, Seat (with any human occupant) will drift
bound between pIates of electrum inlaid with A n overstuffed chair, much decayed, faces back onto the Prime Plane in 2-7 days, its re-
ivoiy, bears the title “Phenalon’s Phantasma- the door, and beside it is a slate-topped maining powers becoming effective on the
giroca,” and the following rune (Phenalon’s wooden table. On the table is a sphere of Prime Plane only upon its return. I f the Seat is
own, presumably) on the cover. glass or crystal, sitting in a little base of destroyed on the ethereal plane, the Vortex
65 dark wood. thus created will reach the Prime Plane imme-
diately (cf. D&D Companion Set Book 2); the
Within are the following spells, set down The sphere is a crystal qf&ath scying (see “New elemental plane of destination may be chosen
one to a page: charm person, invisibility, phantas- Magical Items” appendix). Careful examina- by the DM randomly, and at the DM’s option,
mal force, wizard lock, hallucinatory terrain, mass- tion of the table will reveal a tiny, shallow a Spectral Hound or
morbh, prOj,,ted image, lore, mnss c h a m , symbol drawer set in its side, facing the chair, just un- While it is on the Prime Plane, the Seat’s
(wiLh two new symbols, as detailed in the der the slate tabletop. This drawer contains powers are limited to the Prime Plane, but can
“New Spells” appendix), and Maze. There three small, cream-colored bone buttons (but- operate without restrictions on distance-
are four blank pages at the end of the book. tons of blasting, cf. D&@ AC4, The Book of making the Seat an awesome weapon in the
4. Asztellor’s Book of Mighty Spells Mantelour Magic, p. 21), which do 4-24 points wrong hands (imagine a vengeful being creating
Asztellor was a long-ago mage, of whom of damage when the command word (each monrters everywhere!). Anyone sitting upon the
nothing is now remembered except that he led button has its word engraved on one side: Seat goes into a trance, and cannot see or hear
an ;army of skeletons into the fray (on the win- “Chasterzaulor,” “Maerthglim,” and “Talan- normally, but only through the “Rune-Eye”
ning side) at the Battle of Six Kings. This vol- tabbass”) is spoken by the last person to touch (see below). A n anti-mgic shell which fills the
them, if that person is within 240’. entire chamber instantly comes into existence
ume is of dragonhide stretched over polished
whenever anyone sits upon the Seat, but the
plares of whalebone. The plates are pierced, 8. In this circular chamber is only one thing: sitter is vulnerable to physical attack. (Note
and through the holes have been run bronze the Seat of Power itself, a stone seat (with its that anyone sitting on the Seat who survives an
rin!:s, attaching the covers to the wooden back to the door) set atop seven concentric attack may use a Seat power the following
frames of 10 sheets of vellum, each of which rings of circular steps. The steps are graven round regardless of pain or physical
contains one spell. The title of the book is with crawling runes (an illusion; the runes are restraint-but Rune-Eye powers may never
tooled and worked into the front cover. The ever-shifting, non-magical nonsense) that shift be unleashed into or within the anti-magic shell;
book contains the following spells: animate &ad, and alter constantly, and when a living being the power so used must be one of those marked
clotdkill, co+e elemental, feeblmind, death spell, touches any step or the Seat itself, the area with an asterisk (*) on the list below).
disinizgrate, gem, invisible stalk5 reincamtion, touched will glow with a white radiance
and delayed blast fire ball. (equivalent in effect to a light spell) for as long Seat Powers (usable only once per round, and
as the touch is maintained. only one power per round): Dispel magic (R
5. ’The Book of Dolzhabban “The Dread”
The Seat of Power is a Lesser Artifact, cre- 120’, EF 20‘ cube, X8) meteor swarm (R
Ilolzhabban was a wizard who died in magi-
ated by the same unknown Immortal who 240’, EF 4 for 8d6 + 8d6 or 4 for 4d6 + 4d6;
cal combat some seventy winters ago, after a
fashioned the Stair. Ancient tomes name this C26) curse (R touch, EF limited; see X14)
short but spectacular career as a “wi-
Immortal as “Cheiros” and the guardian as teleport (self only, from Seat; X15) create any
zardslayer,” seeking out and destroying lone
the “Cheiromar”; Algahund assumed the title monstu (R 90’; DR 4T, EF 40 H D ; M8) re-
Magi and taking their magic for his own.
when he retired from his travels to this place verse gravity (R 90‘; EF 30‘ cube; C22) heal
Upon his death another wizard found his trav-
(the most powerful refuge he had found in his (M9; automatic healing of self only) remove
eling spell books in a saddlebag on his tethered
adventurings). To be used, the Seat must be curse (R touch; X14) prismatic wall (R 60‘;
hippogriff steed-the only bit of the wi-
sat upon-there is room for only one being on DR 6T, EF 10’ radius or 500 sq ft; M9)
zardslayer’s lore ever recovered. The rest of
the magic Dolzhabban accumulated remains the Seat, and only that being can control the R = Range in feet; DR = Duration; T =
lost and hidden somewhere on the Prime Seat’s powers. Like all artifacts, the Seat’s Turn; EF = Area of Effect; page and volume
Plane. magical effects operate at the 40th level, and it number of rulebooks describing magic given
‘This book gained its name from its owner; it saves as a 36th level Fighter. However, an at end of entry.
bears no title, but is a simple, stout book of eater-of-magic can destroy it by unravelling
the magical powers that control it and keep it The Seat powers (except for telepor! and heal)
heavy cowhide stretched over metal plates
together, within 12 rounds (on the 7th round, are all unleashed from the Rune-Eye; this is an
(ellxtrum), and with metal cornercaps. The
the Seat and the eater together will fade into eye of glowing force, resembling a Wizard Eye
enrire book is bound together with copper wire
the Ethereal Plane; anyone seated on the Seat orb (and visible to others) which can travel
to ten sheets of scraped, bleached, and cureed
or directly touching it (Le., flesh in contact without restriction upon the Prime Plane, up
leather, on each of which a single spell has been
with the Seat) will become Ethereal also. The to 9999‘ per round, created by the Seat. Any-
inccribed. The contents of the book are as fol-
Seat will lose 2 powers per round (determine one sitting in the first time (it is the first time
lows: magic missile, web, fire ball, lightning bolt,
randomly) on the 8th round of contact and on for all PCs and living NPCs in this adventure,
stole bolt (see “New Magic Spells” appendix),
each round thereafter, the eater losing 2 hp per including the ex-apprentices) will be c o n z e d
ice storm, magic jar, death spell, power word stun,
round in like manner, until the 12th round, for 1-3 rounds, dazed by the overwhelming
anti meteor swarm.
when the Seat and all of its remaining powers flow of mental information as the Seat makes
There is also a set of pigeonholes on a shelf

23
CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POWER

the sitter fully (;.e., range and duration in- mine randomly) Seat power has dark and silent. In one far corner (the north-
cluded) aware of all its powers, how to will be transferred to the being’s east) of the room is a small circular area of
each to operate, and the intricate mind; its nature is known to the lighter stone floor-tiles, and within this area is
“Thronerune.” I f the sitter concentrates being, and by will the being can a small wooden table containing three foot-
upon the Thronerune, the Rune-Eye will be deliberately unleash it, once, in long, tapering sticks of wood, and a scroll.
created, and drift up from the Seat to the mil- the future (as a 40th level spell, All will remain dark and silent unless a liv-
ing ofthe chamber until willed to travel about regardless of the being’s class or ing creature reaches the circle of lighter stone.
the Prime Plane by the sitter. Through the situation, as long as he or she is At that time the walls, floor, and ceiling of the
Rune-Eye, a sitter sees with truescyht, but the conscious to do the unleashing). room will glow with a white radiance. Anyone
eye goes blind in each round that it unleashes Such a use drains the power observing this radiance will notice that this ra-
i i power, as it can only perform one activity at from the mind of the being. An diance extends across the doorway, whether
ii time; thus, targets that have moved since “echo” cannot be discerned by the door is open or not. (If anyone is standing
the sitter’s “last look” may well be missed. another creature who reads, in- in the doorway, ):hey will be hurled violently
The Rune-Eye cannot be held or silenced (it fluences, or controls the mind of into, or out of-at the DM’s discretion, or de-
can be temporarily negated in the use of all the being affected by the Seat; termine randomly-the room by the forma-
powers except movement or sight by a dispel thus, the being cannot be com- tion of aforcefielc! there.) As lonq as no living
magic cast upon it, or by its entering an anti- pelled to will use of the power. I f creature is in the I-oomand outside of the circle
magic shell), and can “twist” dimensionally to a being already having an echo of lighter stone, nothing else will occur-but if
mter or leave sealed chambers “through” the of power sits on the Seat again, any creature leaves the circle (its “protection”
walls or ceiling, and to avoid forcefields and and this result occurs again, extends in an intisible cylinder to the ceiling,
other traps or means of encasement. both powers will take instant ef- so flying or levitating creatures who rise up
The Rune-Eye must “touch” targets to fect on the being-and if he or above it are not ‘‘leaving’’ it until they move so
unleash a curse, or to remoue curse (in a situation she survives, they will be Insane. as to be no longer above it) the globe will also
where the abovenamed defenses do not re- I f this result does not occur begin to glow.
strict its powers from operating); for all other again, note that the retention of The circular area is a “safe spot” or area of
powers it serves as the location of the caster. the “one-shot” echo will survive anti-magic excluded from any magical effects
A spellcaster who sits upon the Seat can insanity, feeblemindedness, c h a n - unleashed in the room. Spells cast from within
cast any memorized spell (by use of the will ing, and just about everything it will be lost and wasted, nor will magical item
only) through the Rune-Eye, and this spell except the death of the being functions or spell-like natural powers work.
will take effect as though the caster were there possessing it. Artifacts may (30% chance per attempt) func-
:n person. “Touch” spells still require the tion normally from within the area. The sticks
(Note the limited concentration that most
Rune-Eye to “touch” targets, and the spell of wood are merely that; they were intende as
sitters can give to maintaining a spell cast
rakes effect at the caster’s level, not the Seat’s wands, but are not magical. The scroll, when
through the Rune-Eye, ere they succumb to
40th level. unrolled, will be found to be blank. All magi-
exhaustion. Immortals are of course immune
Use of any of the asterisked spells by a sit- cal items brought within this area must save
to the Seat’s ill effects, and will never become
‘:er results in the permanent loss of 1 hit point vs. Spells once every third round they are
exhausted by its use.)
.For the sitter, and the Rune-Eye will vanish within the area, lor be utterly drained (this in-
Use of the Seat may well attract the atten-
for 6 turns (not reappearing before that time cludes potions and scroll, but not artifacts).
tion of certain undesirable creatures, such as
has elapsed even if another being sits upon The rest of the room is some sort of
malfera (q.v., D & P Companion Set, Book 2),
the Seat). spellcasting practice arena; its glowing co-
planar spiders (q.v. Master Set DM’s Book),
The use of the Seat is mentally exhausting; coon of surroundingforce field will harmlessly
nightwings (seeMaster Set DM’sBook, “night- absorb all destructive magics unleased that
concentration will become increasingly diffi-
shade”), liches (see Master Set DM’s Book), strike the perimeters of the room, (such ener-
cult, and if any being sits upon the Seat for
and the like, who will attack the being on the gies being recycled to power the globe).
more rounds than he or she has points of In-
Seat, appearing at the base of the Seat’s steps.
telligence, that being will will not regain cons The round after the globe first begins glow-
The arrival of such a creature is 5 % likely
ciousness unless or until it falls off, or is re- ing, spell effects will lash out from it to all liv-
(not cumulative) per round of use. (The D M
moved from, the Seat. Assuming that such a ing creatures in the room who are not within
should choose the type and number of mon-
removal occurs before the being succumbs to the “safe” area. For each living creature, de-
sters to appear; most arrivals will be solitary.)
lack of food and water, and is revived, one of termine the effetzt at random. Percentile Die
The D M should note that if Lathkoon or Ze-
the following results will be apparent (roll Roll: 01-33% nzugic missile (a single missile
laze1 (or a quick-witted PC) reaches the Seat
percentile dice): unleashed the jirst time); 34-6670 fire ball
and overcomes the initial disorientation, they
(ld6 the first time); 67-0076 lightning bolt (ld6
01-66‘70: nai effect. can unleash Seat powers within the rest of the
the first time).
67-75 $70 : Being is feebleminded (permanent Seat of Power complex. Note that multiple targets could all suffer
unlless rectified). different effects in the same round. Any spells
9. This high-ceilinged (60‘ up) chamber is
76-85 % : Being suffers permanent loss of empty save for a featureless golden metallic directed at the globe will simply be absorbed,
1 point of Intelligence. with the following exceptions: dispel mazic
globe hanging (levitating) motionless by the
86-98 % : Being i s insane (treat as Symbol ceiling. A rope ladder hangs down from it to causes the globe to do nothing (it will con-
of insanity for effects; perma- the floor (when PCs look at it from the far tinue to glow) fcir 4 rounds; a wish of any sort
nent unless magically cured). side, they will see that the ladder actually will cause the globe to explode, destroying the
99-00%: A n “echo” of any one (deter- hangs from the ceiling close beside it). All is force field and dealing 10d6 damage to all

24
within the room, whether in the “safe” area
or not; pass-wall will open a hole in the side of
the globe, revealing intricate metallic ma-
chinery that will detect magic positively; and an
anti-magic shell that includes the globe in its
area of effect will nullify the globe until the
spell expires. Casting a disintegrate spell will
either (01-60%) be absorbed harmlessly, or
(61-00%) cause the globe to explode, as de-
scribed previously.
The globe may be “turned off’ at any time
by speaking a command word aloud in the
written on the underside of the little table; it
is ‘‘,4lmandass,” and is known to Lathkoon,
Zelaizel, and Shaleen (all of whom remember
quite well how this room operates). The rope
ladder leads up to the globe, and is a f f i e d to
the (ceiling there, but faces only the feature-
less globe. Ifpawwall is used on that side of
the globe, from the ladder, a pair of levers will
be revealed within the globe; both are “up”
(pul!ing down the left-hand one will turn the
globe off, and the second, if pulled down, will
turn off the room’s specialforcefield). Theforce
field that protects the safe area from the rest of
the room can be passed through freely by all
living creatures; at any other location in the
room, the special forcefield can be breached
only by casting dispel magic on it (which causes
a 10’-radiushole in the Field where the spell
was directed, lasting 1-2 rounds), or by cast-
ing disintegrate or wish (which will cause a hole
in the Field as directed, that will last until the
room is shut off and again reactivated-at
which time the Field will reappear as before).
On every second round after its first at-
tack, the globe will attack again (;.e., on the
3d, [ith, 7th, etc. rounds). Each time it does
so, ii:s attacks will be increased by one die of
damage (the magic missile attack gaining a
missile each time) to a maximum of 20d6.
When this maximum is reached, globe and
force!ield will shut down of their own accord,
until the next time the room is opened,
whereupon they can be activated again as de-
scribed earlier. (The anti-magic “safe area” is
a permanent effect.)
AIIYattempt to remove the globe from the
room or plane, or take any part of its metal or
interior machinery causes the globe to ex-
plode, with the results described earlier. Any
physical attacks upon the outside of the globe
that inflict 44 points of damage, or upon the
interior (ifpass-wall has been used) that inflict
12 points of damage causes the explosion.
Ai5rismatic wall can be raised successfully in
the chamber, but a wall of iron or similar
magic that must rest on solid support cannot
rest on the specialforcefield of this room; if
.APPENDIX I: NEW SPELLS

’Third Level Spell tied, any object being broxen, a magma item being will obediently follow (such as: “attack all in-
activated), or upon a certain, single intelligent be- truders; do not attack me or any creatures I name
Stone Bolt ing (who must be named in the spellcasting) ap- as friendly”), while the caster attends to something
Range: 70‘ proaching the object within 10’; the Warning else. The “something else” may be spellcasting,
Duration: instantaneous Trumpet will sound. the “direct control” of another gargoyle, sleep, or
Effect: fires stones as missiles at a single creature This Trumpet is a single warning note, rising any activity requiring full concentration.Note that
This spell requires the presence (from surround- and then falling and dying away, that is audible to a gargoyle left to fcllow its instinctsmay well decide
ings or carried by the caster) of fist-sizedor smaller all beings within 30’ of the protected object or area to attack the spellcaster-although if this is noticed
stones, such as sling stones. The caster holds these when it is activated. Beyond 30‘, it is audible only in time, the caster can give the gargoyle a direct or-
in his or her palm, points at a target creature(who to the spellcaster (and not creatures reading, or der to the contrary,or assume “direct control” over
must be visible to the caster at the time) and exerts linked to, the caster’s thoughts). It can only be cast its body to prevent the attack. Given intelligent use
his or her will to release the magic, without word or on non-living material (if cast on a corpse that is of explicit commands, a spellcaster need not exer-
other gesture; all the stones at once willfly at the de- subsequently revived, the magic will he dispelled cise direct control over a gargoyle all the time. The
sired target, lightning-fast, striking at + 3 to hit without the Trumpet sounding), and can be dis- death of the caster or separation of caster and con-
(roll as though caster was striking directly with a pelled. Any object so protected will be revealed as trolled gargoyle onto different planes will end the
weapon). A number of stones equal to the caster’s such by a detect m q i c spell. A warn& trumpet can be caster’s Control, even if such situations are imme-
level can be so “fired” at an opponent; extra stones cast on clothingworn by a living creature to reveal diately rectified.
will be unaffected, remaining in the caster’s palm. the creature’s movements. The caster need not
The target, if hit, gets a saving throw vs. death ray; if concentrateto maintainthe Trumpet, and will hear Eighth Level Spell
successful, each stone does only 1 hp of damage; if it regardless of distance if on the same plane as the
guarded object when the Trumpet is activated. Symbol
failed, each stone deals 2 points of damage. In ei- Range: Touch
ther case any intended or current spellcastingor in- (The deathof the caster will negate any outstanding
Trumpets, even if he or she is subsequently raised.) Duration: Permanent
tricate activity (picking locks, reading messages, Effect: Creates 1 magical rune
etc.) on the part of the target will be prevented for A caster may have multiple Warning Trumpets
that round. in effect but not yet triggered-but as a magic-user This is the same r,pellknown to many wizards (cf.
only gains another Trumpet “tone” for every seven D&’@ Players C(9mpanion: Book One, p.25), but
Fourth Level Spells personal experience levels achieved (i.e., one at the version found here gives details of two new
lst, two at 7th, three at 14th, etc.) the caster will runes not widely known, one of which has been
Control Bats probably not know which one of the various used on the Endless Stair in this adventure, as well
Range: 40’ radius globe about caster Duration: 1-4 guarded objects has been affected, unless of high as the six Symbolslisted in the rules. For the pur-
turns plus a number of rounds equal to the caster’s enough level to set the various Trumpets at differ- poses of activating these Symbols-see below-
level. Effect: Allows control of 1-2 giant or up to 10 ent tones. This spell is most commonly used by “passes” is defined as approaching, and then
normal bats. powerful wizards to guard their spell books, so that passing by, a rune, within 10 feet, not merely di-
they can teleport back to the books from afar to pre- rectly over it.
With this spell, the caster can control bats (includ- vent theft.
ing giant, vampiric bats, but not undead sorts or Spell Loss: An.y spellcaster who reads, touches,
other creatures Shapechanged or Polymorphed or passes this Symbol loses one memorized spell, if
into bats) of the normal or giant varieties. Giant Fifth Level Spell any, chosen at random if more than one is memo-
bats receive a saving throw vs. spells (at -4) to Control Gargoyle
rized. The spell is simply forgotten, not discharged
avoid this magic; normal bats get no savingthrow if Range: Touch or “stolen” to be stored elsewhere. (Unlike other
caught in spell range. The caster by will and ges- Duration: 1 day per level of caster Symbols, magic-usersdo not get a saving throw to
ture can direct the bats to attack specific creatures, Effect: Caster may control one gargoyle avoid the effects c6a Spell-Loss rune; it is specifically
dive at or batter certain locations, or swirl about in designed to affecf:them.)
a blinding cloud in a particular spot. The bats will This spell allows the caster to control one gargoyle Entrap: Any being who touches or passes over
obey without checking morale, regardless of possi- as thoughit is Charmed. The gargoyle gets a saving this Symbol must save vs. spells or be swallowed-
ble danger. If 2 giant bats are controlled, the caster throw vs. spells at + 2 (due to its magicalnature) to imprisoned within an extradimensional space to
may also comm;md the bats to lift him or her and avoid the Control, and if this is successful, the gar- which the rune is the entrance. While in the prison,
fly (such flight moving only 40’ per turn, and last- goyle will be enraged at the caster, and will attack the victim is Confused(and has no sense of the pas-
ing a maximum of 2 turns before the bats are ex- him or her as soon as possible, not resting until sage of time), being unable to cast spells, attempt
hausted), carrying the caster or another creature slain or until the caster is dead. (Gargoyles still un- verbal or mental communication, and so on. This
touched by the caster to so direct the bats. (At- der the effects of a previously-cast Control Gargoyle imprisonment will last for 1 turn per level of the
tempts to do this with less than 2 Giant Bats will re- spell-even one cast by another spellcaster-save original caster of the Symbol or until the victim is
sult in failure-and, of course, a possible fall.) Four versus this spell at - 2, not + 2. Note that the sec- freed. (Imprisonment will not harm a victim unless
Giant Bats (through use of multiple spells) can ond Control Spell cancels the first; it takes effect im- he or she is badly wounded and in need of aid when
carry a horse or other pack or riding animal; 1 Gi- mediately,not when the first spell would normally Entrapment occiirs; victims can breathe normally
ant Bat can carry a dwarf or other smaller-than- expire, if successful.) and are at a comfortable temperature and humid-
man-size creature. Control over Giant Bats is If the save fails, the gargoyle becomes a ity.) A Symbol of this sort can trap any number of
broken if they are injured in the service of the spell- perfectly-controlledservant, obedient to the death, beings at once, although Entrapped creatures will
caster down to their last 5 hp. Bats are dextrous for a number of days and nightsequal to the experi- not know of one :another’spresence, and will not be
enough to pluck., clutch, and carry keys or rings of ence level of the caster. A mental bond between the able to attack, communicate,or enact magic upon
keys, potions, scrolls, and small, light sacks or caster and gargoyle is created, and through it the each other.
pouches. While controlling, a user of this spell has caster, regardless of distance, can (if conscious) di- An Entrapped victim may be freed by casting a
no idea how long control will last, and learns only rectly control the gargoyle’s actions. A controlled dispel mafic upon the rune, or by spilling a potion of
by visual observation that it has ceased. gargoyle cannot cast spells, but can perform acts of freedom on it-although if multiplecreaturesare im-
manual dexterity and wield certain magical items. prisoned, there is no way of ensuring the desired
Mhrninf Tmmpet A caster may (by the use of multiplecontrolgarfoyle one will be freed with either of these methods (a
Range: Touch (1 creature of an area up to 10 spells) control simultaneously a number of gar- wish or similarmeans will of course free the desired
square feet or 5 cubic feet in extent). goyles up to the equal of his or her Intelligence creature, if properly applied). Freed creatures re-
Duration: Permanent until dispelled, activated, or points, but can only directly control one gargoyle at appear on the nine-a particular entrap symbol can
death of caster occurs. a time. “Direct control” is the imposition of the only affect a particular being once-and have no
Effect: Warning Trumpet sounds if activated. caster’s will to control the gargoyle’s body as dex- knowledgehappened to them. If a disintegratespell is
terously and completely as if it was the caster’s used on the surfacethe rune is placed on, this sort of
This spell creates a magical alarm or warning sys- own. Symbol will be destroyed-along with all creatures
tem: if the object on which it is cast moves or is Such directcontrolrequires too much concentra- (if any) Entrappedwithin it.
moved more than ins own length in location, or tion for the caster to simultaneouslycast spells, but
changes its state (e.g., a closed door opening, a a gargoyle can be left without orders, to follow its
drawn weapon being sheathed, a knot being un- instincts, or left with a simple command, which it

26
Here follow descriptions of the magical items
found in the Cheiromar’s Seat of Power com-
plex (and elsewhere in this adventure). These
mav well be unique items, or DMs may wish
to introduce other specimens of each into the
campaign. The origin and method of making
each of these is not to be found written down
anywhere in the Seat of Power; Halazar
probably took such records with him.
Crystal of Death Scryinq
This cursed item always appears as a crystal
ball (9.v. D@)O Basic Set DM’s Book), but
regardless of how many times it is looked
into-it will function only thrice daily-all
that can be seen within it are violent deaths of
intelligent creatures, occurring somewhere
on the Prime Plane at that moment. I f partic-
ular individuals are concentrated upon, their
deaths may be seen-but only if they happen
to occur as the crystal is being used (an ex-
tremely unlikely event, unless the scryer
knows of an impending execution or other
demise): it does not show past or future
events. The surroundings and cause of death
will be clearly seen, and anyone seeing such a
death must save vs. spells or flee from the
room in which the crystal is located in horror
and revulsion. (The crystal is here to discour-
age thieves.) Each time the crystal is used,
there 1s a 33% chance that blood will begin to
seep from it, and flow down the sides. The
blood is not real, and will vanish within 1-3
rounds, but whatever it touches will be per-
manently stained.
Dart of Death
This rare item always appears as a small,
coin-sized disc of brass, with compass direc-
tions engraved on one side, and a command
worc (in this case, “Yalahara”) on the other.
The side with the compass points also has a
brass pointer on it, set on a central swivel like
the hands of a clock.
The dart will only operate when it is held in
the open hand of a living being. When it is so
held as the command word is spoken, the disc
will instantly become a dart, and flash from
the vvielder’s hand in a straight line, at the
height held, in the direction from the wielder
that the pointer is set (e.g., “north-
northeast”). Upon striking a target (“to hit”
roll riot required if a creature is in the flight
pathi or reaching its outer limit of 120’, the
dart will drop harmlessly to the ground, and
instantly revert to its disc form. The dart will
deal any target struck 1-4 hp of damage (no
saving throw). Changing the direction of the
pointer must be done manually, and takes 1
rountd. The knowledge of how to make such
darts is thought to have been lost long ago. A
dart cf death is usable by any living creature
.APPENDIX 111: NEW MONSTERS

Here follow complete descriptions of the new tacks) will have the following effect: the at- hand attacks as a monster of the same num-
monsters introduced in this module, in the tacker must save vs. poison or be paralyzed ber of HD as its creator had levels (the
order in which PCs will encounter them. (elves excluded) for 1-4 rounds. A Prying Cheiromar’s attacks as a monster of 27 hit
Note that only Prying Eyes will be encoun- eyes has no solid body; attackers expecting dice).
tered as a random, wandering monster, one may well overbalance and fall. A guardian hand is not intelligent, but can
sense if a target is alive or not, and will con-
PRYING EYES GUARDIAN HAND tinue to attack until the target ceases to live or
Armor Class: 3 or 7 (see below) Armor Class: 2/1
passes out of its range of guardianship. The
Hit Dice: 1/2** Hit Dice: (As creator)****
range and specific terms of a hand’s guardi-
Move: 60’ (20’) Move: 60’ (20’)
anship are set b y its creator, and by all reports
Attacks: 1 Attacks: 2 (see below)
seem to vary widely.
Damage: 1-6 Damage: See below
A guardian Hand can so sense l f e (treat as a
No. Appearing: 1-20 (1-20) No. Appearing: 1 (0)
form of infravision up to 60’ distant), this
Save As: Magic-User 9 (see below) Save As: Magic-User (Level of creator) power being independent of its eye. I f dam-
Morale: 3 (see below) Morale: 12
aged, the eye in its palm (which of course
Treasure Type: Nil Treasure Type: All possible
closes when the hand grips or punches, and is
Alignment: Neutral Alignment: (As creator)
therefore never so damaged) can see for 110’
XP Value: 7 XP Value: Varies (5000 +) with truesip-ht (as in the clerical spell). Thus a
These odd creatures take the form of small, This rare construct is of unusual power; it hand can tell the level and alignment of oppo-
twinkling pairs of lights, that float together takes the form of a levitating, severed human nents, know which mirror image is the real
(levitating) in midair appearing as disem- hand (usually a left hand), long-fingered and creature, and BO on. The eye is ACO, and has
bodied, glowing eyes. Their origin is uncer- of black, gleaming appearance. It has an eye 3 hp (of the hand’s hp total).
tain, but it is thought they come from the set in the middle of its palm. A guardian hand All physical attacks do a hand normal dam-
Astral Plane, and are allowed entry by the has as many hp as its creator did at the time of age. It is immune to fire, heat, and cold, and
casting of Gates and use of similar magics creation, and is AC2 (individual fingers be- cannot be drained of energy; a dispel magic
that create connections between planes, or ing A C l , and requiring 12 hp of damage each will cause it to become motionless for 1-2
find their own ways through existing worm- to be severed. Note that this is a separate hp rounds; an anti-magic shell slows it to 1 attack
holes (9.v. “The Multiverse,” DUD@ Com- count from the overall hp of the construct; it per round, and nullifies its finger-ray attacks
panion Set, Dungeon Masters Book). may be slain by hp loss before its fingers are (only) within the area of the Shell. The hand
Attracted to magical activity of all sorts, severed, and its fingers will not fight on inde- can also be pa.ralyzedby spell or natural @e.,
they seem naturally inquisitive, so that they pendently). monster) power; it saves against all attacks as
will follow living creatures, and cluster about Guardian hands are created for a specific its creator would have done, at the time of the
the location of any magical effects (or, failing purpose; as they require one of the creator’s hand’s creatiton.
that, magical items or spellcasters). Prying own hands, they are rarely prepared until Magical attacks that a hand saves against
eyes are silent and have no minds (or at least death approaches or death is expected if their are reflected back upon the caster or item
none that can be contacted or affected) and protection is lacking. Thus, they are usually wielder with full effects-if this is impossible
are therefore immune to being fooled by illu- found guarding tombs, treasures, refuges, due to the nature of the attack or the situation
sions, or the effects of charm, sleefi, hold, and spell books, and the like. (Note that they are (e.g., protective magics on the caster), they
similar “mind control” magics. They never magical constructs, not undead creatures, will be directed to another living creature
attack, unless themselves attacked first-and and cannot be turned, etc.) within 40’ regardless of this victim’s wishes or
will only counterattack each time they are A guardian hand levitates about with great those of the caster, or if no such creature ex-
menaced, not engaging in any ongoing com- speed (19’/round), having two attacks per ists merely negated.
bat unless they appear to do so while respond- round. These attacks are as follows: the hand The finger-ray attacks of a hand can vary,
ing to repeated attacks. For example, if can punch, producing a surrounding band of according to whatever spells the creator se-
struck, they will strike back-once-and force which makes the actual contact with the lects (such spells must be castable by the crea-
then float peacefully nearby. I f later struck target, dealing 1-6 points of damage per tor); the Ch.eiromar’s guardian hand has the
again, they will strike back, and then resume strike (no saving throw). The hand can grip following:
peacefully watching. (this attack becomes the hand’s only attack in Forefinger: energy drain
A prying eyes “bites” for 1-6 points of d d - any round in which it is used), its grip being Long finger: fiery beam
ing damage (actually, they absorb trifling corrosive (1-8 hp damage per round of con- Ring finger: paralysis
amounts ollife energy). They are AC7 to mag- tact; 1-4 only if the grip must eat through ar- Baby finger: whirlwind
ical attacks, and AC3 to non-magical attacks. mor first), and requiring a combined (The thumb has no attack; it regulates the
A n y magical attack (weapon, spell, or magical Strength total of 22 to break). The hand can hand’s burning grip.)
item effect) that strikes a prying eyes will slay it point with various fingers; the nail of each Energy idrain: Target must roll percentile
instantly, causing it to silently wink out of ex- will release a thin, beam-like ray which con- dice, and be governed by the result.
istence; non-magical attacks must deal 4hp of tinues in a straight line from the end of the 01-46% ’ :Any memorized spell is drained;
damage to a prying eyes to destroy it. pointing finger up to 40’ distant, The effects if none, re-roll. (Spells drained are lost from
Any physical attack, magical or non- of those attacks are described below. (Severed memory; :I hand will always drain the most
magical in nature, that puts the attacker in fingers do not retain their magical powers of powerful :@l; if two or more of the same
contact with a prying eyes, either directly or attack.) level are memorized, determine randomly
through weapon or armor (but not missile at- All attacks must hit to be successful; the which is lost.)

28
APPENDIX 111: NEW MONSTERS

L
47-69 % :A carried magical item, if any, is T h i s magical guardian of the Cheiromar’s tomb
drained (2-8 charges from a chargeable magi- is not undead, despite its name (although in life us all, as he appeared in life. Disturb him
cal item; minor items drained entirely Algahund encouraged this belief, and both not, for his magic outlives him, and those
Ol-riO%, or nullified in all respects for 1-20 Lathkoon and Zelazel believe it to be so), but a ain from it should also beware its lasting
turnis, 61-00%; artifacts nullified for 1-2 construct created by the Cheiromar-and power.”
turn s). hence, unique. It takes the form of a human
70-90%: LOSS of ld12 hp. skull, which “flies” about (16’hound) by means Whenever any living creature or creatures
91 = 00% : Loss of ld4 hp, and faint (treat of levitation, and has eyes like glowing flames. It enters the library:
as instant Sleep) for 1-4 rounds. can speak up to seven set phrases (of up to 77
Fiery Beam: Beam of fire, dealing 4d6 words each), with which it was endowed during “Here lies the greatest treasure that this
damage, and igniting (saving throw to avoid) its creation; these cannot be spells, and cannot world can give to any: knowledge. Use it
flammable items. be subsequently changed. Once set, each
Paralysis: This is instant (Le., it halts and phrase is linked to a specific set of conditions,
ruins spellcasting in the same round as it which if fidfilled will cause the Skullwraith to The Skullwraith has the following powers
taker effect) and almost total, permitting speak the phrase. (It does not then forget the and abilities:
breathing but not speech. The first round of phrase, but can repeat it tirelessly each time the Spell Reflection: One spell per round (if
paralysis is automatic; thereafter, each conditions are fulfilled.) The Cheiromar’s multiple spells are cast at a Skullwraith in the
round, the victim must save vs. drafon breath Skullwraith, prepared by Halazar, has the fol- same round, determine the one affected ran-
at - 2, paralysis being broken whenever such lowing speeches. domly) is reflected back at the caster, with full
a sa”e is hereupon the victim is immune to Whenever a living creature or creatures effects.
further paralysis from that hand for Id1 2 fur- first enters the chambers of the Seat of Power: Poison Breath: Once per turn, a
ther rounds). Skullwraith can breathe a conical cloud of
Whirlwind: All creatures struck by this poisonous vapors, which it synthesizes from
ray of turbulence must save vs. drafon breath in the end must we all. Proceed with great the air around it as necessary. This cloud is
or be. spun around and around with dizzying care; great danger awaits the destructive 20’ long and 10’ in width at its base, 40’ wide
speed, suffering 1-4points ofdamage and los- or greedy.” at its farthest extent, appears as green smoke
ing all items held or carried. To avoid losing a with a faint, incense-like acrid odor, and has
particular item, a victim of the Whirlwind Whenever attacked, by magical or physical the following effects on all creatures within
must concentrate on retaining it (thus, only means: the cloud:
one item may be saved), and save vs. parabsis Creature saves vs. Poison: Creature Slowed
at - 2 to do so. One or more items worn by due to nausea and “dazed” mental
“Beware! Tempt not death! From beyond
victims (such as scabbarded weapons or confusionllassitude, for 2-7 rounds.
the grave the Cheiromar still can strike!”
backpacks) will also tear free unless a second Creature fails to save vs. Poison: Creature
save vs. dragon breath is made. suffers 1-6 hp damage, and collapses in-
Whenever any living creature or creatures
AI items tom from a victim are hurled away stantly into convulsions falling asleep after 2
touches the globe imprisoning the Eater-of-
in al directions by the Whirlwind’s violent rounds. Sleep lasts for 2-7 rounds, and can-
Magic, or approaches or touches the control
spinning action; any creature within 60’ of the not be broken earlier by any means.
sphere:
victim (except the Hand or any creature di- Fireburst: Whenever a Skullwraith
rectly behind it, and thus shieldedby the force touches a creature (or that creature’s weap-
of thr ray itself) must save vs. dragon breath or ons or armor), a tiny gout of flame will spurt
be sti-uck by one or more of these uninten- all magic in these lands ...what lies within from its eyes and burst upon the creature,
tiond missiles; small objects do id4 damage, the greater sphere is a power to overmatch causing 1-4 points of fire damage.
and larger ones (e.g., swords, packs, or staves) most wizards, and a threat to all. Do not A Skullwraith has no purely physical at-
do ld6. Small, moveable objects in the area of harm the sphere.” tack (other than lightly ramming to deal its
a Whirlwind effect will also be picked up and fireburst), but can snatch scrolls, keys, gar-
flung about; man-sized and larger or heavier Whenever any living creature or creatures ments, and the like in its jaws, and has some-
objects will only be shifted slightly. enter the chamber that contains the actual thing of the intelligence and senses of its
Seat of Power: creator. In this case, the Skullwraith can rec-
SKULLWRAITH ognize spellcasting and the approach of po-
Armor Class: 2 “You approach the Seat of Power. A place tential attackers, attempts to net or grab it
Hit Dice: 1 + 1 * * * * of great usefulness-and great danger- and the like, can “see” (with 60’ infravision)
Move.: 48’ (16’) to all who work magic. Use no magic in its as though it were a living man, and will avoid
Attacks: See below presence, and strike it not, or perish.” direct physical contact by soaring up to the
Damage: See below \z‘w ceiling and remaining there when first men-
No. Appearing: 1-3 (0) Whenever any living creature or creatures aced. It can dodge and swerve in rapid, intri-
Save As: Magic-User (Level of creator) approaches within l’, or touches, the Cheiro- cal aerial acrobatics, is AC3 as a result (AC7
Morale: 12 mar’s casket: if somehow Held or immobilized), and has 9
Treasure Type: A-I, M, N hit points. If destroyed, it will shatter-the
Alignment: (As creator) “YOUgaze upon the Cheiromar, mightiest shards crumble to dust-and a spell (for so
X P Value: 31 of mages, the Vigilant One, Guardian of Halazar has used the seventh set of condi-

29
APPENDIX 111: NEW MONSTERS

tions, rather than linking a phrase to them) larly, brighter and dimmer, brighter and dim- Spellcasters of all sorts who retain memo-
will be unleashed instantly on the creature mer; it will flow to fit around obstacles, and is rized spells when enveloped by an eater will
who destroyed it (Le., struck the last blow if able to seep through cracks of half an inch or lose one spell (determine randomly) at first
several had a hand in the Skullwraith’s de- less (for example, around most doors, includ- contact, and one per round of being envel-
struction): a lightning bolt, of 20d6 strength ing those of the Seat of Power), but when un- oped thereafter; each time this occurs, the
(save halves damage). obstructed assumes a spherical form ten feet spellcaster must save vs. death ray or be Fee-
The Skullwraith will not otherwise attack across. Eaters-of-magic are thankfully ex- bleminded.
or molest intruders, but will merely accom- tremely rare, and are thought to come from Eaters-of-magic do no other damage to
pany them, floating above their heads, the dinunsion ofnightmares (cf. Malfera, D&YP creatures they contact or envelop, and suffer
around the chambers of the Seat of Power. It Companion Set Book Two, p.34) or a similar normal damage from fire and physical at-
will not leave the extradimensional complex; dimension alien and hostile to humans. tacks (severe cold does them only half dam-
it will view any attempts to take it out as at- Eaters-of-magic are silent, menacing crea- age; note that magically-caused cold will be
tacks. tures without visible eyes, limbs, or other absorbed and negated by the eater, but will
The method of making this powerful type body features; they always move towards the do the eater 1 round’s worth of full damage as
of construct is thought to have died with Ha- greatest concentration of magic, seeking to it is so ended), being AC10-and automati-
lazar, although he may have passed it on to envelop it. Spells cast at an eater will be ab- cally hit if the attacker is enveloped-and
his apprentices. sorbed by it; it will suffer no harm and the having 7HD (the one imprisoned in the Seat
magic will have no normal effect-but the of Power has 40 hp).
EATER-OF-MAGIC eater will gain as hp whatever points of Note that fire of magical origin cannot
Armor Class: 10 damage-if any-the magic would have harm an eater, because it will be instantly ab-
Hit Dice: 7’ caused; non-damaging spells yield hp equal sorbed, or prevented from forming. An eater
Move: 30‘ (10’) to the level of the spell (for example, a web will ignore physical attacks, moving relent-
Attacks: See below would give an eater 2 hp, and would not lessly to absorb magic; it will not hesitate for
Damage: See below form). Eaters can absorb 1-4 charges from any reason. Mind-control spells do not affect
No. Appearing: 1 (1) chargeable items (if an item remains within it, and it seems fearless. When an eater is
Save As: Fighter 4 the “body” cloud of an eater, it loses 1-4 slain, it will lose its radiance, the “smoke” of
Morale: 2 (see below) charges every 2 rounds), or negate the powers its body will dissipate into thin air, and any
Treasure Type: Nil of non-chargeable magical items (including magic within its body area (or, if a weapon
Alignment: Chaotic potions and scrolls; if used, their effects will that slew it, even if no longer within its body
XP Value: 850 be delayed for the 1-4 rounds mentioned) for area) will receive a magical bonus of 1-6 addi-
1-4 rounds per contact, artifacts being nulli- tional charges, one subsequent use for “one-
This strange, fearsome creature appears as a shot” weapons such as magical arrows,
fied for 1 round (similarly, such temporary
swirling, levitating cloud of lime green-hued
nullification should be checked on every sec- double effect vs. scrolls, memorized spells,
smoke, opaque and faintly luminescent. The ond round if such an item or artifact remains and artifacts will not be so augmented.
radiance of an Eater-of-magic pulses regu- enveloped by an eater).

30
RANDOM ENCOUNTER TABLE
Refer to Combined Monster Statistics Table for details.

Die Roll Monster No. Appearing Remarks Rules source

01-06 Bat, normal I ,


<
1-10 Basic
07-16 Bear, black . 1-4 Basic
17-21 Bear, grizzl 1 Basic

‘*Animal Herd

d a (large pat&;

- - ’

I Basic
5 Basic

_ _ 86 Ahagcdess
Robber fly
I 87
m-89 Shrew, giant
1-6
1-8 in swamp,change to Insect SW

-
1-L
Spider, giant crab 1-4 Basic
.. ‘nttprantula Basic

-
” ’ ‘ 3
Sprite Basi
Sttirge Basi,
Weasel, giant Basic
00 Rare Monsters-see subtable, “Rare
Monsters”

Most encounters should be modified to solitary creatures unless the party is very strong.
DMs should roll results, or choose monsters specifically, as desired or in response to particular situations (such as not having the
necessary rulebook handy for a particular monster). Random Encounters should limber up the PCs and force them to use up the occa-
sional potion or magical item charge.
. . . . . ~ . , . ...
.
. ., ” .
,
, .
. .

COMBINED MONSTERS STATISTICS TABLE


I
Name AC HD hp AT D MV ALTHACOBook SNSD

Actaeon 3 11’. 60 3 7-12/7-12/2-16 lSO’(50’) N 10 Masters breathpolymmplrr


Basilisk 4 6+1** 36 1 1-10 sO’(20‘) N 13 Expert gaupetnfies
Bat, normal 6 I/+ 1 (1) conhum 120‘(40‘) N - Basic -
1-3/1-3/14 1 I_-

1-3/123/1-6/1-4 90’(30’) C 16 Basic immune: S&J, chum, non-magicai


weapons
1-8 x4 (swords) 120’ (40’) N 14 Expert immune: fire, cold,electrical
- --
holds. entangles - - Gompamon-

-1-4/1-4/2/2-16
16 x2, or 1-8

4
260’(12O’)fly N
_^.._^..
TJ”

480’(160’)
(1J”)

N
210’ (70’) flv L
.
.“
13
-
1”

19
16
Expert
N m

F-
Master
Master
-
likelytoattackhorscd

4tblevel cleric: SWUS instead of attacks


V 60’ (20’) fly N - Expcrt pursues, automatic damage
%&A

180’(60’) N 19 Basic
by weapon 6q’(20’) C 19 Basic
&burst, 1-4 48’(16’) L 18 New

2-12 + poir 0’ (20’) 1

er poison kills; shifts from plane to plane


while attacking; carries no magical
items

7 4+4 v 1 2-8 150’ 150’1 N 15 Comi bold on and suck blood


nal 7 2+2 9 1 1-6‘ iao’(6o’j N 17 Basic -
8 2 V 1 1-8orweapn 90‘(30’) C 18 Basic undead, immunetoskcpandch
Companion Game Adventure

The Endless Stair


by Ed Greenwood

The Great Mage Cheiromar, known as Agla-


hund the Mighty, is said to be buried under the
Leaning Stone atop Galzar’s Crag. One of his
apprentices, Ulthorn, has been discovered
dead in an aperture of the Leaning Stone. . . a
doorway that locals swear has never been there
before!
You must discover how Ulthorn died and the
mystery of the Leaning Stone. In the process,
you may find yourself at the Endless Stair.
Those who never climbed it say it seems to
lead to nowhere. Those who did never lived to
tell of it.
Will you dare ascend into the unknown?

This adventure is for use with the


DUNGEONS E DRAGONS‘ Companion set,
which complements the DED Basic and Expert
Rules. This adventure cannot be played without
the D E D Basic, Expert, and Companion sets
produced by TSR Inc.

“‘1987 TSR Inc. All Rights Reserved. Printed in U.S.A.

TSR Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva Cambridge CB1 4 A D
WI 5 3 1 4 7 United Kingdom

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