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B10 - Night's Dark Terror (TSR9149)
B10 - Night's Dark Terror (TSR9149)
TABLE OF CONTENTS
~-
Events WE7 and WE12 ·Journey to Threshold Loose Insert
Area Wl9 • Gnomes' Ferry Loose Insert
Map R • Rifllian Loose Insert
Maps T & F ·Threshold & Fogor Isle Loose Insert
TSR, Inc. Map V • Foamfire Valley Loose Insert
"lllOOUCTS Of YOUll lllAQINATION,.
Map ff - The Lost Valley Loose Insert
Map K • Eastern Karameikos Outer Folder
ISBN 394-55412-4 The Tapestry Inner Folder
9149 Plans H5 & H6 ·Temple of Pflarr Inner Folder
Printed in the USA Areas W9-Wl7 ·South of the River Inner Folder
NIGHT'S DARK
TERROR
Expert Play
You may find running this adventure
different to ones you have previously
Dungeon Mastered, for Night's Dark Terror
is a campaign adventure designed to let
your players' characters experience the
thrill of discovering a fantasy world.
There are a myriad different options open
to the adventurers, and many places where
they may explore, since there are no
dungeon walls to restrict their movement
(although rivers and mountains often have
a similar effect).
This section takes the adventurers from the the boat safe from the arrows. At the same This is the adventurers' first encounter
city of Kelven to the besieged homestead at time, the Hounds armed with daggers dive with the forces of the Iron Ring. If they
Sukiskyn, and deals with the adventure into the river and start to swim towards the search the bodies, they will find the
during and after the siege, up to the point boat, while the bowmen continue to fire characteristic marks of the Iron Ring
where news arrives that Pyotr's brother arrows. When they reach the boat, it takes (brands and manacle scars - see PSIV) but
Stephan has been abducted by the goblins. the boarders 1 round to clamber in, during these mean nothing to Kalanos or the crew.
which they cannot make an attack. At this None of the Hounds of the Iron Ring has
moment, however, the Reaver disguised as any treasure, and the impostor rower has
Leaving Civilisation a crewman makes his move, attacking the only 3gp. The Reaver on the bank has 30gp
defenders and backstabbing if possible. in mixed coins.
Behind (Map K)
Note: The boat gives complete cover
As arranged (see Getting Started - p5), against missiles for anyone hidden below Wl. Misha's Ferry (Map K)
Kalanos and his river boat are waiting for the gunwales and +2 protection for those
the party on the wharf at Kelven on the who show themselves (e.g. to cast spells or Misha's ferry stands at the point where a
morning of the 7th of Thaumont (see The fire arrows). The water gives+ 1 protection trade route crosses the Volaga river. It is the
Passing Days - PSI, and Weather - PSVII). to swimming characters (see BP60). first place upriver from Kelven where the
Kalanos' boat has a crew of nine (including river can be crossed, and the adventurers
eight rowers) but, unknown to him, one of can complete the journey to Sukiskyn on
the rowers (whom he hired only a few days On the bank: foot from here. Kala nos continues upstream
ago) is a Reaver of the Iron Ring (see PSIV), I Reaver of the Iron Ring (fighter): AC 4 to the Ilyakana lumber camp (see W4-pl5J.
with orders to help the Iron Ring squad (chain mail & shield); F2; hp 14; MV 90' (30');
stationed upriver (see below). The Reaver #AT 1 sword or I arrow (short bow); D ld8+1 Being in the general area of Golthar's
is indistinguishable from the other rowers. (inc. S bonus) or ld6; Save F2; ML 10; AL N; search, Misha was attacked the previous
xp 25; THACO 18 (inc. S bonus); PSIV. night by Vlack's vampire bats (see event
At first, the river is flanked by rolling WE5 - pl 4) and fell into the river where she
downs on both sides, but a few miles 8 Hounds of the Iron Ring (bowmen): AC 7 drowned. Her pet cave bear was wounded
upriver from Kelven the forest closes in on (leather armour); HD 1+I; hp 6 each; MV 120' and fled into the forest.
the southern bank. The river is narrower (40'); #AT I arrow (short bow); D ld6; Save Fl;
here, and faster-flowing, but .,the boat ML 12; AL N; xp 19 each; THACO 18 -
makes good progress: R 50/100/150; PSIV. By late-afternoon the boat reaches
the jetty at Misha's ferry. As the crew
12 Hounds of the Iron Ring (boarders): AC 9; help you off with your baggage,
Suddenly, there is a thud and the HD l+I; hp 6 each; MV 120' (40'), 60' (20') Kalanos calls out to Misha, but has
boat lurches to a halt, momentarily swimming; #AT I dagger; D ld4; Save Fl; no reply.
throwing you off-balance. ML 12; AL N; xp 19 each; THACO 16 (inc.
ferocity bonus); PSIV. "Don't worry," he says, "Misha often
goes off hunting with that flea-bitten
The riverboat, which is about 80 feet from On the boat: old bear of hers. She'll be back before
the wooded right bank, has struck a chain Kalanos • boatman: AC 7; F5; hp 22; MV 90' night and won't mind you making
stretched across the river. The chain was (30'); #AT I dagger; D ld4; Save F5; ML 12; yourselves at home. Good luck!"
put there by a squad of Iron Ring warriors ALL; THACO 17. Kalanos gives the order "Cast off!",
(see below), ordered to prevent anyone Appearance: Male, age 40, short, with black the boat pulls away from the jetty,
(especially adventurers) venturing to the receding hair. and continues upriver.
east of Kelven. The Iron Ring squad Clothing: Heavy brown robe over leather
consists of a Reaver (fighter) and 16 armour, 2 gold arm bands (value 60gp each).
Hounds (7 armed with bows and 9 with The door of the cabin is unlocked. Inside,
daggers). They were hiding in the woods 7 ordinary crewmen: AC 9; NM; hp 3 each; nothing seems to have been disturbed and
on the right bank, and automatically gain MV 120' (40'); #AT Nil; Save NM; ML 7; AL N. there are no signs that anything is amiss.
surprise when the Reaver and bowmen The only things of value in' the cabin are
begin the attack by breaking cover and I Reaver of the Iron Ring (thief): AC 6; T4; 45gp worth of mixed coins in a jar on a
firing arrows at the boat. (inc. D bonus); hp 12; MV 120' (40'); #AT I shelf.
dagger +I (concealed); D ld4+1 (double for
In the second round of the attack, the crew backstab); Save T4; ML 10; AL N; xp 125; Shortly after the party arrives, the bear
(including Kalanos) hide in the bottom of THACO 19 (15 for backstab); PSIV. returns. Wounded and angry, it charges
6 SIEGE AT SUKJSKYN (WI. Misha's Ferry)
towards anyone it sees and attacks them . If The following descriptions assume that
the adventurers take refuge in the cabin and the party approaches the homestead from
do not attack the bear, it will claw at the the west along the track which leads to the
doors and windows for a while before bridge. If this is not the case, you should
wandering off. It will not return. Feeding amend them accordingly, remembering
the bear will not pacify it. that the adventurers may be well be
massacred if they remain in the open, and
I cave bear: AC 5; HD 7; hp 30; MV 120' (40'); that the homestead is quite obviously the
#AT 2 claws/I bite + hug (if both claws hit); only defendable position available.
D 2-8/2-8/2-12 + 2-16; Save F4; ML I I; AL N;
xp 450; THACO 13; BD26.
Welcome to Sukiskyn!
Journey to Sukiskyn When the adventurers are about 500 yards
from the homestead, they catch wind of the
Night falls about an hour after the party battle:
arrives at Misha's Ferry. The party should "Look out!" cries a man's voice from
be encouraged (by the howling of wolves, if the gatehouse across the bridge, and,
necessary) to stay in the cabin overnight. If It is past sunset. A twilight hush has through the smoke, you see a squad
the adventurers venture out during dark- settled over the forest, and there is no of goblins mounted on huge wolves
ness, they will be attacked by 2-5 wolves (see movement amongst the shadowy charging wildly along the riverbank
Optional Encounters - PSVIII) and will trees on either side of the trail. The towards you. "Quick, before they cut
lose their way, ending up back at the cabin world seems at peace, perhaps a little you off!", the voice continues, and
after 2 hours. The next day is fine and too quiet. the gate starts to swing open. There
sunny. is not a moment to lose.
Then the silence is broken. A faint
The homestead at Sukiskyn is next on the cry drifts on the evening breeze
list for the combined goblin war parties which also brings a whiff of wood- If the adventurers hesitate for more than 2
commanded by Golthar's lieutenant Vlack, smoke. Ahead, you catch a glimpse rounds, the mounted goblins will catch
but they will wait until sunset before of flames rising beyond the trees. The them before they reach the homestead. If
attacking (see Welcome to Sukiskyn - sounds grow louder; shouts of men they head straight for the gate, however,
below), and you should arrange for the mingle with harsh, guttural war- they can get through it ahead of the
party to arrive a little after this. It is about cries and the clash of battle, while all goblins:
18 miles from Misha's Ferry to Sukiskyn the time the flames grow higher,
and this journey should take a full day for bathing the forest in a pink glow.
most parties. If, however, your party has a As you hurry through the gateway
very fast movement rate then point out that into the smoke-filled yard beyond,
the track meanders a great deal, increasing spears, hurled by the mounted gob-
the actual distance travelled. For slow Ambush! lins, thud into the timbers behind
parties, of course, you can describe the path you. To your surprise, the gate is
as easy to travel and very straight. held open by a young woman, who
The forest ends on the bank of a fast- quickly shuts and bars it once you are
flowing river spanned by a wooden all through .
Flames at Dusk bridge which leads to the gate of a
palisaded homestead. The buildings For a moment you are safe, but the
Full descriptions of the homestead of are mostly intact, but are lit by flames flames from the nearby barn are
Sukiskyn and its occupants are given on leaping from a barn to the left of the already starting to spread to the
pl!, PSIII, and Plan S). Use the counters bridge. wooden tower above the gate, and
provided, to run the siege on Plan S. beyond the barn, a group of scarlet-
In a clearing on the far side of the clad goblins has broken through the
By the time the party arrives, the homestead burning barn, you can see the palisade and is rushing towards you.
is under attack by the combined war- attackers - goblins, or possibly ores Some fall to missiles fired from the
parties of the Red-blade (Gnhasska) and - and from your right, beyond the main building, but the rest press on
Wolfskull (Kloss-Junk) goblin tribes (see main part of the homestead, come regardless. Unmoved, the woman
below and Non-Human Tribes and Clans the cries of frightened horses. waits until a man wearing leather
- PSVI), and the barn (area 3) is ablaze. A armour makes his way down the
third tribe, the Vipers (Jaggadash), who ladder from the smoke-filled tower.
were supposed to storm the southern side of As the adventurers approach the edge of the Then the couple make a dash for the
the homestead in the confusion, have trees, a squad of eight Wolfskull (Kloss- main buildings, calling on you to
stampeded the horses out of the pens and lunk) goblins (in their distinctive wolf- follow.
left, taking the horses with them . The other skin cloaks) ambushes them from the
tribes are furious about this. undergrowth, gaining surprise on a roll of
1-4 on ld6. In the first round, the goblins The woman is Alfana and the man Taras.
The homesteaders are in a fairly strong throw their spears. After that, they use axes. There are five Red-blade (Gnhasska) gob-
defensive position, but took some casualties When the fight with the goblins is nearly lins heading for the party from the breach
in auempting to save their horses. The over, the adventurers will see another in the palisade. Three others have already
blacksmith Novannes and his son-in-law group of seven Wolfskull goblins mounted been killed, and three of the survivors are
Hakos were cut down by sheer weight of on dire wolves, heading towards them, wounded (2 hit points). They ignore
numbers, but managed to kill three of the attempting to cut them off from the Alfana and concentrate their attacks on
Viper goblins before they fell. homestead: characters wearing metal armour.
SIEGE AT SUKISKYN (Flames at Dusk) 7
The Night If the adventurers leave the homestead, they
will be attacked by one or other of the war
The night is cloudless, and the moonlight parties (depending on which side of the
enables the defenders to see any attackers in river they are on - see The Attackers - plO).
the open. The shadows hide any creatures While the adventurers are in the open, the
in the woods, however. The various areas goblins will hurl 3d6 missiles per round at
of open ground which may be seen from them. If the adventurers enter the woods,
di££erent parts of the homestead are listed they will be attacked by the full war party.
in the homestead description (see Des·
cription of Sukiskyn - opposite).
Siege Events
Characters inside the buildings are com-
pletely shielded from missile attacks. The Events SE! and SE2 may be used at any
arrow-slits, windows and battlements give time and as often as you wish. The
varying degrees of cover as indicated on remaining events should preferably be used
The Long Night Plan S. at the times given:
Once the party reaches the main building Except when attacking the homestead, the
and the door is shut behind them, any goblins and other besiegers remain hidden SEI. Ominous Silence
surviving Red-blade in the yard fall to the in the woods around the clearing. The
defenders' arrows and slingshots. defenders will be aware of their presence, On several occasions, the goblins attempt
however, since the goblins chant and beat to frighten the defenders by interrupting
There is then a lull in the attack as the drums through most of the night, and the the drumming and chanting with a period
goblins withdraw and wait for the barn, the characters will catch fleeting glimpses of of ominous silence.
gatehouse and the northern part of the glowing red eyes amongst the trees. The
palisade to burn down. This will take goblins will also light numerous small
about 3 turns. During this time, Pyotr fires so as to give an exaggerated impression SE2. Snipers
hastily greets the adventurers and jokes of their numbers and conceal the true
grimly about the warmth of their welcome. positions of their main forces. At various times (DM's discretion), groups
He then explains their predicament: of ld4+2 Red-blade goblins sneak to the
edge of the woods and fire slingstones at the
- there are two clans of goblins attacking The Defenders windows and battlements. The goblins are
the homestead: the Red-blade (or Gnhass- well concealed by the darkness and the
ka), and the Wolfskull (or Kloss-Junk), It is up to you to control the actions of the undergrowth and have a -4 armour class
who ride wolves non-player characters, but Pyotr will go bonus (BP60) against missiles fired from
- there was a third clan, the Vipers (or along with any useful suggestions which the homestead. The goblin snipers will
Jaggadash), but these have run 0££ with the adventurers make. If the players are retreat back into the woods after ld6+8
the horses from the pens, after killing making a bad job of defending the home- rounds or if two or more of their number
two of the clan (Novannes and Hakos) stead, you should use Pyotr as a source of are killed.
- although the barn, the gatehouse and the suggestions and advice. The homestead has
northern stretch of palisade are on fire, a good supply of spears, bows, slings,
the main building and stables are intact arrows and slingstones in the tower arm- SE3. Foray
- with the party's help, the defenders have oury (area IO - p9).
a good chance of holding out until About 3 hours before midnight, the
dawn, when daylight will force the When Taras, Alfana and the adventurers drumming and chanting stop, and two
goblins back into the woods reach the main building, Pyotr, Darya, Wolfskull goblin bodyguards mounted on
- with so many goblins hidden in the Matvey, Masha (weeping pitifully), her dire wolves, lead another IO Wolfskull
woods it would be suicidal to leave the baby and Stellios are in the hall (area 4), goblins (on foot) in a charge across the
homestead before dawn and Kuzma and Irina are in their tower bridge, over the remains of the gatehouse
- this is only one of several goblin attacks room (area 11). The bodies of Novannes and across the northern yard to attack the
on human homesteads in recent weeks. and Hakos are in the stable block (area 16). northern door into the kitchen. At the same
time, eight Red-blade goblins rush across
the northern clearing, take cover in the
ruins of the barn (-2 AC bonus, BP60) and
TABLE I -COMBAT ABILITIES SUMMARY FOR PYOTR'S CLAN give covering fire with slings.
- the buildings are joined by 8-foot-high 4-8 Main House 10. Armoury tt
log palisades Contents: 2 short bows, 2 longbows, a
- the entrances to the homestead have 4. Hall t battle axe, 2 small shields, a long sword,
heavy oaken gates, and there is a Used at mealtimes, and the heart of life in a rusty mace, a dwarf-sized suit of plate
gatehouse overlooking the bridge the homestead. If the adventurers stay at armour, a broken crossbow, 3 slings, 16
- there are no ground-floor windows Sukiskyn, they will be expected to sleep spears, 120 arrows, 200 slingstones.
- the stone-built tower, intended as a here (straw mattresses will be provided). Overlooks: N Yard, N, & E Clearing.
refuge in case of emergency, has battle- The hall has a gallery at upper floor level
ments and a good store of weapons and from which it is possible to look out of the 11. Kuzma's and Irina's Room ttt
provisions windows. The cleric Kuzma spends long hours here
- all doors are of oak (require 30 points of Contents: Jong table, benches, Pyotr's large teaching her grand-daughter Irina. The
damage to smash them). The exterior chair, and (on the wall) a stuffed eagle room smells of incense and old books.
doors can be barred on the inside, while and a wolf's head, an old hunting horn, Contents: 2 small beds, 2 desks, chairs, a
the internal ones can be barred from and two tapestries. One shows wild, lectern, shelves of books and scrolls, a
either side. Note: a door, barricaded from running horses, and the other has a chest of clothes, a rack of 8 bottles: 4 of
behind requires an extra 5-15 points geometric pattern (this is the tapestry of herbal horse medicine (have no effect on
(DM's decision) to smash it open. the Hutaakans - see The Hutaakan man nor horse), 2 vials of holy water, and
Tapestries, p4). 2 potions of healing.
Overlooks: N & S Yards, Pens, E, Clearing. Overlooks: N Yard, N, & E Clearing.
Sukiskyn as a Home
5. Side Room t 12. Battlements t
Unlike a murky dungeon or a dismal ruin, This dark room is used for brewing, salting Overlook: N Yard, N, E & S Clearings.
for example, Sukiskyn is home to a meat, washing clothes and storing food
community of individuals leading rela- and drink. Stellios sleeps here.
tively normal lives; doing chores, talking, Contents: brewing, salting and washing 13-16. Stable-Block
playing, eating, relaxing and so on . Try to tubs; salted meat (hanging from the ceil-
make the place seem real to the players by ing); casks of ale; casks and sacks of food; 13. Forget
involving the party in the life of the oil lamps; oil; Stellios' bed. Novannes worked here, shoeing horses,
homestead. repairing tools and so on.
6. Kitchen t Contents: hearth, fuel, anvil, tools, rods of
Privacy. A warm room with a large hearth and iron, horseshoes, nails.
Even though the adventurers are guests, adjacent bread-oven. The women often
they cannot expect to have a completely gather here. 14. Tack Room tt
free run of the homestead (except during Contents: Table, stools, pots, pans, uten- Contents: saddles, harnesses, ropes, straw,
time of emergency, e.g. the siege). The sils, food, herbs, spices, Darya's pewter oats, items for tending and grooming
rooms are coded according to how private dinner service (used for special occasions horses, an old tent.
they are: only).
15. Hakos' and Masha's Room ttt
t : Communal - adventurers are free to 7. Taras' and Alfana's Room ttt Contents: bed, cot, chest of clothes, table,
come here as they wish. Contents: bed, table, chairs, two chests of mirror, baby's toys, balalaika (a stringed
tt: Semi-private - adventurers might clothes, Taras' collection of 15 ornate musical instrument) hanging on the
be asked why they were here, but daggers and IO antique pole-arms (on wall.
there would be no adverse reaction the wall). Overlooks: W River, S Yard, Pens.
unless they were acting suspiciously. Overlooks: N Yard.
ttt : Private room - the inhabitants 16. Novannes' Room ttt
would object (politely at first) if 8. Pyotr's and Darya's Room ttt Contents: bed, desk, comfy leather chair,
adventurers were found here unin· Contents: bed, table, chairs, mirror and chest of clothes, a very intricate wrought·
vited. Suspicious actions here would portrait of Pyotr's father (on wall), two iron candlestick, a small painting of
cause an angry reaction. chests of clothes. Hidden in a locked Novannes' wife, a stuffed goblin's head
secret compartment by the hearth is the (on the wall).
clan treasure: a solid, iron-bound chest Overlooks: W &: S River, S Yard.
Details of the Homestead containing a sack of 2500gp. The base of
the chest is cunningly trapped (-10% 17. Stables t
The following descriptions list the uses of chance of detecting) - if the sack is 11 riding horses: AC 7: HD 2; hp II each;
the rooms and their main contents. It is up lifted, a poison dart flies up (THACO 10; MV240' (80'); #AT2 hooves; D l-4/l-4;Save Fl ;
to you to decide what other minor items of D 1-4; save vs. Poison or die). ML 7; AL N; THACO 18; EX51. Each is the
furniture, tools, domestic utensils, per- Overlooks: N & S Yards, W River. personal property of one of the clan.
SIEGE AT SUKISKYN (Description of Sukiskyn) 9
The Attackers The Wolrskull are distinguishable by cheir The Red-blade are easily distinguishable
wolf-skin robes. They are in che woods to since their cloching, armour (and even
Two goblin clans, the Wolfskull (Kloss- the west and south of the river. Kloss, hi some of their weapons) arc all in various
lunk) and the Red-blade (Gnhasska · see bodyguards, and nine other goblins are shades of red. They are positioned in the
below) swarm around lhe homestead, mounted on dire wolves: woods to the north and east of the
commanded and observed from the rear homestead.
by Golthar's hobgoblin lieutenant, Kloss (goblin king): AC 6; HD 3; hp 15;
Vlack. MV 90' (30'); #AT I battleaxe: D ld8+1: Save F3; Gnhass (goblin ~ing): AC 6; HD 3; hp 15;
ML 10; AL C; xp 35; THACO 17; BD31. MV 90' (30'); #AT I battle axe +I: D ld8+1 ;
The actions of the attackers are described Trnsure: ebony wolf's-head medallion with Save F3: ML. 9; AL C; xp 35; THACO 17;
in the sections Ambush! (page 7), and jade eyes (value· 175gp): 4!lgp. BD!ll.
Siege Events (page 8). The totals given Treasure: !l5gp, 1wo bloodstone earrings
below are the numbers present when the 3 goblin bodyguards: AC 6; HD 2; hp 9 each; (value - IOOgp each). and a battle axe +)_ The :-
party first arrives. Any attackers killed MV 90' (!10'); #AT 1 bauleaxeor I pear; D Jd8or value of this item will not be apparen1 thanks
during the night should be deducted ld6; Save F2; ML 10; AL C: xp 20; THACO 18; to several coats of red paint!
from these. BD31.
Trnsure: each goblin bodyguard has 2d20gp 4 goblin bodyguards: AC 6; HD 2; hp 9
worth of coin$ and 01her objcc1s. each: MV 90' (30'}; #AT I sword or I sling
Vlack's Retinue s1one; D ld8 or ld4; Save F2: ML 9; AL C;
25 goblins: AC 6: HD 1-1; hp 4 each; MV 90' xp 20 each; THACO 18; BD31.
Vlack (a hobgoblin "king"), his ice wolf, (!lO');#AT I hand axe or I ~pear; D ld6;SavcNM; Treasure: each has 2d20gp worth of coins and
hobgoblin bodyguards and giant vam- ML8(10 with leader); ALC; xp5each; THACO other objects.
pire bats, are in the woods east of the 19; BD!ll.
homestead with the R~·blade (Gnhass- Treasure: each ordinary goblin has coins and 43 goblins: AC 6: HD 1-1; hp 4 each; MV 90'
ka). The statistics of these creatures are other trinkets worlh ld6gp. (30'); #AT I short word or I sling lone: D ld6
given on p14 (event WE5). During the or ld4; Save NM; ML 7 (9 with leader); AL C;
siege they will stay hidden from the l!J dire wolves: AC 6; HD 4+1; hp 16 each; xp 5 each; THACO 19; 8031.
characters and will avoid any encounter MV 150' (50'); #AT I bite; D 2d4; Save F2; ML 8; Treasure: each ordinary goblin has coins and
with the party. AL N; xp 125 each; THACO 15; BD!l9. other uinkets worth Jd6gp.
5 giant vampire bats: AC 6; HD 2•: hp 7 each; The Day After Unknown to the homesteaders, the Viper
MV 180' (60') flying; #AT I bite; D 1-4 + goblins headed towards a bandit camp
paralysis; Save Fl; ML 8; AL N; xp 25 each; As dawn breaks over the homestead of (W3), leading the 41 stolen horses. On the
THACO 18; BD25. Sukiskyn, it reveals the carnage caused by way, they were overtaken and attacked by a
the battles of the previous night. In group of Wolfskull riding dire wolves (see
addition to any attackers killed after the W2), but some still managed to reach the
Just Before Dawn party's arrival, there are four dead Red- bandits and sold the surviving horses to
blades in the northern clearing and three them.
Just before dawn, the Wolfskull goblins dead Viper goblins in the pens. If the
give up the attack in disgust, and leave to adventurers search the bodies they will With the horses gone, the homesteaders are
pursue the Viper (Jaggadash) goblins (see easily recognise members of the three very downhearted, and it seems at first that
Recovering the Horses, below). The different clans (see Non-Human Tribes the party have had a wasted journey from
defenders cannot see them depart, but all and Clans - PSVI). Kelven. Taras is not easily discouraged,
the goblin drums go silent. however, and, after a brief discussion with
The goblins have stripped any bodies in Pyotr, tries to persuade the party to
Infuriated by the Wolfskull's cowardice the woods or on the west bank of the river, accompany him in pursuit of the Viper
and shamed by the goblin's failure to take but have abandoned the rest. goblins, using the following arguments:
the homestead, the Red-blades' king,
Gnhass, determines to lead his remaining - with so many horses, the goblins will be
troops on afinal attack against the hall. Reading the Signs easy to track
- the goblins cannot ride horses, and so
The defenders gain some inkling of this Searching the woods around the homestead Taras and the adventurers will easily be
attack when the goblins gather together in reveals ample evidence of the goblins' able to catch up with them on the
the woods beyond the eastern clearing and presence in the form of camp fires, stripped homesteaders' mounts
join in a death-chant (quite different to the goblin bodies, chewed animal bones, fruit - the Vipers are known as a cowardly mob
previous chanting). rinds and other rubbish. There are numer- and have even less taste for a fight during
ous footprints of goblins and dire wolves the day
After chanting for 2 rounds, the goblins and the party may notice (30% chance) - Pyotr will give a reward of 20gp for each
charge the homestead across the eastern some larger, hobgoblin prints. Amongsr horse recovered.
SIEGE AT SUKISKYN (Events SE4-SE5/The Day After) 11
The Vipers were attacked by the Wolfskulls 4 bandits: AC 6 (leather armour and Dex.); T3;
about midday, and were soon overwhelmed, hp 7 each; MV 120' (40'); #AT I sword; D ld6(or
but some managed to flee with 24 of the 2d6- backstab); Save T3; ML 8; AL C; xp 35 each;
horses. Content with their revenge, the THACO 19 (or 15 - backstab); BD25.
Wolfskulls left for home after about an
hour, and a pack of scavenging oil beetles Fyodorll is a businesswoman as well as a
arrived. bandit, and would prefer to trade than to
fight. If the party approaches and questions
6 oil beetles: AC 4; HD 2•; hp 8 each; MV 120' her, she will say that she bought 24 riding
(40'); #AT 1 bite+ oil squirt; D 1-6 + blisters (-2 to horses from some goblins a short while
hit for 24 hours); Save Fl; ML 8; AL N; xp 25 ago, and had no idea that they were stolen.
each; THACO 18; BD26. She offers to sell the horses to the party for
50gp each - "The same as I paid the
The beetles will reach the party after I goblins" (she actually paid 15gp each!).
round. When the fighting begins, a female Taras will refuse point-blank to pay for the
Pyotr is keen to recover the horses, but is Viper goblin who hid in a tree during the horses.
afraid of another goblin attack and instructs battle and stayed there when the beetles
Taras to hurry back. The adventurers will arrived, attempts to flee into the woods. If If the party refuses to deal, Fyodorll waits
be allowed to borrow riding horses from the party captures and questions her, she until the characters are just about to leave.
the stables (area 17, p9), but will be asked to will describe the course of the battle She will cunningly use her ventriloquism
take very great care of them since each is the willingly, and may even give them other spell to distract the party by making a noise
personal property of one of the clan. information (see Sources of Information amongst the trees, then she and her
- pl3). henchmen will attack (backstabbing if
If the adventurers refuse to go with Taras, possible).
then Gregor and the other refugees from Viper goblin: AC6; HD 1-1; hp.'1; MV 90' (.'10');
Ilyakana should arrive now rather than #AT 1 war hammer or 1 thrown dagger; D ld6 or In the wagons are blankets, some clothes,
after the party's return (see Bad Tidings ld4; Save NM; ML 6; AL C; xp 5; THACO 19; supplies of food, and Fyodorll's spellbook.
- below). Gregor and his men will go with BD.'11 (and PSVI). The book contains detect magic, light,
Taras and return before night on the sleep, ventriloquism, ESP, knock and
following day. The dead comprise 22 Viper goblins levitate. The bandits each carry 75gp worth
(identified by their distinctive cheek of coins and other items.
tattoos), three Wolfskulls and one dire wolf
Tracking the Horse-Thieves - all have been stripped of any weapons or The corral holds the 24 white riding from
valuables. Only 17 of the original 41 horses Sukiskyn, plus IO others (eight riding
The trail of the Viper goblins (see Reading were killed, however, and clear tracks of the horses and two war horses). Since the
the Signs - pl I) is easy to follow. The others can be seen heading south east. The adventurers are currently riding borrowed
goblins soon left the forest, but kept in the tracks of the Wolfskulls (leading south horses, Taras will encourage them to
shadow of the trees (see Map K). The prints west) cannot be followed very far before choose mounts for themselves from these
of the horses are clearly visible, and the they peter out. extra horses:
party can make out some goblin footprints.
They may even notice (203 chance) prints 32 riding horses: AC 7; HD 2; IO each; MV 240'
left by the pursuing dire wolves, but the W3. Bandit Camp (no map) (80'); #AT 2 hooves; D 1-4/1-4; Save Fl; ML 7;
adventurers will not be able to tell how AL N; THACO 18; EX51.
many there were. The Viper goblins' trail leads into the
woods. After a few miles it meets and 2 war horses: AC 7; HD 3; hp 15 each; MV 120'
follows an overgrown trackway which (40'); #AT 2 hooves; D 1-6/1-6; Save F2; ML 9;
W2. Scene of Battle (no map) leads to the bandits' camp. Fyodorll and AL N; THACO 17; EX51.
her four bandit henchmen live in three old,
At this point, the Viper tracks veer off covered wagons which were abandoned
suddenly into the forest. About 200 yards here years ago, and have a rough corral for Bad Tidings
into the trees, the party find the scene of the horses. Before they come within sight of the
battle between the goblin clans: camp, the adventurers see a sign (in Elvish By the time the party returns to Sukiskyn,
and Common) nailed to a tree. It reads Gregor and three other men from the
"Miss L. Fyodorll - Equine Entrepreneur lumber-camp at Ilyakana (see Map K and
It seems you were not the only ones - Dealer in Fine Horses." area W4) have arrived, bringing news of a
out to catch the horse-thieves, for in goblin attack on the camp the night before
the muddy clearing before you the Fyodorll - Bandit Leader: AC l; E4; hp 17; the attack on Sukiskyn (the Refugees from
goblins have been attacked and MV 120' (40'); #AT 1swordor1 arrow; D ld8 or llyakana are described on PSIV):
massacred. The stripped and bloody ld6; Save E4; ML 9; AL N; xp 175; THACO 17 or
bodies of a score of goblins lie mixed 14 - R 70/140/210. - the goblins (from the Wolfskull and
with the torn carcasses of horses, and Abilities: S9, 115, WIO, DIS, Cll, Chl6 Red-blade clans) attacked at dusk, setting
the obese corpse of a tall goblin Clothing: Blue robe over chain mail +I, a ring fire to the palisade and overrunning the
hangs by his feet from a tree. But even (value - 210gp). camp
now, the goblins have no peace. Six Gear: sword, longbow, arrows, scroll with - Gregor and his companions escaped,
large beetles are feasting on the noating disc (x2), 25pp (in a belt pouch). and they say Kalanos managed to hide,
remains. Without a moment's hesi- Spells: but everyone else (including the crew of
tation, they scuttle towards you ... It !st level - sleep, ventriloquism Kalanos' boat) was killed or captured
looks as if they prefer live meat to 2nd level - ESP, levitate - Pyotr's brother Stephan (see Getting
dead! Appearance: Elven female, age 120, tall, fair; has Started - p5 and PSIV) was one of those
a surprisingly deep voice. taken prisoner.
12 SIEGE AT SUKISKYN (areas W2 & WJ/Bad Tidings)
SOUTH
OF THE RIVER
Sources of Information
There are many possible sources of infor-
mation which could lead the party to the
various fixed encounters:
SOUTH OF THE RIVER (Shaping the adventure) 13
and Taras dance, Gregor tells jokes, and from a pack or saddle-bag. For each hour
the characters are encouraged to join in. (up to 6 hours) spent backtracking (at half
Pyotr proudly shows off the clan treasures normal speed) there is a 20% chance that the
hanging around the hall (area 4 - p9), item will be found. You should not have
including the tapestry. He knows nothing the character lose a vital item, since it is
of the tapestry's origins. possible that it will not be found.
Most of the snakes in the chamber are either - the elves' (led by Goriidel - E3) are
stuffed specimens or crude wooden carv- members of the Vyalia clan (see PSVI)
ings. However, the goblin leader has three which lives in the forest to the south-east.
WIO. Viper Lair (Map WIO) live snakes which he can throw (one per - although it is beautiful, the island is
round) at the player characters. Each snake taboo to the Vyalia who believe that it is
After their defeat by the Wolfskulls (see should be treated as a thrown weapon haunted by some terrible creature or
area W2 - pl4), the Viper (Jaggadash) (range 20/40/60) using the goblin leader's thing.
goblin clan fled to their lair, led by one of chance to hit. - months ago, the Ilya pixies (see PSVI)
the dead king's bodyguards. They have took up residence on the island and, soon
barricaded themselves in and have prepared - If it hits, the snake automatically coils after, began to harrass the elves, attacking
an escape route (area d). The tunnels and around its victim and inflicts ld8 points small parties and stealing goods.
corridors are IO feet high. of constricting damage per round until it - a few weeks ago, Goriidel and his
is killed. companions took some supplies to a
- If the snake misses its target, it lands on group of gnomish and dwarven miners
WlOa. Entrance the ground amid the party and attacks in in the Zargash Mountains who were
The wooden door is closed and barred from subsequent rounds in the normal way. having trouble with ore raiders. The
the inside. A brightly-painted, wooden miners paid for the supplies with a
carving of a snake (the clan symbol) which If half the goblins are overcome or if they beautiful silvered-bronze statue of a
once stood outside the entrance now lies fail a morale check before this, the survivors young woman which they had found (see
behind the door. try to flee down the escape tunnel (d) and pl 7). On the way back, however, the
scatter into the woods. The ordinary Vyalia were attacked by the Ilya who
goblins each have ld4gp. The leader has scole the statue.
W lOb. Barricade 55gp, and an ornate, snakeskin belt inlaid - Goriidel has sworn to recover the statue,
with gold and studded with small gems but cannot go to the island. If the
(total value - 500gp). adventurers retrieve the statue for him,
The tunnel ahead is blocked by a he will pay chem 600gp in gems.
barricade of rocks and rubbish as I Viper (Jaggadash) goblin leader: AC 6;
high as a man. A head appears above HD 2; hp 11; MV 90' (30'); #AT I war hammer or There are small clumps of trees around the
the barricade and a dagger flies I thrown dagger; D ld6 or ld4; Save F2; ML 6; lake from which the adventurers can make
towards you but falls short. There is AL C; xp 20; THACO 18; BD31 (and PSVI). a raft in 2 days (EXJ43).
a brief argument in the goblin
tongue, then an expectant hush. 9 Viper (Jaggadash) goblins: AC 6; HD 1-1;
hp 3 each; MV 90' (30'); #AT I war hammer or I The Black Mirror
thrown dagger; D ld6 or ld4; Save NM; ML 6; The Vyalia are right to avoid the island,
Seven Viper goblins man the barricade AL C; xp 5 each; THACO 19; BD3 l (and PSVI). since lawful or neutral creatures who go
which gives them an armour class bonus of there are affected by a magic which makes
-3 against missiles (BP60). If four goblins 3 small rock pythons: AC 6; HD 3•; hp 11; them chaotic (no saving throw). Elves are
are killed, or if they fail a morale check MV 90' (30'); #AT I bite/I squeeze; D ld2/ld8; particularly vulnerable, and will become
before this, the survivors retreat to area c. Save F2; ML 8; AL N; xp 50; THACO 17; BD37. chaotic I turn after setting foot on the
island. For the pixies (which are kin to the
The goblins each have two daggers for Hidden inside one of the larger carved elves) the change was almost as quick.
throwing, a war hammer and ld4gp in snakes are three gems (value - IOOgp each) Ocher races change alignment only after a
mixed coins. and a small pearl on a fine gold chain number of days on the island equal co half
(value - 275gp). There is also a small casket their wisdom (rounded down), and during
7 Viper (Jaggadash) goblins: AC 6 (or 3); (locked but not trapped) which contains this time they will feel increasingly
HD 1-1; hp 3 each; MV 90' (30'); #AT I war 50pp and 3 potions (strength, animal troubled by the place and will have bad
hammer or I thrown dagger; D ld6 or ld4; Save control, and clairvoyance). dreams in which they see distorted images
NM; ML 6; AL C; xp 5 each; THACO 19; BD31. of themselves.
W 11 b. Ladder Down Two turns after the gargoy Jes are destroyed, Unknown to the miners, the stalagmite/
In the centre of the room, a ladder leads 30 the mirror will shatter. Before this, any stalactite screen in the cavern confined a
feet down a shaft to a landing below. single blow which inflicts 5 or more points shroud spider (see New Monsters - pt>6).
of damage will also shatter it. In either case, The spider was worshipped and fed by a
its magic is dispelled and all creatures tribe of ores, the Black Web (Nyy-akk, see
Wile. Skeleton Guardians affected by it return to their former PSVI) whose lair (areas k·p) is on the far
alignment. The frame of the mirror is not side of the mountain spur. The initial
magical, and is worth 4500gp. breakthrough into the old mine had given
Skeletons! Hordes of them! Clatter- the ores the opportunity to attack the
ing across the room towards you and miners, but with the shroud spider on the
pouring out from side-chambers! Aftermath loose, they dared not venture out.
If the mirror is smashed, any surv1vrng
pixies will greet the adventurers as friends
There are 15 skeletons in the chamber, and when they emerge from the building. The Shroud Spider
six more arrive in each of the next 2 rounds grateful Ilya will give the party three There is no set point at which the party
from each side-chamber. potions of healing from their secret store. should encounter the shroud spider. In-
SOUTH OF THE RIVER (Encounters Wlla-Wl2) 17
gold. The necklace is hidden and the party Wl2d. Statue Chamber
will not be able to find it. The tunnels dug This old, damp chamber is 10 feet high. IL
by Lhe dwarves are straight and safe, and is empty except for a plinth which bore the
about 6 feet high . statue that the miners gave to the elves.
In the centre of area m (the ore leaders ' 1 zombie: AC 8; HD 2; hp 12; MV 90' (30');
room) is a threadbare, stuffed lion. The Wl3b. Passage of Corpses #AT I claw (always loses initiative); D Id8; Save
leader's treasure is kept inside the lion, and Fl; ML 12; AL C; XP 20; THACO 18; BD39.
may be removed by reaching in through the
mouth. The mouth is trapped. Unless the Inside the portal, a tunnel slopes
trap is disarmed, it snaps closed (damage downwards into darkness. On either Wl4. Tomb of Warriors
- ld8) if the treasure is disturbed or the lion side, frescoes of ancient priests in
is moved . Once closed, the mouth locks jackal-head masks stare out from the This tomb was partially plundered by
shut (usual chance of picking). The lion walls. Although the passage is icy Golthar in his search for another tapestry,
contains 2000gp, an ornate, silver anklet cold, it is not this which chills you to but he fled when the wyrds (see New
(value - 350gp), a boot (the other half of the the marrow, but the feeling of Monsters, p56) were released:
pair of elven boots - see area 9, p9) and a impending doom which hangs in the
scroll with the spells cure light wounds, air.
hold person and resist cold. The lion skin is As you step into the barren circle, the
very tough and, if it is hacked open, the air suddenly fills with the stench of
boot and/or the scroll may be ruined (50% The l 0 frescoes are actually screens of death, and you see that the area is
chance for each). painted plaster each concealing an alcove. littered with the mangled corpses of
Nine of the alcoves contain mouldering ores, goblins and men, as if some
skeletons (with no treasure), but the tenth terrible battle had taken place here.
Wl3-Wl5. Tombs on the Ridge (marked X) holds a powerful ghoul. If the
plaster screen hiding the ghoul is smashed,
These three ancient burial mounds, stan- it attacks at once. Otherwise it will only If they wish, the adventurers can loot the
ding on a prominent ridge, are clearly break out of its tomb and attack if the bodies (they find ld8gp on each of the 2!0
visible up to 6 miles away. Each is adventurers attempt to leave with the corpses) . This treasure vanishes when the
surrounded by a scorched, circular area of magical mace from area c (see below). characters leave the circle, but the looters
SOUTH OF THE RIVER (Encounters Wl2h- Wl4) 19
notice that "a few at one end of the
As you come into the scorched circle, procession" (actually as many as the
the air fills with bird-song, though trapped player characters) seem to have
there are no birds to be seen, and been cut more recently than the rest. If the
spring flowers burst from the grass at characters erase or deface these fresh
your feet. The lichen-covered door carvings (and this is easy to do, since the
into the mound has changed to marble is soft), the bronze door opens and
burnished bronze, and the weathered the party can escape.
grey stone of the door-posts and
lintel is now white marble. Characters find the hidden exit auto-
matically if they search the chamber for
secret doors. The ore skeletons have no
treasure or usable gear.
Wl5a. Trap
are cursed to carry the weight of the coins As soon as any character enters this Wl5c. Touch of Death
for a year and a day (i.e. the weight of the chamber, the bronze entrance door (X)
stolen coins should be included in their clangs shut (even if spiked open) and locks.
encumbrance). This curse can only be The door can only be opened by the In the chamber beyond the door there
removed by a cleric of level 8 or higher. If procedure described in area b. is no finely smoothed marble on the
the PCs mention their affliction at Sukis- walls, only wet, grey stone and the
kyn, Pyotr (or Stephan, once found) will smell of damp. There is a movement
recommend that Threshold is the best The tunnel beyond the entrance door in the far corner as a shadowy grey
place to find a cleric to cast a remove curse slopes down to an austere chamber of shape detaches itself from the wall
spell (see area T2, p37). white marble. A dozen or more old and forms into the figure of a man.
and ragged skeletons of men and
other creatures lie on the floor or
Wl4a. Pillaged Chamber slumped against the walls. Near one This chamber is an alternative, but dan-
of them, the words "bewere itz tuch" gerous, exit from the trap. The grey figure
have been scratched into the marble is a living rock statue which squirts grey
The stone door leading to this with a dagger tip. ooze instead of magma. Any character hit
chamber hangs open and a smell, by a blob of ooze from the statue suffers 2d4
even worse than that outside, greets points of damage (plus the other effects of
you from within. Scattered around There are 13 skeletons here - six humans the ooze) each round until the ooze 1s
the stone-flagged floor are broken (a thief, four fighters and a cleric), two killed. The statue has no treasure.
bones, rusted weapons and fragments elves, a halfling, three ores and a bugbear
of twisted armour. In the far wall, a - all victims of the trap. Amongst their 1 living rock/ooze statue: AC 4; HD 5..;
heavy stone doorway, once sealed clothing and gear, the adventurers find the hp 29; MV 60' (20'): #AT 2 squirts of grey ooze;
with plaster, has been smashed open. following usable items (the rest have rusted D 2d4/2d4 & see below; Save D5; ML 11; AL N;
or rotted): three swords, two daggers, a long- xp 425; THACO 15; BD32 (and p55).
bow, three shields, two suits of chainmail blobs of grey ooze: AC 8; hp 4 each; D 2d4 per
The bones are the remains of skeletons armour (halfling and elf sizes) and a suit of round (automatic)+ dissolve metal in I round (I
destroyed by Golthar. If the adventurers plate mail (human size). The thief, acquisi- turn for magical items); Save Fl; ML 12; xp 25
approach the smashed doorway, the two tive to the last, gathered the following each; BD31.
wyrds in the room beyond will attack. Each items into her pack: silver holy symbol
wyrd is wearing a suit of ordinary chain- (value - 150gp), a silver incense burner
mail armour, a helm with a gem set in the (JOO gp), l !Ogp in coins, three gems (25gp
brow (value - 150gp each), and a belt from each) and a short sword +1.
RECKONING WITH
which hangs a scabbard containing a THE WOLFSKULL
jewelled sword (value - 250gp each).
Wl5b. The Mocking Face The search for Pyotr's brother Stephan
2 wyrds•: AC 4; HD 4•; hp 21 each; MV 120' eventually leads the party to the Wolfskull
(40'); #AT 2 glowing spheres; D ld6/ld6 (Kloss-Junk) goblin lair, the location of
( ld6+3/ld6+3 vs. elves); Save E4; ML 12; AL C; There are three more skeletons - which has been discovered during the
xp 175 each; THACO 16 - R 30/60/90; New probably ores - on the floor of this adventurers' explorations east of Sukiskyn.
Monster. side-chamber. The walls are decor- Although Stephan was brought to the after
ated with carvings in low relief, his capture, he has since been taken to the
including a large face which smirks ruins of Xitaqa (pronounced "zit-AH-ka"
Wl4b. Crypt at you mockingly. - see p24).
As well as two smashed coffins (which held
the wyrds), this crypt contains hundreds of
broken weapons, mangled suits of armour The face is merely a clever carving. The Wl6. Wolfskull Lair
and smashed shields. other carvings on the walls are mostly just See Maps K and Wl6.
patterns, apart from what looks like a
procession of stylised humanoid figures. The Petrified Forest
Wl5. Fool's Gold There are 16 figures (the number of
previous victims) plus one for each trapped Deep in the Dymrak forest is a dismal
This alluring, false tomb was built as a trap character (you should calculate the total valley smitten centuries ago by a magical
for grave robbers. The secret exit (from area number before describing the carvings). If blight that turned every living thing -
c) cannot be found from the outside: the characters examine the carvings, they plant or animal - to stone:
20 SOUTH OF THE RIVER (Encounters W14a-W16)
This petrified forest is an eerie and You come across a track winding
silent place, with little or no colour away into the gloom between the
to relieve the grey stone of the stiff, lifeless trees. Looking along it, you
blighted trees and undergrowth. The catch sight of a group of goblins and
trees were transformed while in full wolves heading in your direction.
leaf, and now form a dense, opaque The goblins are chattering noisily
canopy which draws a shadowy, amongst themselves and do not
twilight gloom over the forest floor. appear to have seen you.
The only living things here are
patches of pale moss and lichen on
the tree-trunks and limp, web-like The patrol consists of 10 Wolfskull goblins
creepers hanging like shrouds from and 3 dire wolves (see below) . If they
the branches. immediately take cover and hide, the
adventurers will be able to ambush the
patrol (automatic surprise) as it comes Wl6a. Black Rivers
Elsewhere, the party find petrified birds near. If they hesitate for more than I round, In the gloom, the muddy rivers which flow
and animals (deer, foxes, boars, etc.). however, the patrol notices them and by the lair appear black. They are infested
Patches of tangled, petrified undergrowth attacks. The goblins surrender if they fail a with cold-water piranha (see New Monsters
rise to an average height of 8 feet, and morale check. - p56). Any creature entering a river is
smashing through them requires 40 points attacked by a shoal of d4+6 piranha.
of damage for each JO-foot-square area. The goblins are readily recognisable as
Wolfskull (see PSVI). The party will have Piranha shoal: AC 7: HD I hp each: MV 90'
The petrified forest is so dense, dark and no difficulty tracing the goblins' route (30'); #AT I bite per shoal; D ld4 or 3d4 (if blood
tangled that visibility is only JOO feet. along the winding track to the Wolfskull has been spilt); Save NM: ML II; AL N ; xp 5
A It hough torches need not be used during lair. each; THACO 19 (16 if blood has been spilt);
daylight hours, underground (dungeon) New Monster.
movement rates and ranges should be used
for encounters and combats. In the forest, The Lair
goblins do not suffer the-1 Hit roll penalty Wl6b. Log Bridge
caused by daylight (BDJJ ). The Wolfskull tribe constructed their lair The flattened top of this stony log bridge is
by erecting stone walls between the trees of only wide enough to be crossed in single
There are several trails criss-crossing the a petrified grove (see Map Wl6). Some of file.
valley. Most of these lead eventually to the· the larger trees were hollow, and the
Wolfskull goblins' lair (see Goblin Patrol goblins have taken advantage of this (see
- below) at the heart of petrified area. No areas b, g, and i). The canopy of leaves and Wl6c. Guardroom
matter which trail the characters take, 2 branches here forms an impenetrable roof. The torchlight from the guardroom is
turns afler entering the forest they are set which varies in height from 15 to 30 feet. visible 200 feet away. Unless they make
upon by five hungry, giant bats: Most of the walls are concealed by petrified their presence known deliberately, the
thickets. adventurers are not noticed by the goblin
5 giant bats: AC 6; HD 2; hp 6 each; MV 30' guards until they cross the log bridge:
(10'), flying 180' (60'); #AT I bite; D ld4; Save The chambers in the lair are dirty and
Fl; ML8; AL N; xp20each; THACO 18; BD25. untidy, but are better ventilated than most
goblin halls (and so smell less). Some After the gloom of the forest, the
flickering light comes from smoky torches. torchlit chamber before you seems
Goblin Patrol Since there is no wood in this part of the almost welcoming. Not so welcom-
forest, the goblins have hewn out benches, mg are the goblins and wolves
When the adventurers are 3 miles from the tables, shelves and so on from the petrified rushing forward with weapons
lair, they encounter a Wolfskull patrol : trunks and roots of the trees. drawn !
River Crossing
Upstream from Sielo (W5), the Volaga
river may be crossed easily at the ford, or by
swimming characters, or those on horse-
back. Between the northern bank of the
river and the escarpment on which Xitaqa
stands is a level plain.
The Ruins
Following Loshad's directions, the party
will have no difficulty finding Xitaqa:
When, following Loshad's directions, the from the party. If so, the party will have a
adventurers' search for Stephan finally chance to meet him later in the adventure Ahead, exactly as the man-horse
takes them to the ruins of Xitaqa, they will (see Threshold, p34 & The Lost Valley, described it, a broken tower rises
confront Golthar (see PSV), the magic user p44). It will not spoil the adventure if the above the escarpment. At its foot,
and Master of the Iron Ring who unleashed party manages to overcome him, however, hidden amongst tangled gullies, lie
the attacks on the homesteads. Golthar is since the other members of the Iron Ring the ruins of Xitaqa.
clever, and it is likely that he will escape will carry forward the evil plan.
24 RUINS OF XITAQA (River Crossing)
The rambling, ancient, Hutaakan settle- OUTER RUINS (MapX)
ment of Xitaqa (Maps K lie X) was built in a
knot of winding, steep-sided, gullies eroded Depending on which route they take to
into the escarpment above the Volaga river. reach the ruined tower (over the high
Apart from the tower building which ground, or through the gulleys), the
dominates the scene, the ruins are single- adventurers encounter different inhabitants
storey, with bland, windowless exteriors of of the ruins. Statistics for these creatures are
dressed stone blocks, and are cut into the given below:
bedrock of the gulley sides. Every item of
use or value belonging to the original
inhabitants of Xitaqa is long gone. The Streets of Xitaqa
Several troops of rock baboons live here as If the adventurers' route takes them along
well as the Yellow-fang (Faz-plak) goblin the gulley floors:
clan (see PSVI) who have trained some of
the baboons to serve them . The Yellow- Minor Buildings (B. G. S. & E.)
fang headquarters is in one of the old Winding along the floor of the
public buildings (Xl-3), but many live in gulley, the overgrown cobbles of an Any inhabitants of Xitaqa attack the party
the smaller ruins (G). ancient street lead you between the on sight but, unless the adventurers enter a
dismal ruins. From around the corner building or deliberately make their pres-
Golthar, his Bloodhead (Vlackkag) hob- of a building just ahead, you hear the ence known, the occupants of the smaller
goblin minions (see PSVI), and a squad of sound of shuffling footsteps. buildings will not notice them:
Iron Ring warriors (a Reaver and seven
Hounds, p24) have taken up residence in
the partially ruined tower (X5-Xl2, p26). The footsteps are those of a patrol of 6 B. Wild Baboon Lairs
Yellow-fang goblins and 5 slave rock There is a 703 chance that there are 2d4
baboons. If the adventurers hide at once, wild rock baboons here. The baboons' lairs
A Wild Welcome they can ambush the patrol (surprise on a contain no treasure, only their bedding and
roll of 1-4 on ld6). Otherwise, the goblins food .
and baboons see them and attack.
As you near the ruins, there is a
bestial screech from an area of G. Gob]in Lair
boulders to your right, and a troop of The High Ground There may be ld4+ 1 Yellow-fang goblins
brightly-coloured apes break cover (803 chance) and/or ld4 slave rock baboons
and rush towards you. If the adventurers cross the higher ground (503 chance) here. The goblin lairs contain
above the gullies, they are attacked by 5 bedding, hearths , cooking pots, food and
giant bats: so on.
The apes (which are 50 yards away) are a
foraging troop of wild rock baboons. The
baboons charge towards the party to attack, Even reduced as it is to a mere stub, S. Stables
hurling stones and screeching as they run. the tower of Xitaqa is still extremely This small building is used as a stables for
impressive. As you approach the the horses of the Reaver and Hounds who
6 wild rock baboons: AC 6; HD 2 ; hp 8 each crumbling edifice, a number of dark, serve Golthar.
(14 for leader); MV 120' (40'); #AT I hurled stone winged creatures fly out from the
or I club/I bite; D ld3 or ld6/ld3; Save F2; ruins of the upper floors and flap
ML 8; AL N ; xp 20 each ; THACO 18 - towards you. E. Empty
R 10/20/30; BD25.
;:...._\WS''~,~: \.\ ~ ·~\\,'~~·f~'·. -,· '''\'\'~'':· '\"'~\\.~~ ''\'-''' ~ I i The thriving frontier town of Threshold
~~;'\~{><> ·\·'~ ·s· ·· . ~·z')' '" ::i~'l (see Map T and EX38) lies on the shores of a
small lake. Built primarily of wood (a
.. -...111\ : .•
major resource of the area), it is home to
:.:~ <: \.\\•·
about 500 humans and 50 demi-humans. It
lies on the adventurers' route to the Lost
Valley and provides them with many
opportunities - from buying supplies and
equipment, to hiring retainers - as well as
dangers in the form of an Iron Ring plot.
GENERAL NOTES
Customs and the Law
Threshold is ruled by the 14th level
Patriarch Sherlane, from his lakeside castle
of Tarnskeep. Sherlane has declared that
Threshold should be a lawful town where
the townsfolk can walk the streets without
fear of attack. To this end, the only
weapons which may be carried are daggers,
~- swords (excluding two-handed swords)
34 THRESHOLD (General Notes)
and staffs. Prohibited weapons are con- Third offence: struck dumb (needs remove
fiscated by the town's guards (below) and curse from Cl4 or higher).
kept in the town hall. The weapons are Subsequent offence: indefinite incarcer-
returned when the owners leave the town ation below Tamskeep.
(they are escorted to the gate by a level 4
cleric). In addition, no magic-user spells Conventional lawbreakers (thieves, and so
may be cast in Threshold, and offenders on) receive correspondingly more mundane
who are caught are taken before the town 's sentences; ranging from fines to imprison-
clerical court for trial (see p37). ment and execution.
Local Customs
The Town Guard Most of Threshold's inhabitants an· only
too willing to pass the timt' in t'xtolling the
The guards ate qu;Hte1ed at the town hours. approximatt'ly, and on side treets virtues of their town to any newcomers.
hall, with smaller contingenb at the onc-e cve1y 6 hours. In th evt'nt of any The Patriarch is generally rcspectt'd and
town· two gates aud. du1 ing the day, on disturbann-. the Joe-al citizenry \an call admired, and the guard are also highly
tlw wharn· of Fogor Isle (p36). At night. out the guard. but discrl'lion ·hould he thought of (except by members of tht' local
pa1rols onto the ble cea e, but thete are u ed in determining how quickly they thieves' guild).
guard po~ts 11ea1 tilt' t \\"O b1 idge . and respond. Generally a pauol arrives with-
pattol~ th1ough tlw main town continue. in ld8+4 rounds. but this should bt' Fogor Isle
River guard$ have the ame stmistics a m difird for location and time: if do~e to The patrons of any tavnn can tell the PCs
wwn guards. a guard post the may come very quickly, that this area of town is shunned by most
but 011 a dark side street at night it may law-abiding citizens, sinct' it is ··unoffi-
The purpose of the gua1d i~ to maimain wel I take 10 01 t'\en 20 minutes fo1 a cially" under the control of the local
law and 01 de1, not to tt'rrorisc the local patrol to arrive! thieves' guild.
c-it1ze111y 01 , .j itor~. They do not usually
lwra peoplewith utagoodrea on anti Guard Sergeant: AC-I (chain mail & ,11i.,ld); The Black Peak Mouniains
ar<' 11011nal I) jovial and well meaning . F3; hp 13; MV90' (30');# Tl sword; D ld8tl The local people look worrit'd at any
Cha1actc1~ aning uspiciou~ly will, how- (inc S bonu,); Save F3: ML 10; AL L; mention of this notorious mou1Hain range,
evr1, be ~toppnl <rnd quntioned; chaia- THACO 18 (inc. bo11us1. and warn the PCs not to go there. The
ne1 with 'illegal' weap<>ns will be asked townsfolk can tell various stories about
politely to hand them on•r and told they Guards: AC 5 (chain mail); Fl; hp 5: MV 90' hunting expeditions that went into the
an reclaim them from the town hall (30'); #Ar I polt• arm; D Jd!Otl (inc. mountains and never returned. The frw
when they leave. bonu,); Sa"(' Fl: ML 8; ALL; TH CO 18 that did told of endless attacks by ram-
(inc. S bollU>). paging gnolls.
Pa1rol con i L of ix level I fighters led
by a level 3 ergean t. They may be Clothing: Whw· suicoats b<.>aring an t'lll- The Iron Ring
c11(ountl'tcd on the main sueeh eve1y 4 broidercd golden chalice. Most of the inhabitants have never heard of
this highly secret organisation, but any
THRESHOLD (Infonnation) 35
are provided with a key by the landlord,
With his huge hands, the sergeant although, if you wish, some landlords may
unrolls a scroll of parchment and, be dishonest and attempt to steal from the
giving a mighty cough reminiscent adventurers. In any case, characters should
of distant thunder, the sergeant be encouraged to leave bulky items in their
clears his throat. rooms since they cannot reasonably carry
all their gear every time they venture onto
"Right, we can get this next bit done the streets. Alteratively, valuables may be
and then you go in. Threshold is a deposited at the town hall (Tl).
law abiding 'n' peaceful place. To
make sure it stays that way, yer only
allowed to carry daggers, swords and The Hook and Hatchet
staffs. What's more, yer can ' t cast no This is the inn favoured by Sgt. Arthol and
magic-user spells in this 'ere town or most of the guards (when off-duty!) . It is
it'll be up before the clerical court located next to the old town wall (the thick
evidence of its activities would be of great with yer. Any questions? Yer better line that runs parallel with the new town
i11terest to characters like Sgt. An ho! (PSV) make 'em quick, I ain't got all day ." wall and surrounds the town hall). It serves
who could report it to "the appropriate 'above average' food (quality - S) and can
authorities". If the adveuturers are very provide both rooms (ISsp per night) and
blatalll in their enquiries, word is certain to The scribe enters details of any weapons stabling (2sp per night).
get back to Golthar. left by the adventurers into her ledger, so
that there will be no mistakes when the
The Arrival of Golthar, Jolenta et al. time comes to reclaim them. On no account Hiring Retainers
The guards on the gate are very observant, will Arthol let the characters into the town
but do not reveal "confidential infor- bearing prohibited weapons. In each inn there is a 103 chance that there
mation" unless they are bought a few will be 1-2 !st level fighters looking for
drinks. It is common knowledge that Sgt. If asked, he recommends the Hook and employment. Otherwise, retainers are often
Arthol and the othn guards spend most of Hatchet as a good tavern. He intends to pay hired via advertisements pasted up around
their off-duty periods in the Hook and a "quick" visit there when he goes off-duty the market square. When calculating the
Hatchet Tavern (below) by the old town in an hour's time. cost of hiring these mercenaries, treat them
wall. If given Jolenta 's description , any of as "Light or Heavy Footmen " (EX24). If
these can confirm that a blue-eyed lady the adventurers paste up an advertisement,
entered the town a few hours before the IMPORTANT LOCATIONS or otherwise make it obvious they are
party. She was accompanied by two silent , looking for mercenaries, Golthar will get
surly men and met by a rat-faced man who Os tiers to hear of it and send one of the thugs to
led them towards Fogor Isle. Sgt. Anhol is apply for the job (see p38).
suspicious of the rat-faced man, but cannot Horses, mules, tack and harness are avail-
remember where he has seen him. able from a number of dealers (your choice
of location), at a base price of 2003 of EXl 9. Fogor Isle
ARRIVAL Inns Fogor Isle is connected to the rest of
Threshold by two stone bridges, and serves
Inns are very common in Threshold , most as the main port and warehousing section
Dark smoke rises into the air above streets having at least one. Each time the of Threshold. Despite the best efforts of the
the town of Threshold and congeals party enters an inn for the first time, you patriarch, the Thieves' Guild still exercise
in a dense writhing mass above its should decide what kind of establishment considerable influence here. During the
stone walls. A gatehouse towers it is using the notes below. Be sure to keep a day, the thieves keep a low profile, but after
above the road, and to its right the record of where any inn is once the dark, the Isle is fully under Guild control
riwr flows around an island crowded adventurers ha\'e visited it. and no guard patrols dare enter.
with buildings. Along the town 's
whar\'es , river boats bob up and Inns usually have Id4xl0 patrons and tend The streets and alleys of the isle are dark
down at their moorings. to be bustling with activity. The kind of and dingy . Numerous inns are found hcre
patrons encountered varies with the inn 's as well as various dens of vice which cater
location - waterfront inns have a high for all manner of imerests. Sm al I groups of
Rt'ganlless of the party's route (by river or number of stevedores, those near the town characters ( l-3) walking the streets at night
land), the adventurers are hailed by Serge- hall have a large number of merchants and are 503 likely to be accosted by groups of
ant Arthol (PSVJ when they reach the town guards, and so on (sec EX37 for a list thugs (see below). Even during the day,
town. The sergeant is either commanding a of the various professions). Each time the members of large groups (6+) are likely to
riwrboat (with eight guards plus crew ~ party enters an inn, make a reaction roll have their pockets picked by a 6-11 th
see EX43) or is 011 duty at one of the gates. check using the bonus of the character with (ld6+5) level thief. The residents of Fogor
Both town gates are manned at all times by the highest charisma, to determine how the Isle look after their own, and the town
eight guanlsm1·11 and a sergeant. A guard locals react to the party's presence. guards, if called during the day, only escon
patrol boat stops and inspects all vessels characters out of the area, they do not make
approaching Threshold (ri\'er guards have Food and drink are available in all inns, arrests anymore. The last group to try,
the same statistics as other guards) . but the quality varies considerably - roll never made it back over Northbridge.
ld6: a result of l means 'terrible'; 3-4 are
With the sergeant is one of the town scribes average; 6 is excellent. Rooms are available 5-8 thugs: AC 7 (leathn); Fl ; hp 5 each;
who asks each of the advemurers their in most inns for ldlO+IOsp per night, and M\' 120' (40' ); #AT I short sword or 4 throwing
name and enters it into a large, leather- most can also provide stabling at ld4sp per daggers; D l-6or 1-4; Savt' Fl; ML 8: AL N; xp IO
bound ledger. When she has finished: horse per night. Characters booking rooms each; THACO 19 - R 10/ 20/30.
This is one of the few stone buildings in On the morning of the second day, there is
Threshold and houses the Clerical Court a parade from Tarnskeep to the town's
(see p35). There are always ld4+1 guard temple, headed by the Patriarch Sherlane:
patrols stationed here. Valuables can be left
here at a charge of 103 of their value.
Confiscated weapons can be collected at The clash of cymbals and drums
any time, but a level 4 cleric then escorts the resounds down the street accom-
characters to one of the town gates. panied by the blare of horns. White-
robed clerics swinging incense bur-
ners lead a procession along the
T2. The Temple main street towards the temple. Next
come the musicians and a detachment
The temple is an impressive stone building of town guards wearing their finest
near the town hall. It is always occupied by surcoats. A large white and gold Notes: Rescuing Mafka by pushing her out
20 clerics who administer to the town's palanquin held aloft by eight bearers of the way of the cart requires a successful
spiritual and physical welfare. Adventurers sways down the street. Sitting in the Dexterity check. If the character fails, he or
requesting spells are expected to pay for palanquin and smiling warmly at she takes 2d4 points of damage, and Mafka
them (regular worshippers only pay a the people below is Patriarch stumbles out of the way (see above). If
nominal donation). The cost of spellcasting Sher lane. Mafka is not rescued, the adventurers
is IOOgp per level of spell; spells up to 4th automatically notice the dropped purse
level can be cast here, any higher spells can and Mafka disappears into the crowd.
only be cast by Sherlane at Tarnskeep. The townsfolk gather either side of the There is half the normal chance (203) that
street to cheer the Patriarch as he passes. any towns person knows the location of the
During the parade, the adventurers catch a Crossed Swords Tavern.
T3. Cardia's Carpet Service glimpse of Golthar and Jolenta standing
across the street from them. Golthar glares
Cardia operates her carpet service from at them and moves back into the crowd, TE3. The Iron Ring Sighted
ouiside the town hall. Should the party followed by Jolenta . The procession fills
enquire about her, they will find that she is the street making it impossible for the On the first evening in town, the ad-
currently flying one of the Patriarch's aides adventurers to push their way across. By venturers notice Vokos (see p38) the wererat
to Specularum and is expected to be gone the time they do get across the street at the bar of any inn they visit (DM's
for at least a week. Golthar and Jolenta have gone and no one choice). Vokos has a distinctive 'rat face'
saw where they went. and, as he drains his mug, his sleeve drifts
down his arm to reveal his Iron Ring
GOLTHAR'S PLAN brand. Vokos puts the empty tankard on
TE2. Phoney Rescue. the bar and heads towards the door. If he is
On arriving in Threshold with his body- called to stop he looks quickly over his
guard Sligh, Gol thar (or Karllag, if Golthar Mafka, an Iron Ring Reaver (level 5 thief - shoulder but does not break his stride.
was slain in Xitaqa - see PSV) contacted the PSV) disguised as an aged fortune teller, is Vokos exits through the door just before
local Iron Ring cell (comprising four to lure the PCs to the Crossed Swords Inn . four town guards enter. The guards block
wererats and lO humans). When Jolenta Feigning a limp, she stumbles into the the door and by the time they have entered
arrived, he met her at the town gate. All are path of a run-away cart in full view of the the inn Vokos has disappeared. If the
now staying at the wererats ' hideout on adventurers. Should they leap to her aid, adventurers physically try to restrain
Fogor Isle (p38). Mafka will apparently reward them by Vokos, the guards will arrest them.
telling their fortune . What she tells them is
Golthar cannot openly show his hand in intended to lead them to the inn:
Threshold, so he has settled on the idea of TE4. Outside the Crossed Swords
luring the adventurers at night to a deserted "I see a tall man in yellow robes ... He is
inn (the Crossed Swords - p38) on the here, in Threshold and he searches for The inn presents a depressing picture of
wharfside of Fcgor Isle. He hopes to something .... I see him quite clearly: neglect. The painted sign of two crossed
mislead them into believing that he is he stands outside a building near the broadswords hangs crookedly from a rotten
staying there. The inn is actually home to a river ... a sign bearing two crossed support. The door, however, is stout and
vicious troll which Golthar hopes will deal swords swings over his head ... he - solidly padlocked. If the PCs have Mafka's
with the party. Just in case it doesn't, he but the picture dims ... " key (see TE2), it does not fit the lock. All the
will be waiting in ambush outside .... windows are boarded up on the outside.
If the adventurers do not attempt to rescue The roof is sound, and the chimney has
Golthar's plan is outlined in the series of her, Mafka saves herself by falling clumsily been bricked up. Smashing through the
events below. Unless the party is par- to one side before vanishing irno the crowd. window boards requires 50 points of
ticularly careless, things are unlikely to go In the process, she deliberately drops her damage, and would make enough noise to
as Golthar intends, and it is up to you to purse which contains a key bearing a tag attract a large crowd.
determine exactly what results the party's with two Crossed Swords on it, and a
actions will have. It is quite possible that message from Golthar, marked with the Day
the adventurers will be able to turn the sign of the Iron Ring: To discourage the PCs from entering the
tables on Golthar completely (e.g. if they inn in the daytime, Golthar has arranged
go the inn, follow Vokos back to the " ]J(ee/ me lonighl al /he <7nn o//he for a group of 12 stevedores to be off-
hideout, overcome the sleeping guards Crossed <'Swords. 7he /rouble ma.lers loading a boat nearby. The stevedores have
there and wait in ambush for Golthar's are 1n /own and g need!four assistance. orders to warn off anyone they see attemp-
return). 9oflhar." ting to enter the inn.
THRESHOLD (Areas Tl-TJ/Golthar's Plan: events TE1-TE4) 37
Inhabitants of the Wererat Hide-out
Golthar and Jolcnw arc cksrribed in Treasure: each ha' 2d I Ogpand \ 'okm carries a
detail on PSV. katlw1 pouth "ith four gem> (rnlue 75gp
each). <i ml an l·ngravl·d sil\'cr bra«~lct (\·aluc
Sligh - Reaver of 1he Iron Ring (fighter): JSOgp).
AC 3 (chain mail & shield +I); F4; hp 26;
fV 90' (30'): #AT l sword: D Jd8+2 (inc. S 2 Hounds of the Iron Ring: AC 7 (lt>atht·1
bonus/: Sa»d.l; Ml.10: Al. .; xp 75: THA 0 armour); HD l+I; hp 6 each: JV 120' ( IO' J.
15 (i nc.~ bonus). 2·!0' (80') 111ounted; fiA r I shOl l \WOJd, D 1d6:
Treasure: \ilve1 beh bucklt• (75gp); pla11nu111 Sa1c Fl: ML 12; ALC; xp l9e<1ch:THAC:O 16
inlaid >rnbba1d (500gµ); 3Sgp. (inc. fl'roc itv bonus) PSIV.
Treasure: t:ath or the e hound has a :.ingl<
4 wererats (inc. Vokos): AC 7 (9): llD 3•; gold ea11 i11g (1alUl' 75gp each).
12stevedores(fighters): AC8; Fl; hp4each ; hp 12 l"<Kh; MV 120' (40'): 11AT 1 bi1t' (01 I
MV 120' (40'); #AT 1 boathook; D ld4; Save ,hnrt 'word); D Id l (or ldfi): an· 1-3; ML 8: 10 thugs (fighters): AC 7 (kut lwr & >hit'ld):
Fl; ML 8; AL N; xp 10 each: THACO 19. AI. C: xp 50 t'tl(h; THACO 17; 80.~3. Fl: hp 1 t'ach; MV 120' (10'): =,\T I -ho11
No1e: The were1<11 attack 111 rat fo1 m and >Word: D ld6: Sail' Fl ; ML 8; AL C; xp 10
Note: Attacking the stevedores attracts a :.1<111s1in i11 l>rackl'ls rdt:r lO their abilities as each: THACO 19.
further ld6xl0 stevedores from along the humans. Tht·n bitt· n111 rnuw lyt;1111hropy . Trea ure: l'ad1 thug ha 2d6gµ.
wharfside. A guard patrol arrives after 10
minutes to "escort " the part y off the isle.
TE6. Ambush TES. The Wererat Hideout
Night
At dusk, the stevedores leave and the wharf The route of Golthar's party to the Inn The wererats ' hideout is surprisingly clean,
is deserted exn'pt for the wererat , Vokos, follows the same alleyways which Vokos apart from room c whert' the wererats sleep
who takes up position in a shadowy corner took. When they reach the inn, they wait on filthy straw beds. There are always five
near the inn to watch for the adventurers. outside for the adventurers to emerge and thugs in room b, but unless alerted, they
His onlns an- to wait for the party to arrive then ambush them . will be as leep. Room d is the kitchen and
and then report at 011ce to Golthar at the general eating area. The stairs (area e) are
wererats ' hideout (see bdow). Notes: If the party does not emerge within 1 very worn and every step creaks (making it
hour , Golthar and the others examine the impossible to move silently) .
Note: As the characters approach the inn, inn a nd , if they discover that the party is
they automatically notice the shadowy not there and/ or that inn has not been The top floor has been taken over by
figure of tlw wernat slipping away down a entered , they return at once to the hideout. Golthar (fJ, his bodyguard Sligh (h), and
side-alley and can easily follow him if they If Vokos told Golthar that he thought he Jolenta (gJ. Hidden in a secret compart-
wish (set· below) . was followed to the hideout, then the ment behind the fireplace in Golthar's
ambushers will be vny wary on their way room are his spell books , and a locked,
The interior of the Crossed Swords Tavern to or from the inn. silvn casket (not trapped, value 1350gp)
and its inhabitant are described in TE7. containing:
- a carved ivory comb (500gp), matching
TE7. The Crossed Swords Tavern brush (750gp), and vanity mirror with
TE5. Through the Alleyways platinum frame ( IOOOgp)
The inn is dark inside, even during the day. - a golden seal bearing the stamp of the
After seeing the party, Vokos hurries down The whole place is dust y, cobweb-covered, Iron Ring (2,SOOgp)
the back-alleys of Fogor isle to the wererat and pervaded by a nauseating stench from - a pouch containing S gems (Ix lOOOgp,
hideout (see Map F). Golthar remains i11 the troll in the cellars. The downstairs 4x 500gp)
the wererat hideout (TES) until Vokos rooms contain only some broken tables , - a leather purse with SOpp and 200gp.
arrives. A lew minutes after the wererat chairs and benches. The upstai rs rooms are
reports to him, Golthar and his bodyguard empty, save for a few smashed packing
Sligh, accompanied by Jolenta , her 2 crates. Leaving Threshold
Hounds, plus 4 wererats (including Vokos)
and 5 hired thugs set out for the inn , The Troll When they are ready to leave, the PCs can
ka\·ing behind 5 hired thugs to guard the The inn 's dank cellars are now the home of collect th e ir weapons without difficulty ,
hideout. All statistics an· given bdow . a foul-smelling troll. It blundered into and can follow the trail north-west towards
them via tht' secret tunnel which connects the Black Peak mountains (the Foamfire
Note: If the adn·ntmers follow Vokos, it is to Threshold's sewers, if it hears anyone river is not navigable by watercraft).
up to you to detnmine whether he notices moving around on the ground floor of the Howewr, after passing a few outlying
them. Even if he does, Vokos will still go to inn it climbs up through the trap door and farms the trail peters out and the party
the hide-out , hut will alert the occupants of attacks. finds itself in real wilderness.
his suspicions. Ht• avoids combat if possibk )
but fights in self-defence if cornered. If he is 1 troll: AC 4: HD 6+3•; hp 39; MV 120' (40'); If th e adventurers have not r11anaged to
captured and questioned bdore reaching #AT 2 daws/ 1 bite; D 1-6/ 1-6/ 1-10; San· F6: dispose of Golthar by the time they are
the hideout , ht· tells the adventurers that ML 10 (8 if allackt'd by fire or acid): AL C: ready to continue their journey, he will
the 'yellow wizard' is in the cellar of the xp 650: THACO 13 : EX56. doggedly maintain his pursuit, accom-
Crossed swords with 20 fighters and a troll. p a nied by whatever forces he has left.
His excuse for sneaking off is that lw The trnll regenerates 3 hit points per round Unless the PCs deal with him on the Trail
wanted to avoid any fighting . He will not starting 3 rounds after being injured. It to the Lost \'alley , they will encounter him
reveal the existcnn' of the hideout. cannot regenerate damage from fire or acid. again , inside the valley itself.. ..
38 THRESHOLD (Events TE5-TE8)
OPTIONAL EVENTS approached by a pitiable, small urchin
who holds out an empty bowl and asks for
These events fulfil the same function in "a few copper pieces". If any of the
Threshold as the Optional Encounters adventurers give him anything, they arc
(PSVIII) do in the rest of the adventure. immediately surrounded by a further 2d 10
Events marked with a "•" can occur more small children, all clamouring for money.
than once, although you should try to alter The children follow the characters -
the event slightly on subsequent occasions. dancing round them and geuing in their
way - until either given some more
money, or chased off.
TABLE 5 - THRESHOLD
2nd Occasion: The event starts as above,
OPTION AL EVENTS but whether the PCs give the first urchin
Main Town Fogor Isle anything or not, they are soon surrounded
Day Night Day Night Encounter by hordes of children. This time however,
there are three level 1 thieves in their midst, they can return it to its owm·r who is
1 l-3 1-4 . l-8 <~otvent who use rhe general jostling as a cover for currently in a drunk<'n stupor in <1 nearby
2-3 4.5 5 Dogged.! picking the pockets of as many of the party tavern. The grareful owner will reward
4•8 6 6-10 9 Th~Tbid as possible (+20% bonus). them with a gold<'n ring bearing a large
9 7 11-13 10 Beggar* garnet (value 200gp). If the PCs kill the
lO ~lO 14·:15 ll~-g Shq~~~ 3 urchin thieves: AC 7 (Dcx): Tl: hp 2 cach: creature, the owm·r will be furious when he
11-13 11 16 13-14 Wagons* MV 120' (40'); #,\T/D Nil: Sa\'eTI: ML6; AL N; recovers, and will seek the party out ro
14;1&Jg~is 17-18 , 15 <Be;lr xµ 10 t·ad1: THACO N/A. demand compensation of 500gp.
17 14-18 19-20 16-20 ID Crisis* Thie( abilities: PP · 20%: MS · 20%; HS · 10%
18-20 19·20 ·~c<:ident* I black bear: AC 6; HD 4; hp 24; MV 120' (40');
#AT 2 daws/ 1 bit('; 0 1-3/ l-3/ l-6: Sa\'t' F2:
Shower ML 7: AL N; xµ 75: THAC<) 16; BD26.
Dogged!
Whik walking along any side street, the
A crazed, dishevelled individual approaches party is unfortunate enough to pass beneath ID Crisis
the player characters in thl' street. He has a an upper storey window just as an elderly
large dog which he leads on a piece of woman is emptying the contents ol her As the party is passing the open door of an
string. The man's nanH' is Chester - a chamber pol onto rhe street below. Char· inn , a drunk comes rushing out and bumps
former lumberjack, but following an acters who fail a Dexterity check sm<'ll so into Ollt' of the PCs (chosen at random). At
accident some years ago he now sleeps badly until they next barhe, that all first , the man is \'t'ry apologetic, but then
rough around the town . He fears (in- reaction rolls invol\'ing them are made al a starts patting his pockl'ts as though looking
correctly) that he is going to die shortly and pl'nalty of -2. for something. Suddenly, his fri<'ndly smile
wishes to find a good home for his dog turns ugly as he cries, "You thief! You'w
"'Jackie". Accordingly, he will do his stolen my money! Hand it O\'t'I' before I call
utmost to persuade the party to take the dog Wagons the guard! ..
- asking them to feed it well.
At any convenient moment, a large, heavy The man is mistaken - lw has either left
1 war dog: AC 7; HD 2+2; hµ 15; MV 120' (40'); can comes trundling past the PCs, the his money in th<' inn by mistake, or had ir
#AT 1 bi1t·; D 2<l4; San· Fl: ML 9: AL N; driver lashing his horses to greater efforts stolen bdore he ran into the party - but
THACO 17. and the whole vehicle swaying violently unless pacified quickly, he calls fm the
from side to side. The driver either fails to guard. In this event, you must derid<' whose
see, or decides to ignore the muddy p<1tch story is more convincing and role-play the
The Thief dead ahead, and plows straight through ir. patrol sergeant accordingly.
Unless the characters took evasive action as
The adventurers become aware of being soon as lh<' cart appeared, l ·2 of them are
followed by a grimy character (level 3 sprayed from head w foot with a \'ery acrid· Accident
thief). If they approach him, he disappears smelling mud.
into the crowd, bur picks up their trail As the party approaches a busy intt'rst•ct ion,
again later. The thief makes no auempt to rhere is <1 minor collision bt·tween a large
rob them but watches where they go. If the Bear wagon carrying bands and a procession of
PCs deposit their wealth at the town hall, street t•ntt'rtainns (jugglers, arrnbats, fir e·
he takes no more interest in them. Should The party are caught up by a crowd of eaters and so on). Thanks to the large
they rake it with them to an inn, the thief townsfolk running in 1he opposite dir· crowd, neither side can back up with ease
reports to the thieves' guild on Fogor Isle, ection. Amid the general 1umult of screams and an argument has brnken out. TemplTS
and a robbery attempr will be made by two and cries, the adv<'nturers hear enough are frayed and, by rlw t inw rhe PCs are dose
8th level thieves (hp 28 l'ach) at some time intelligible phrases to be able wmk out tha1 enough to see what is going 011, the
when rhe adventurers are out. The outcome a wild animal is on the loose. The creature argument has become a fight. The more
should be determined according to the is , in fact, a dancing bear which had been unruly elenwnts amongsr rhe crowd seize
precautions taken by the party. entertaining the crowds near the market. It rhe opportunity of a free-for-all and two of
is currently wreaking havoc in a nearby the adventurers (chos<'n at random) find
baker's shop and no.· one knows where its themselves srruck by bottles (D 1·2). Four
The Beggar owner ts. guard pairols (led by Sgt. Arthol) will
arrive on the scene in dl0+6 rounds, and
lst Occasion: At any convenient location, If the adventurers manage to capture the attempr to arrest as many of rhe combatants
one of the characters (chosen at random) is bear (it is especially fond of currant buns), as possible.
THRESHOLD (Optional Encounters) 39
TOWARDS
THE BLACK PEAKS
Nonh of Th res ho ld, rh e Bl ack Pe<1 k mo un- T he sacred ground is a lso home to some
ra ins thrust skyw<1 rds a nd , hidden deep A fl ock of la rge bl ack crows suddenl y g ho ul s who inha bit a network of under-
within 1hem lies the Va lley o f Hutaa ka . As takes to the a ir, cawing lo udl y, gro und tunn els (see Map VE3).
the colo ur ta pestry n1<1p shows, the t'as iest evidentl y sta rt led by your ap proach .
route fo r the pa rt y to rn ke from Thresho ld Scau ered aro und the smo kin g re- T he " tall crea tures" a re actua ll y the head s
is a lo ng the va lley o f the Foa mhre river, mai ns o f a large fire a re a few po ts o f the three humers, impa led o n 6-foo t
fo llow in g the coui st' of the Hutaa ka ns' a nd pa ns, the to rn fragments o f some po les by the g no ll s IO appease the spirits o f
a ncient roa d. A few miles fro m Thresho ld , bedroll s and a bro ken spear-sha ft. their dead . The wa iling is Krasga t in
the ro ute a lo n g tht' Fo<1 mfi rc enters the prayer, a nd she is p resentl y unawa re of the
lands cl a im t'd by the G no ll s of th t' Dea th "s part y's presence. Her wail is un settling; the
H t'ad (sec PSVI). Fu rther upstrt'a m , the T h is was the camp o f th ree hunters killed a nim a ls grow res tless a nd charac ters feel it
g no ll s' territ ory ends a t a majestic wa terfa ll by th e Dea th 's H ead tri be. A search o f the gra tin g o n rh eir nerves. She o nl y ceases
where the Foa mfi n· crashes do wn fro m a area rt'vea ls numerous foo tprinrs (gno ll when the parr y ba ttl es the gho ul s (below ).
narrow mo unta in pass . T hi s pass leads, a nd human ) a nd pa tches o f blood. A
ultima tel y, IO the ga tes o f Hutaa ka. no ticea bl e tra il leads no rth wards u p the
va lley. In the rema ins of the fire lie tht' Ghouls
blackent'd bones o f the hunters, thrown The mi st clears slightl y, a llo wing visio n
Through the Valley there by the g no lls a fter they had picked up to 30 feet, a nd throu g h it the cha racters
them d ean . The humers heads, however, ca n see a few o f tht' impa led gno ll corpses.
T he la nds o f the Dt'a th 's H ead g no ll s beg in art' m1ss m g. T hey a re in differing sta tt's o f decay. Some
a t tlw po int where the Foa mfire va lley are very o ld a nd o nl y pa rt s o f the skeletons
narro ws no rth -west o f T hresho ld . rema in, whereas two nearby corpses are
VE3. Sacred Ground (see Map VE3) fresh (ha \·ing been sla in by the hunters).
T h t'rc are no fi xed- loca ti o n encount ers in All but the la tter two have been g nawed by
thi s pa rt o f the adve nture, o nl y Events a nd T en minutes a ft er the pa rty leaves the the g ho ul s. If the ad vemu rers sea rch the
Opri o na l Enco unters (PSVIII). T he Evt'll ts hunter 's ca m p, a thick mi sr begins to ro ll gro und. foo tprints ca n be seen runnin g
rt'present th e g no ll s· reacrio ns to the part y's dow n the va lley. T he land grows qui et, a nd across the site a nd ending a t a concea led
intru sio n in to tlwir terri tory. and shou ld o nl y the slow cl o p o f the ho rses' hooves opening to the g ho uls' tunnels (see below).
occur in the o rder given . P rovidin g the breaks th t' silence. After rid in g fo r I 0
pa rt y kt'eps moving, the g no lls will be minutt's in a ny dirt'ctio n : Before the pa rt y can t'xplore the sire
una ble 10 ca tch it before the gorge (VI , furth er, tw o g ho ul s burst o ut from a
p42) . Fig hting the g no ll s en masse is likely hidden tunnel entra nce a nd a ttack (ga ining
to be suicida l, a nd rh e PCs sho uld be Thick, dense mi st clings to your surpri se 0 11 a ro ll o f 1-3, but o nl y i[ the
di sco uraged from do ing so. Altho ug h they clothing and mo istu re drips fro m the ad ve nturers fa iled to find the footprints).
art' unlikel y to be ca ug ht by the g no ll s, the sparse bushes. Fro m a ll aro und Ano ther two g ho ul s a ttempt to snea k
ad n ·nturers sho uld no t be awa re o f thi s comes a sound remini scent of the behind the pa rty befo re a ttackin g. On
a nd , if des ired , grou ps o f g nol ls ca n bt' St'en d ull cl ack o f dri ed bo nes, a nd the hearin g thi s fig ht, Krasga t ceast's wa ilin g.
to race ahead o f rh e o thers, eager for the kill stench o f long dead crea tu res assa il s
a nd a pparently ga ining on the party. yo ur nostril s. Up ahead , a n un- 4 ghouls: AC 6; HD 2•; h p 10, 7, 12, 9;
settlin g wa il begins, a nd three spind- MV 90' (30' ); #AT 2claws/ 1bite; D1-3/1 -3/
ly crea tures with go ry heads loom up 1-3 +pa ra lys is; Save F2; ML 9; AL C; xp 25
Events a t yo u fro m o ut o f the mi st. each; T H ACO 18; BD30.
HUTAAKANS (sec p48) The Hur:aa.kans are not boldly aggress- Treasutt
ive, but fight without mercy when
In all. 1here are 247 Hu1aakan : 45 forced. They prefer to ambush enemies The Traldar's only valuables are items
minor pries1s, 76 warriors and 126 and auack with missile weapons iI of jewellery and other artefacts which
orhers. Their leader is the Priestess possible. they have looted from their forml'r
Kfored1 (see PSV). There are many masters. Guri-ben-Kaal "looks after"
craftsmen and anisLs amongst the Hur- Minor H utaakan priest: AC 6: C2: hp 9 or mo~t of 1hese i1ems which are worth a
aakau , but all wear long. sombte· 12; MV 90'(30'); #AT I mate; D 1-6; Save C2; total of 7500gp.
colouted robes with tht> OHasional ML 8; AL N; xp 25; THACO 19; set- p-18.
simple irem of jewellery. Spells:
ls1 level: cure light wounds or cause rear Attitudes and TactiCA
Treuure: rach ptirsr ha a nar symbol (\·alue
Fortified Village • IOgp> and 15gp. The Traldar are a cruel and embitterro
people, but they present themselves to
Most of the Hutaakans now live in the Hutaakan warrior: AC 5; HD 1: hp 5; the adventurers as down-trodden free·
village of Byxata (Maps ff lie HI) . A MV 90' (30'); #AT 1 spear, ~hon sword or dom-fighters, maintaining that the
~tone wall provides ome forrification sling srone: D 1-6, ld6 or ld4; Save Fl; ML 9; Hu1aakans enslavro and harshly ex-
against attack, and a watch of 25 gua1ds AL N; xp JO; THACO 19: sec p48. ploited them from the first. They will
i maintained on the ramparts ar all Treasure: each warrior has 2d8 gp worth or not mention that the Hutaakans were,
times. Behind rht> swne wall are approx- coins and jewellery. for many years, benevolent mentors.
imate! · 20 building , mostly single Although the humans have few crafts-
torey. Those marked a a1 e food stores; b Other Hutaakans: AC 8: HD J.J, hp 5; men and must scavenge for manu·
are the dwellings or ordinary Hur- MV 90' (30'): #AT I dub or dagger; D l-4; lacturoo goods or steal them from the
aakans; and c is rhe building used by the Save NM; ML6;ALN; xp5;THAC020;s~ Hutaakans (whom they refer 10 as
Priesre s. Kforedz and her assiMant (5 p48. "Mutts"). they attribute the Hutaakans'
minor priests). Treasure: each one has 2d4 gp wonh or coins cultural achievements solely to human
and jt>wellery. hard work and creativity.
They rdtr 101he Traldar as " Wre<.ker " Traldan vocal: AC9; HD t•; hp5; MV 120'
- batbarians from outside 1he valley The Temple Precinct (40' ): #AT I shout or I dagger; D Special or
who repaid the Hutaakans' offers of ld4;SaveFl:ML9;ALN:xp23:THACO 19;
friendship with blood~hed and the Following their expulsion of the Hut- see p48.
desLruction of all lhe rhings which the aakans from the Temple of Pflarr (see Treasure: each vocal has 2dl0 gp worth of
Hutaakans hold dea1. No memion p50), the Traldar now live in the coins and jl'wl'llcry.
whatsocvcr is made of the Traldah' fortified cluster of buildings nearby (see
previous enslavement. Map H2). There are about 20 buildings Other Traldar: AC 9; HD 1-1: hp 5:
surrounded by a 15-foot·high stone wall MV 120' (-!O'): #AT I dagger or club: D ld4;
The Hutaakans lay grear stresso11 thei1 and a 10-foot-deep ditch. The Traldan Save NM: ML 7: AL N; xp5;THAC020; see
expubion from the temple and the sub- chief Guri-ben-Kaal (see PSVI) lives in p48.
~eq uertt rrl<'ase or the rt•rrible <n•a1ures the three storey building near the Treasure: each one ha ld6 gp worth of coins.
which they had hitherto "\elflessly" middle of the compound (a) and two
kept in check. They claim tha1 they are look-outs are always posted on the roof. Giant foo&·pad lizard: AC 6; HD 2+ 1:
the majm vicrirns of rhese creatures and The buildings marked bare stables for hp 11 rath; MV 120' (40').60' (20')climbing;
thal the humans engineered their release the foot-pad lizards and have saddles. •AT I bite: D 1-6; Save F2; ML 7; AL N:
in order LO destroy the Hutaakam. bridles and saddlebags for the lizards. xp 25; THACO 17; New Monster (p56).
The race of Hutaakans are tall, slender, some are of higher levels (with correspon·
humanoid creatures with jackal-like heads. ding hit dice and spells). The higher level
Their bodies are exactly like those of clerics are the Hutaakans' leaders.
humans except that their hands and feet are
narrow with claw-like nails. All Hutaakans Warriors: The Hutaakans have never
have infravision (range 60') and have the adapted well to the arts of war, and have
same chance of moving silently as a thief of few warriors.
the equivalent level.
Others: The remaining Hutaakans include
The attitudes and life-style of the Hutaa- not only the old, young and sick, but also
kans are described on page 47. those craftsmen and artisans who ha ve no
skill with arms. These Hutaaka ns norma lly
Priests: The life of the Hutaakans centres fight only in self-defence.
on their ancient religion and so there are
many clerics amongst their number who Weapons&: armour: Priests - mace (Id6);
carry uul the various rites. Most Hutaa kan leather armour. Warriors - short sword armour and shield. Others - club (ld4) or
clerics have 2 hit dice and one spell , but ( ld6), spear ( ld6), or sling ( Id4); leather dagger (ld4); no armour.
TRALDAR· (Humans)
Warrior Vocal Other
ARMOUR CLASS: 6 9 9
HIT DICE: /+/ 1• 1-1
MOVE: 120' (40' ) 120' (40') 120' (40')
ATTACKS: I weapon I shout or I w eapon I weapon
DAMAGE: By weapon See below or By weapon
By weapon +I
NO. APPEARING: ------------------·------------- See below --------------------------------
SAVE AS: Fighter: I Fighter: I Normal Man
MORALE: JO 9 7
TREASURE TYPE: R R R
ALIGNMENT: Neutral Neutral Neutral
XP VALUE: 19 23 5
The Traldar are a human tribe once but are otherwise less muscular than their - Range 10-20 feet: ma ke a saving throw
ensla\'t'd by the Hutaakans. They are now fellows. Their training gives them the vs. Wands or suffer a -2 pena lty on
free of Hutaakan domination, however, ability to shout very loudly, projecting attacks and armour class for I round.
and have reverted to a barbaric life-style. most of the sound produced forwards - Ra nge 0-10 feet: victims suffer 1-2 points
Tht·y are mostly short and muscular, and within a 45-degree cone. The original task of damage fro m the force of the sound,
have no hair on their heads o r bodies except of vocals was communication. Their voices and have a -2 penalty on attacks and
on the backs of their large, strong hands. can be clearly heard up to 5 miles away in armour class for 1-3 rounds. Both effects
the direction of the shout, although the are automatic (no saving throw).
The a11i1udes and life-style of the Tralda r sound carries no further than a normal
are described on page 47. human shout in any other direction. The Others: The remainder of the tribe (mostly
special ability can also be used to attack, the o ld, young, weak and sick) share the
Warriors: These are the strongest members however, and any character caught within general attributes and attitudes of the tribe
of the tribe and it is from amongst their the cone of a vocal's shout al close range but have limited combat abilities and
numbers that the tribal leaders are drawn. may suffer the following mental a nd norma lly avoid combat.
The crudeness of the warriors' weapons is physical effects:
made up for by their strength. Ordinary Weapons &: armour: Warriors - spear
warriors ha\'t' +I to hit and damage. - Range 20-30 feet: make a saving throw (ld6+1-3) or hand axe (ld6+1-3); leather
vs. Wands at +2 or suffer a -2 penalty on armour and shield. Vocals - dagger (ld4);
Vocals: These specially-trained Traldar attacks (to hit and damage), and armour no a rmour. Others - dagger ( Id4) o r club
have abnormally large chests and necks, class for I round. ( Id4); no armour.
48 THE LOST VALLEY (Hutaakans & Traldar)
/"\:
outsider is, in fact, Golthar (or Karllag) this HE5. Kartoeba Strikes
event only occurs if Golthar (or Karllag)
was not killed in Threshold. Any of At night, Kartoeba stalks the valley seeking
Gohhar's associates still left alive will have victims both inside and outside the villages.
come as well. Despite its size, Kartoeba can move silently,
climb sheer surfaces, and dissolve its way
This event has no immediate consequences through wooden doors. It also knows all of
but allows you to develop all kinds of the valley's hidden tunnels. Thus, although
exciting encounters with the members of the adventurers may hear the screams of
the Iron Ring. Gohhar could, for example, Kartoeba's victims, the creature will be
lead an enemy war-party, or mount an gone by the time they reach the scene and
expedition into the Temple of Pflarr, or only a trail of slime may remain. These
even into Kartoeba 's Lair (see H6, p52). If auacks should eventually convince the
the opportunity arises, you could add spice party to track down Kartoeba (see HE7.
to the final event (HE7, p50) by having the Trail of Kartoeba, p50).
party become aware that Golthar is in the guardian, a special ghoul (p52), wrapped
tunnels. Perhaps they might even witness in bandages and appearing identical to a
his final destruction as he is dragged off The Final Solution mummy. The ghoul attacks anyone who
into the darkness, screaming horribly, by a enters the chamber.
slime-covered tentacle! Both tribes in the valley want to stop the
allacks by the creatures of the temple and l special ghoul: AC 5; HD 5.. ; hp 27; MV 90'
believe they know how to achieve this. (30'); #AT 2 claws/I bi1e; D ld4/ld4/ld6 +
HE3. Enemy Prisoner However, both methods are effective only special; Save F5; ML 11; AL C; xp 425; TH ACO
against the undead, and Kartoeba (whose 15; BD30 (special)
A raiding party returns to the village with existence is only guessed at by the Traldar)
an enemy prisoner. The captors lock the will be unaffected (see HE6, p50). The Knowledge of the Elders lies on a shelf
prisoner in a hut and are reluctant to let the at the rear of the chamber. Next to it are a
adventurers talk with him . If, however, ring of weakness and a gold necklace (value
they can sneak a few words, they hear at Hutaakans - 400gp) . The book, written in an ancient
least part of the other side's view. The Hutaakan script (which the priests can
adventurers' "friends" do not let them The Hutaakans feel (correctly) that only read), describes an hour-long ceremony
observe the cruel interrogation (though the the Knowledge of the Elders - an ancient which must be performed at the main altar
cries may be heard) and eventually dump book - can tell the priests exactly how to of the temple in order to overcome the
the mangled body outside the village. drive back the creatures. They know that creatures of the temple.
the book is in a sealed vault beneath a
shrine known as the "Vault of the Elders"
HE4. Restless Dead (H3), and even have an inscribed rod "for Traldar
opening the door' '. They cannot read the
Traldar: The undead of the valley are a inscription, however, and so cannot enter The Traldar believe that the creatures of
particular problem to the Traldar, since the vault themselves. the temple can be overcome "if the altar
they live near the temple and have no bowl in Pflarr's Temple is filled with water
priests. The Traldar may be allacked by If the adventurers agree to seek the book, from the Singing Pool". Since the return
either uncoordinated mobs or controlled the priests give them the rod which is journey on foot (or lizard-back) to the pool
squads of undead, or wights (see below). actually the equivalent of a magic user's cannot be completed in less than a day, and
These auacks occur frequently, between 0- scroll with the spells knock and continual there is no shelter on the way, the dark-
3 times per night (ld4-I). light. Some minor priests (ld4) even fearing Traldar dare not collect the water
volunteer to accompany them. themselves and ask the party to do it. They
Hutaakans: The presence of numerous can provide clear directions and water
priests deters all but allacks by controlled containers if required.
squads of undead, and wights (see below). H3. Vault of the Elders
Auacks will only occur 0-2 (ld3-I) times
each night. The magically locked entrance is a stone H4. The Singing Pool
trapdoor behind the altar. It opens auto-
Party involvement: matically if a knock spell is used: The pool is at the head of a narrow valley
The undead, particularly the controlled (see Map H):
squads, are capable of making stealthy
attacks, and it is up to you whether or not to Steep, ancient steps lead down into
involve the adventurers in any given the gloom. For a few moments you Following the valley until you can
incident by alerting them (with a scream, can hear nothing but your own go no further, you come to a wide
warning cry, clash of arms, or sight of dark, anxious breathing, but then a sound pool surrounded by natural stone
moving shapes) or having the undead like stone grating on stone breaks the pillars carved into strange shapes by
attack them directly. silence. the wind. The pool's mirror-like
surface reflects perfectly the sky
Undead attackers (see page 52): above, and the sound of gentle,
Uncoordinated mob: 2d6+6 skeletons and The steps leading down to the chamber are swirling wind is like a distant
ld6+3 zombies. 5 feet wide and 30 feet long, and at this maiden's song.
controlled squad ("pawns" of ghouls - point the Hutaakan priests flee .
cum as wraiths): Id8+4 skeletons and
ld4+2 zombies. Awaiting the adventurers in the 20-foot- The adventurers have no difficulty collect-
wights: ld3 wights. sq uare chamber below, is the book's ing as much water as they wish from the
THE LOST VALLEY (Events HEJ-HE5/The Final Solution) 49
them, the party will find a dear trail of TEMPLE OF PFLARR
slime leading 10 a hidden tunnel entrance
amongst some rocks (located anywhere H5. Above Ground
convenient in the valley).
Large areas of the Temple are in ruins, due
This is the party's opportunity to track to a minor earthquake 50 or so years ago.
down and deal with the menace of Kartoeba The temple looks very old and in imminent
once and for all. Their allies are quick to danger of collapse. Rubble lies strewn
point this out, and if the adventurers decide around the outside where it has fallen from
to go in search of Kartoeba, a few volunteers the once ornate roof. A gaping hole is
(either 5 Traldan warriors, or 3 minor visible in the roof leading to area b. The
Hutaakan priests and 2 warriors) will temple's rotten wooden doors are barred on
accompany them. the inside, but a successful altempt to open
doors will smash through them.
Kartoeba's lair and the tunnels around it
pool (only a small amount is required to are described in Catacombs of Kartoeba Once inside, the adventurers will not be
"fill" the altar bowl). On the first night and area H6, pp51-52. able complete either ceremony until the
after leaving the Traldar, however, they are golden altar bowl has been replaced. It was
attacked by a pair of hunting rhagodessae. removed by the fleeing Hutaakan High
The lair of these creatures is nearby, and HES. Peace In The Valley? Priestess, and her corpse (now in area d)
contains three matching gold earrings still dutches it.
(value 150gp each). When Kartoeba and the undead at the
Temple are no longer a threat to the All skeletons and zombies, encountered in
2 rhagodessae: AC 5: HD 4+2; hp 14 each; inhabitants of the valley, neither the the temple are initially pawns controlled
MV 150' (50'); #AT I leg/I bite; D Suckers Hutaakans nor the Traldar will have any by the special ghouls (see p52). Once the
(automatic bite next round)/2-16; Save F2; ML 9; further use for the party. Both groups will ghouls have been destroyed, the skeletons
AL N; xp 125 each; THACO 15; EX55. covet the wealth "looted" by the ad- and zombies revert to their normal mindless
venturers from the Temple and attempt to forms, but they still attack imruders on
overpower them. The groups' intense sight.
HE6. Laying the Dead to Rest hatred for each other prevents them work-
ing together, and each seeks to deal with
Whichever tribe the party has helped this the party on their own. H5a. Vestibule
far now want to gain access to the temple.
They are afraid to go there alone and ask If she is still alive, Kforedz will use her 12 skeletons and 6 zombies guard this
the party to act as escort. If either ceremony animate dead spell to send undead against entrance to the temple. They attack anyone
is successfully completed, the undead of the the adventurers. who opens the doors. Elaborate frescoes
valley collapse to the ground and become once decorated the walls but these have
simply dead once more (Kartoeba and any The running of this pan of the adventure been defaced by the Traldar. A small
undead animated by Kforedz are unaffect- depends on how events have turned out so platform in the centre of the floor once held
ed). If the ceremony is successfully com- far. If one group has been severely weakened a ceremonial washstand which was taken
pleted, the adventures each earn 500 xps. during the adventurers' stay in the valley, by the Traldar.
they will avoid any head-on conflict with
The temple is described in H5 below. the adventurers. A stronger group may
confront the party as the adventurers come H5b. Main Temple
out of the temple, or even besiege them
Hutaakans: within it. Either group may adopt guerilla This impressive chamber is 50 feet high in
Kforedz and 2 minor priests accompany the tactics and harry the advelllurers as they try the celllre, with a 20-foot-high balcony al
party . If they enter the temple by night, the to escape the valley. Whatever happens, the the southern end. A 30-foot-tall, jackal-
group has no difficulty avoiding the action should be fast-moving and exciting; headed statue surveys the chamber from the
Traldar; otherwise, they are attacked by a more frightening than deadly. The oppo- rear of the northern platform, which also
small war-party (see Optional Encounters, sition should certainly be challenging but has an altar of black marble in the centre.
PSVIII). The priests are familiar with the the adventurers should have ample oppor- There is a shallow recess on rhe top of the
general layout of the temple, but are tunity to escape the valley with their hard- altar where the bowl should be. The secret
unaware of the secret doors. They will earned loot, and their lives. It is even door behind the statue can be detected as
neither carry weapons nor fight inside the possible for the Hutaakans and Traldar to normal but can only be opened with the
temple. fight each other over who gets to kill the magical key embedded in Kartoeba see H6-
adventurers. Under the Temple, p51); a knock spell is
Traldar: ineffective.
Guri-ben-Kaal and 6 warriors offer to If ic has not already occured to the
accompany the party. They go fully armed, adventurers, it should now be apparent A man-sized, metal cage swings from a
but have no knowledge of the layout of the that foot-pad lizards could form a vital chain over the 180-foot-deep pit in the
temple. Inside the building, their morale element in their escape from the valley and middle of the floor. The pit is surrounded
drops to 6. return to civilisation. For without the by a IO-foot-high wall of blue flame, fed by
lizards they will be unable to transport all natural gas through small fissures in the
of their treasure back to Threshold. How floor. The flame inflicts 2d6 points of
HE7. Trail of Kartoeba the adventurers gee the lizards depends on damage on anyone passing through it. The
the party's actions, but it should be cage can be lowered into the pit (which
The party's intrusion into the temple will remembered that only ones trained by the opens out into Kartoeba's lair, H6b, p52),
not affect Kartoeba. Its attacks will even Traldar are came enough to be used by the by means of a winch on the balcony. The
increase in frequency and, after one of adventurers. pit is kept dark by three continual darkness
50 THE LOST VALLEY (Events HE6-HE8/Temple of Pflarr: areas H5a-H5b)
spells (cast one above the other), and its H5f. Antechambers
sides are extremely slippery (-603 penalty
to thieves' climb sheer surfaces abilities. These two rooms are similar and unlit,
Four grey oozes live on the pit wa lls. although there are several torches in
Lowering the cage or dropping anything brackets around the walls. There are 5
inco the pit causes an ooze co slither out of zombies and 8 skeletons in here which
th e pit a nd attack. The other 3 oozes appear attack the adventurers as soon as they enter.
at Jd4 round intervals to join the melee.
Each room has a ceremonial silver wash-
There a re four life-size Hutaakan statues in stand (value 150gp) in the centre, used for
the positions shown on Plan H5. These are the ritual ablutions that a ll Hutaakam
4 living jade statues which move to attack performed before entering the temple
the party if the altar or large sta tue is proper. The walls and ceilings are decor-
touched. ated with elaborate frescoes depicting a
variety of religious ceremonies and major
Two turns after the party enters this room, scenes from Hutaaka n history . Any char- - 5 la rge, iron-bound chests (three a re
8 skeletons and 3 zombies are sent by the acter examining these closely will come to wide-open, the others locked) each con-
ghouls (area H5c) to attack the advencurers. realise the true history of both the Traldar ta ining 5000gp in ancient Hutaa kan
They pursue the PCs wherever they are in and Hutaakans (see Adventure Back- coinage. One of the locked ones (DM's
the tem ple. ground, p4). ch o ice) is trapped so that unless dis-
armed, a cloud of poisonous spores will
fill the room when the chest is opened.
H5c. Robing Rooms H5g. Room of Records Everyone in the room must save ,·s.
Poiso n or take 2d4 points of d a mage.
These sma ll rooms contain numerous The double doors into this room from area - in th e centre of the room is a large, ebony
vestments, capes, cowls and surplices for fare locked and trapped. Unless opened by throne, delicately carved and inlaid with
use during the Hutaakan 's ceremonies. Kforedz, all those within 15 feet must save mother-of-pearl and numerous precious
There are 3 special ghouls in the western vs. Spells or be struck blind for 2d6 turns. and semi-precious stones (to tal value -
room controlling the skeletons and zombies The room itself is lined with shelves which IOOOOgp, encumbrance - 7500rn ). If a ll
from here. They only attack in self-defence, are piled high with a ll manner of books th e gemstones are remoyed th ey arc
or if a ceremony is begun in the m a in and scrolls: the complete records and worth a total of 2500gp (total rncum-
temple. history of the Hutaakan empire. These bra nce - 50rn)
items can only be read by means of read - h a n g ing on the back of the throne is a
The secret door to the priests' quarters languages spells, but any magic-user or elf beautifully engraved gold and platinum
(H5e) from the western room is magica lly prepared to spend ld4+2 hours studying coronet , studded with sapphires (va lue
trapped : unless the proper words (known them, would discover the truth about the 4000gp)
only co the dead High Priestess) are spoken Hutaakans a nd Traldar. - on the seat of the throne is a dirty-
an electrical discharge inflicts 2d4 points of looking sack, which is rea ll y a bag or
damage on all within IO feet (halved by a devouring
successful saving throw vs. Wands). H5h. The Crypts - propped against one wall is a rod of
cancellation
The staircase down to the crypts descends - arra nged on a crude table is a velvet
H5d. Secret Passage some 50 feet. This area contains Sskeletons, pouch containing a scarab of protection
4 zombies and 2 wights. (3 ch arges)
The corpse of the High Priestess lies in the - und er the table, covered by a fading
open doorway to the priests' quarters, still A large, ornate sarcophagus stands upright tapestry (non-magical) are 70 si l\'t'r
clutching the golden bowl. As the party in front of the secret door. If this is ingo ts (va lue - 75gp, encumbrance -
approaches the corpse, it rises up as a disturbed in any way, the mummy inside 750cn each ); and 60 bars of electrum
wraith and attacks. The corpse wears plate moves to attack . The passage behind the (va lue - 375gp , encumbrance - 750cn
mail armour +2, a gem studded platinum secret door leads imo the Catacombs of each )
star of Pflarr (value - 2000gp) and has a Kartoeba (below). Inside the sarcophagus - scattered round the floor a re 20 gems,
potion or levitation plus a scroll with cure is a jewelled orb (value 3500gp), a pearl- each worth 200gp
serious wounds, raise dead and remove encrusted sceptre (value 6500gp), and a
curse. silver needle still trai ling a length of
golden thread . Catacombs of Kartoeba
H5e. Priests' Quarters Thi s m ea ndering network of dark, slimy
H5i. Treasure Room passages spreads throughout most of the
The majority of these rooms are buried Lost Valley. There are numerous concea led
under tons of rubble. The remains of This room comains the last surviving entrances throughout Hutaaka and yo u
bunks, tables, chairs and other mundane riches of the glory that was once the should choose where these are.
furniture are all that may be found here. Hutaakan empire. It can be entered either
The roof of the passage between the two with the magical key from Kartoeba or by Only the tunnels in the immediatt: vicinity
western rooms sags down almost to the means of the trapdoor from the catacombs of th e tem pl e are shown on Plan H6, but
floor leaving only a small rubbl e-strew n (area H6d). unless th e PCs are following Kanoeba ·s
crawlway between the two rooms. The slime trail from Event HE7 (p50), they will
ceiling is unsafe, there is a 503 chance that Most of the items have been stored in here automatically become lost : wandering
any character crawling along here causes a for years, and al I are covered in a thick layer around for Jd4+1 hours before emerging
rock to fall from the ceiling inflicting ld4 of dust. Certainly, no care has been taken in into th e valley through a different secret
points of damage. the arrangement of the items. There are: exit.
THE LOST VALLEY (Temple of Pflarr: areas H5c-H5i/Catacombs of Kartoeba) 51
H6. Under The Temple acters falling into the pit take 2d6 points of
damage. Kartoeba's trail (from event HE7),
This section of the passages lies directly continues on the far side into area b.
underneath the temple (Plan H6). A
number of green slime (X) and ochre jelly
(Y) exist here and are marked on the map. H6b. Kartoeba's Lair
When the adventurers first enter this area of This room is ankle-deep in slime and a vile
the passages, Kartoeba is lurking at the odour hangs heavy in the air. The pit from
poi111 shown . On becoming aware of the the main temple (area H5b) is visible as a
adventurers' presence, Kartoeba attempts dark hole in the ceiling. The northern
to catch and devour them . Kartoeba is a secret door is held open by a piece of rubble
cunning hunter and will attempt to sur- fallen from the ceiling.
prise the adventurers by attacking them
from behind if possible. During their fight
with Kartoeba, one of the adventurers H6c. Observers' Gallery
Meandering Tunnels should notice an engraved silver bar This balcony is 20 feet above the floor and
embedded in Kartoeba's body near its maw . is protected by a double thickness of iron
The cawcombs are rank and dark with This is the magical key which opens the bars set into the rock. The passage leads up
stagnant, oily water dripping from the treasure room (H5iJ. to the crypts (H5h).
ceilings. The acoustics are such that
strange echoes are often heard, sounding as
if something loathsome is just round the H6a. Dark Pit H6d. Empty Cavern
next corner: A continual darkness spell is cast on this There is nothing in here other than a trap
20-foot-deep pit. It is 20 feet across with a door which leads, via a ladder to area H5i
While in tlw catacombs, there is a I in 4 All zombies and skeletons t•ncoumercd mummy : AC 3; HD 5+1••; hp 21; MV 60'
chance per half-mile travelled (or at DM's in Hut<Jaka have ja1·kal head . (20'}: #AT I tou(h; D Jdl2 + dist·a c; Save f5;
discretion) that om· of the following ML 12; AL C; xp 575; THACO H; EX54.
optional encountt'l'S occurs: Special ghoul: AC5; HD 4H; hp l : MV 90'
(30'): t;Af 2 claw,/! bitt'; D ld,!/ld4/ld6 + living jade statue: AC .J; HD 3+1 .. ; hp 14:
X) Green Slime: The walls or ceiling here ,pecial; ave F4: ML l 1: AL C: ·p 175; M\' 60' (20'); llA I' 2 hand.; 0 1-6/1·6; Sa\e
are coated in green slime which attempts 'l HAC:O 16; BD30 (~pcllalJ. FIO; IL 12;ALi :xp200;THACO 16:(p55J.
to fal I on passing characters. Characters Note: Tht'se ghouh p;1raJy,c· opponem; as
have only I in 6 chance of noticing u<ual, but a1e 'o icpul<;ivc 1h;11 charanc·1 Thing in the Pit'!
green slime on the ceiling unless they sn•ing 11 mu't 1011 IP~ than 1lwi1 wi,dom
are specifically looking upwards. 011 id2001 ligh1 at -210 hitand-1 damage gray ooze: C 8: HD 3•: hp I l; MV 10' (3'1:
lwrnw,e of ft'a1. Clerks tut 11 1hcm as 'fAT I wuch; D 2-16; Savi· F2: MI. 12; L ;
Y) Ochre Jelly: At each of these spots a wrai1hs .. h fo1 mer Hmaakan pt ic·s1s the} xp 50: UIACO 17: 8031.
small, jackal-headed statue stands in a weai p1 ie,tl rnlx•s.
niche in the wall. As the party passes, green slime: AC Alway> hn; HO 2.. ; hp 9:
an ochre jelly oozes out through the skeleton: AC 7: HD I; hp 5; M\' 60' (20'): MV 3' (I'); #AT l roulh: DTu111 to>l1111e:Savc
statue's mouth and attacks the nearest llAT I dub; D ld.J; Save Fl: ML 12; AL C: Fl: ML 7: ALL; xp 5; THA ·o 18: BD31.
character. xp 10: rHACO 19: BD37.
ochre jelly; ACS; HD5•; hp 18; MV 30' (10');
Z) Carrion Crawler: The passage opens zombie: AC ; HD 2; hp 9: MV 90' (30'); #Ar I touch; D 2d6; a e F3; IL 12; AL "
out into a cavern which is the lair of a #AT I claw: D ld8; Sa\t' r I; ML 12; AL C; xp 300; THACO 15: BD35
carrion crawler: xp 20: THACO 18: BD39.
carrion crawler: AC 7: HD 3+ J•:hp 12; MV
wights: AC 5: HD 3•: hp 13; MV 90' (30'); 120' (-JO'): llAT 8 tt>rmu It'~; D Paraly i>; aH
With relief you realise that the 11AT I tom h; D enetg) drain: a\'l' F3: l\IL 12; F2; ML 9; AL N: >-p 71; TllACO 16; BD27.
claustrophobic maze of slime-filled AL C; xp 50: THACO 17; BD39.
tunnels is widening out just ahead. Kartoeba: AC 6; HD 10: hp 55; l\J\' 60' (20');
But rdid turns to horror as you see wraith: AC 3; HD 4°; hp 16; M\' 120' ('IO'); ti:\ T 4 te111acle,/con-osion: D ld4 + gra'P
eight vile tentacles extending towards #AT I wuch; D ld6 + e1wrg} drain; . a\1• I-4; (x-1)/2-12; aH' FIO; ML 10: AL N, xp 2300:
you from the cavern beyond. ML 11: AL C; XP 175; THACO 16; EX57. THACO 11; Ne•v Mon\lt'I (p54J.
The adventure is far from over when the The House Iron Ring use this as a means of taking the
characters leave the Lost Valley. Kara- While staying in Threshold the adventurers adventurers unawares once they have
meikos and the lands beyond offer unlimit- are approached by a local merchant or moved in.
ed opportunties for further adventuring, shopkeeper who offers to sell them a house
and the following suggestions are just a for the "bargain" base price of 3000gp. The
few ideas that you might like to develop: house is in a delapidated condition , how- Revenge
ever, and home to various monsters such as Relatives of the dead hunters (VE2 ) are
rats, spiders or moulds, which the char- making enquiries about the missing men.
The Death's Head Gnolls acters will have to clear out before they can On hearing that the hunters haw been
move in . The house could even be haunted. slain, they ask the party to avenge them by
After leaving Hutaaka, the adventurers still going i11to the gnoll lands.
have to journey back through the moun- Alternatively , the person selling the house
tains to the territory of the Death's Head is a local thief out to trick them. The house
tribe. Fortunately, the gnolls do not expect actually belongs to an out-of-town ad- The Hutaakans
trouble from the north, and if they are venturer or merchant, who is likely to
careful, the adventurers ' presence may not return at some point and indignantly There could be other remains (tombs,
even be noticed by the main tribe. However, demand that the adventurers leave, taking temples, ruins etc. ) of the Hutaakan
a few gnoll hunting groups are encountered the matter to the Clerical Court if they civilization in Karameikos or beyond,
along the way, and if some of the gnolls don't. ... besides those which the party has already
should happen to escape, the adventurers encountered . Other Hutaakan settlements
could very well find themselves hotly An even more devious situation is one are even possible. Clues to these (possibly
pursued out of the valley ! where the person selling the house is an maps ) could have been provided in the Lost
Iron Ring member intent on eliminating Valley, or rumours from Threshold could
the party. The house has a secret entrance lead the adventurers to them.
Sukiskyn Calls in the cellar leading to the sewers, and the
Ice Wolf damage for each full hit dit' of the creature Ice wolves are immune to normal cold and
(e.g. th e breath of an ice wolf with 3+ I hit take only half damage from magical cold
ARMOUR CLASS: 4 dice will inflicts 3d4 points of damage). attacks. If normal or magical fire is used,
HIT DICE: 3+1 .. , 4+1 .. or 5+1 .. The victim is allowed a saving throw vs. however, one extra point is added to each
MOVE: 150' (50') Dragon Breath and, if successful, takes die of damage inflicted (e.g. a torch does
ATTACKS: 1 bitP or I breath only half damage. ld4+1 points of damage to an ice wolf) .
DAMAGE: JdlO or special
NO. APPEARING: 0 ( 1-8)
SA VE AS: Fightn: 4, 5 or 6
MORALE: JO
TREASURE TYPE: C
ALIGNMENT: Chaotic
XP VALUE: JOO, 275 or 575
ARMOUR CLASS: 6
HIT DICE: JO ..
MOVE: 60' (20')
ATTACKS: 4 tentacles(+ acid slime)
DAMAGE: 1-4 (x4) (+ 2-12)
NO. APPEARING: Unique
SA VE AS: Fighter: JO
MORALE: JO
TREASURE TYPE: G
ALIGNMENT: Neutral
XP VALUE: 2300
The mindless abomination known as also wrap around and grasp opponents if inflicts 8 or more points of damage (in
Kartoeba is the ancient guardian of the the to hit roll was sufficient to hit armour which case Kartoeba lets go).
Hutaakan Temple of Pflarr. It has a class 6 (modified by the target's dexterity
nightmarish form - a large green mound adjustments). Grabbed characters are auto- For years, Kartoeba wallowed contentedly
of ooze with four 40-foot-long tentacles and matically dragged into Kartoeba's maw at a in a damp subterranean pit beneath the
a hideous gaping glutinous maw - and rate of IO' per round, and held there while temple, restrained from ranging abroad by
any characters seeing it for the first time it secrets a digestive slime over them. This the ceremonies of the Hutaakan priests.
will be affected by the equivalent of a cause slime has the same effects as the acid of However, following the expulsion of the
fear spell unless they make a successful black puddings (EX46) except that it priests from the temple by the Traldar, it
saving throw vs. Spells at +4. Despite its inflicts only 2d6 points of damage per began to stalk the passages under the
size, Kartoeba can move silently and climb round. Kartoeba's maw can only attack temple. These tunnels have numerous
vertical surfaces, leaving only occasional held characters. secret exits throughout the valley which
smears of slime to mark its passing. allow Kartoeba to venture into the country-
Characters held by tentacles can break free side in search of prey. The creature only
In addition to causing damage by lashing using Strength (same chance as open moves outdoors at night, retreating by day
(usual chance to hit), Kartoeba's tentacles doors) or if a single blow to the tentacle to the darkness of the tunnels.
Living Statues
Silver Rock/Ooze Jade Steel
ARMOUR CLASS: 4 4 4 1
HIT DICE: 1+1• 5•• 3+1 .. 5••
MOVE: 120' (40') 60'(20') 60' (20') 30' (JO')
ATTACKS: 1 bite 2 squirts of 2 hands 2 fists
grey ooze
DAMAGE: 2d4 See below ld6/ld6 1-811-8
NO. APPEARING: 2-12 (2-12) 1-3 (1-3) 1-6 (1-6) 1-4 (1-4)
SAVE AS: Fighter: 2 Dwarf: 5 Fighter: JO Fighter: 5
MORALE: 12 11 12 12
TREASURE TYPE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
XP VALUE: 19 425 200 425
Several varieties of living statue (see BD32) squirt two blobs of ooze per round from
occur during this adventure, associated their fingertips (AC 8; HD 4 hp; D Rock Rattler
with the remains of the Hutaakan civil- 2d4/round (automatic) + dissolve metal;
ization which created them. Like normal Save Fl; MLI2; xp 25; BD31). They are ARMOUR CLASS: 7
rock living statues, these are immune to resistant to magic (save as D5). HIT DICE: l•
sleep, charm and hold spells, but they have MOVE: 90' (30')
their own, special, attributes: Jade: These normal-sized statues are highly ATTACKS: 1 bite
magic resistant. They make saving throws DAMAGE: 1 + poison
Silver: These are much smaller than as a I 0th level fighter, and magical NO. APPEARING: 1-6 (2-5)
normal living statues (about I foot high) weapons have no bonuses to hit or damage SA VE AS: Fighter: 1
and have a thick skin of pure silver (value when used against them. When destroyed, MORALE: 7
50gp when the statue is killed). They are they crumble to worthless powder. TREASURE TYPE: Nil
not harmed by non-metal weapons or non- ALIGNMENT: Neutral
magical fire, and take only half damage Steel: Steel statues are immune to non- XP VALUE: 13
from weapons with sharp edges. magical iron or steel weapons. Any iron or
steel weapon striking a steel statue auto- A rock rattler is a 2-foot-long grey rattle-
Rock/Ooze: These outwardly resemble matically becomes stuck in it. On the snake which is found only in mountains.
normal rock living statues, but have the following round the weapon is absorbed by Its bite causes only I point of damage, but
ability to conceal themselves by merging the statue which gains ld4+ I hit points (up its sharp fangs inject poison at the same
into the surface of a rock wall, floor or to a maximum of 40). Magical weapons are time. Anyone bitten by the snake must
ceiling. In place of hot magma, rock/ooze unaffected by the statue's absorption power make a saving throw vs. Poison or take an
statues are filled with grey ooze, and can and so do standard damage. additional 2-5 (ld4+ I) points of damage.
NEW MONSTERS (Kartoeba/Living Statues/Rock Rattler) 55
Lizard, Giant Foot-pad Shroud Spider*
ARMOUR CLASS: 6 ARMOUR CLASS: 4
HIT DICE: 2+ 1 HIT DICE: 5 ...
MOVE: 120' (40'), Climbing: 60' (20') MOVE: 120' (40')
ATTACKS: 1 bile ATTACKS: 1 bite or I web squirt
DAMAGE: 1-6 DAMAGE: ldJO +paralysing poison, or
NO. APPEARING: 1-3 (2-5) paralysing web
SA VE AS: Fighter: 2 NO. APPEARING: 1-2 (1-3)
MORALE: 7 SAVE AS: F5
TREASURE TYPE: Nil (see below) MORALE: 9
ALIGNMENT: Neutral TREASURE TYPE: C
XP VALUE: 25 ALIGNMENT: Chaotic
XP VALUE: 675
These slender giant lizards have long, the vertical. Provided they are captured
spindly legs with toes which are flattened young and properly trained, foot-pad
out to [orm round, sticky pads. These pads , lizards can be used as mounts or pack
allied with tlw creatures' agility and low animals (carrying capacity 2500cn at
body weight make foot-pad liza rds excellent normal movement rate, 4000cn at half
climbers. They can cope with a ny but the rate). However, they cannot climb slopes
smoothest o[ surfaces, at any angle up to steeper than 60 degrees when mounted .
Wyrd*
ARMOUR CLASS: 4
HIT DICE: 4•
MOVE: 120' (40')
ATTACKS: 2 glowing spheres
DAMAGE: ld6/Jd6
NO. APPEARING: 1-6 (1-6)
SAVE AS: E./
MORALE: 12
TREASURE TYPE: B
ALIGNMENT: Chaotic
XP VALUE: 175
Shroud spiders are 6 feet long and black all
A wyrd (pronounced "weerd") is an undead wyrd can either strike with two hands over, except for their eyes which glow with
spirit inhabiting the body of an elf (cf. using the spheres as melee weapons, or a very faint blue lighe (visible up to 50 feet
wight - BD39) . Wyrds can only be hit by fling the two spheres as missiles (range away in the dark). These magical creatures
magical or silver weapons. They are 30/60/90), or use one sphere in melee and are intelligent and very evil. They can only
immune to sleep, charm and hold spells, one as a missile. be hit by magical or silver wea pons.
and their saving throws are the same as for
an elf of level 4. Clerics have the same If a sphere hits its target (normal roll to The spider's vicious bite is poisonous. Any
chance of turning wyrds as they do of hit), it explodes, inflicting ld6 points of character bitten muse make a saving throw
turning wraiths (EX4J . damage against most opponents, but ld6+3 vs. Poison or be paralysed for 2d4 turns (see
against elves. As each sphere explodes, a Paralysis - BD24). The spider uses this
A wyrd usually appears as a dark, robed replacement instantly appears in the wyrd's attack to take live victims for its food store.
figure holding a small , diffuse, red, glow- hand, but it can only make two attacks per
ing sphere in each hand . In combat, the round. The web of the shroud spider is as strong as
the webs of the other giant spiders (see
BD38) but is not very sticky. Instead,
Piranha (Cold-water) anyone touching a fresh web (less than 24
hours old) must make a saving throw vs.
ARMOUR CLASS: 7 Paralysis at +2 or be paralysed. Victims
HIT DICE: I hit point each remain paralysed for as long as they are in
MOVE: 90' (30') contact with the web and for 2 rounds
ATTACKS: 1 bite per shoal They inhabit rivers and lakes, and prey on thereafter.
DAMAGE: 1-4 or 3-12 (see below) any creatures entering the water. Piranha
NO. APPEARING: 5-50 attack in "shoals " of 5-10 creatures (c.f. Shroud spiders do not usually make large
SAVE AS: Normal Man normal rats - BD36), inflicting 1-4 points of webs, but they can shoot a strand of web at a
MORALE: 11 dam;ige per shoal. Once a victim's blood single opponent up co 30 feet away. Any
TREASURE TYPE: Nil has been spilt, the attacking shoal and all creature hit by the strand must make a
ALIGNMENT: Neutral those within 100 feet downstream and IO saving throw vs. Paralysis at +I or be
XP VALUE: 5 feet upstream go into a killing frenzy for paralysed. The spiders also use their web
ld6+9 rounds. ·While frenzied, the fish strands to wrap victims in a paralysing
The dreaded piranha are small, black fish make the water churn with their thrashings "shroud" before placing them in the food
(up to I foot in length) with bulging eyes and auack at +3 to Hie for 3-12 poines of store, and sometimes lay simple traps of
and large mouths filled with vicious teeth. dam;ige per shoal per round. web which they renew each day .
56 NEW MONSTERS (Lizard, Gt. Foot-pad/Wyrd/Piranha/Shroud Spider)
PLAYERS' INFORMATION SHEET
Karameikos before they strike can be difficult. Even so, attack at any time. A marching order
if you treat everyone as a potential enemy should be set up and maintained until you
You are in the Grand Duchy of Ka rameikos, you are unlikely to make any friends, and reach a place of safety.
a wild and untamed area ruled by Duke attacking people without good cause is a
Stefan Karamei kos III from the southern, sure way to earn the emnity of the local If it is likely that you are to be in the
coastal city of Specularum. Outside authorities. wilderness for an extended period, you
Specularum, the Duke's control is very must carry sufficient provisions (rations
limited and large tracts of the Duchy are Just as people should be treated with and missiles) with you. Water is not
rumoured to be home to evil humanoids respect and care in the outside world, you usually a problem (unless in a desert), as it
and monsters. You have recently travelled should avoid treating houses, inns and so is easily found, but be alert to the dangers of
north along the river from Krakatos to the on as if they were just rooms in a dungeon poisoned or otherwise polluted sources.
town of Kelven . - most buildings belong to someone.
They are private homes or places of work Travelling in the outdoors can be a
Kelven is a thriving frontier town that has and their inhabitants will not take kindly problem in other ways. Rain can soak bow
grown up rapidly, following its establish- to adventurers looting them . and crossbow strings, making them useless.
ment at the point where the rivers Wind- If it is ra ining, it is best to put all bows and
rush , Shutturga, and Volaga meet. Much bowstrings in a dry place.
timber passes through Kelven on its way to The Passing Days
Specularum where it is used to build ships
and houses, or else exported to neigh- Unlike dungeon adventuring, where play- Making Camp
bouring states. Merchants following the ing time is almost entirely spent exploring
trade routes from Specularum to Threshold underground passages, wilderness adven- Often in the wilderness, you will find tha t
and distant Selenica regularly travel turing places you in a more realistic you have to to camp out at night, since
through Ke lven ensuring plenty of trade situation. Everyday matters such as travell- there is no civilised place to stay. Many
for the town . ing long distances, finding food and predators and humanoids are active at
shelter, and so on, need to be taken care of. night so it is best to be prepared for the
You have not been in Kelven long before a Because of this, recording the passage of worst. Whether or not to light to a fire is a
red-haired ma n approaches you with an time is very important for both players and difficult choice. While a fire is useful for
offer of work ... OM. A calendar is provided for you on the light , warmth and scaring off wild animals
reverse of this sheet, and your OM will tell it is also likely to attract humanoids and
you when to start marking off the days. If, other intelligent monsters. The camp site
The World of after every night's rest, you remember to should be chosen with an eye to defence, if
Wilderness Adventuring mark off a day, you will have no difficulty possible, allowing only one or two lines of
in keeping track of time. approach , which should ensure that you
If you have not played a wilderness are not attacked from all sides at once. At
adventure before you will find it very least one character should be on guard at
different from exploring a dungeon - Scale all times during the night, to watch if
detached from the rest of the world, where anything approaches the camp and to alert
practically every place you see and every In a dungeon, feet a re used as the basic the other adventurers if it does. In order to
creature you meet is a part of the adventure. measure of movement and range. In the avoid exhausting those on watch, it is
wilderness it is easier to move quickly, usuall y necessary to share the task between
Adventures a bove ground are set in the there is more open terra in and your vision your group, with 3-4 changes of watch
midst of a "rea l" world filled with a is not hampered by poor lighting con- being a good number. Do not forget that
multitude of people, places and creatures. ditions. As a result, movement rates are spellcasters need to get enough sleep to
As well as defeating monsters and people read not as feet but as yards. For example, a regain their spells in the morning.
who threa ten you, you will also have to character who moves 120' per turn in a
interact with the many non-player char- dungeon moves at 120 yards per turn while Animals should always be tethered at
acters who are not directly part of your outdoors, similarly the distance moved in a night, as they may wander off, and should
adventure. combat round is read as yards not feet. you be attacked, they are likely to bolt .
Missile and spell ranges are also read as
These people are simply going about their yards in wilderness, but the area affected by
everyday business, intending you no harm , a spell is never read as yards. Therefore a Healing Wounds
but they can still be important. It is they sleep spell has a range of 240 yards, but still
who can se ll you armour and weapons, only affects creatures within a 40 foot As well as hea ling wounds by means of
serve you in inns, or provide you with square area. spells it is a lso possible to regain 1 hit point
useful pieces of information . Speaking to per day by resting. In order to regain a hit
them can be fun and informative, but point, your rest must be undisturbed both
beware, some people may mean you no Wilderness Survival during the day and the night. Any stren-
good - thieves may pick your pockets, uous activity such as fighting or travelling
thugs may waylay you in dark streets or Surviving in the wilderness can be difficult, more than a very short distance will stop
chaotic magic users may cast spells at you. as danger can come at you from more you from hea ling. When resting to regain
Dealing with these people is similar to quarters than in a dungeon . While travell- hit points it is advisable to do so in a safe
dungeon encounters, but recognising them ing, it is advisable to be ready for an place where you are secure from attack.
Players' Information Sheet PULL-OUT SHEET I
~ Nuwmont
;(
Vatermont
;(
Thaumont
~
Lunadain 7 14 21 28 Lunadain 4 11 18 25 Lunadain 4 11 18 25
Gromdain , 1 8 15 22 29 Gromdain 5 12 19 26 Gromdain 5 12 19 26
Tserdain 2 9 16 23 30 Tserdain 6 ) 13 20 27 Tserdain 6 13 20 27
Moldain 3 10 17 24 31 Moldain 7 14 21 28 Moldain 7 14 21
Nytdain 4 11 18 25 Nytdain 1 8 15 22 Nytdain I 8 15 22
Loshdain 5 12 19 26 Loshdain 2 9 16 23 Loshdain 2 9 16 23
Soladain 6 13 20 27 Soladain 3 10 17 24 Soladain 3 10 17 24
r 5
.. ,,,,
"'"'
9
9 e I QQQ Q Q'
noRTH Q V 9 Q I
9 QQe · 9/
Q Q S 'I( j TO
9 Q Q // f KRAKATOS
Sukiskyn is one of several fortified home- Appearance: Female; age 19; average height;
fair-haired.
steads in the wilderness east of Kelven. It is
Clothing: Long grey dress, embroidered apron ,
the home of a closely knit human clan yellow head-scarf.
(headed by Pyotr), which makes a living by Personality: ALL; Gentle, sensitive, intelligent;
catching wild horses on the plains and hills good horsewoman, able to calm the fiercest
to the east (see Map K), bringing them back of wild horses.
to the homestead to be broken and shod, Note: The only person capable of re-taming
and then selling them to traders in and horses which Loshad has made wild (see
around Kelven. They train the best as war event WE4. Horse's Friend, pl4). This will
horses. It is a harsh and often dangerous take I d4+ I weeks.
life, but Pyotr and his kin are a proud
Clothing: Blue tunic, grey trousers (ch ain mail, AC 9 (9); NM; hp 3; MV 120' (40'); #AT I dagger;
people and would be loathe to live any D Jd4-1; Save NM; ML 7; THACO 20.
small, round shield +I).
other way . Personality: AL N; Fatherly, brave, honest, Abilities: S6, 117, WIO, D9, Cl! , ChJO
decisive, good leader, good horseman. Gear: Dagger.
Note: As clan head, Pyotr is the pivot of
NPC Actions negotiations with the party (e.g. he will ask
the party to search for Stephan - see pl4, A IRINA (C) - Pyotr's daughter
It is up to you as DM to determine the Muted Feast).
actions of the NPCs, using the information Appearance: Female; age 17; plump; plaited red
(including personalities and possible roles AC9(3); FS; hp32; MV90' (30'); #AT I sword +I hair.
or I arrow (+I); D ld8+3 or Jd6(+l); Save FS; Clothing: Mauve dress , blue apron, head scarf.
in the adventure) in the character des- Personality: ALL; Perceptive, inquisitive; good
ML JO; THACO 14 or 17 (16) - R 70/140/210.
criptions. The party will be received as Abilities: Sl6, 111 , WIS, D9, CJ3, Ch 12 horsewoman ; can norma lly (703) tell when
welcome guests at the homestead, and will Gear: sword +I (Jong bow, arrows, S arrows+ l ). someone is lying.
remain welcome there so long as they do Note: Cleric, can heal characters. Her ability to
not cause serious offence. sense lies may be used to deter the characters
DARYA - Pyotr's wife from making "rash" statements or claims.
NPC Deaths During the Siege Appearance: Female; age 38; medium height; AC 6; C2; hp 9; MV 120' (40'); #AT I sling stone;
black hair. D Jd4; Save C2 (+2); ML 8; THACO 18 -
Clothing: Long green dress, silver belt (leather R 40/80/160.
Although you have full control over the Abilities: SIO, III, WJ6, DJ4, C9, Chl2
armour).
NPCs, it is possible that some of Pyotr's Personality: AL L ; Slightly haughty but down- Gear: sling, stones, ring of protection +2, holy
clan will be killed during the Siege at to-earth with friends ; loyal; excellent cook, symbol.
Sukiskyn (p6). If any of these NPCs have good horsewoman , good at understanding Spells: lst level - cure light wounds.
important roles to play later in the cryptic codes.
adventure (see below), it will be necessary Note: Darya ensures that the adventurers are well
to have other NPCs fulfil these roles. Yuri taken care of, but is the first to chide them if MA TVEY - Pyotr's younger son
(one of the Refugees from Ilyakana - see they make a nuisance of themselves.
PSIV), for example, can take over from the Appearance: Young boy (age JO); untidy red
AC 8 (6); F2; hp I I; MV 120' (40'); #AT I dagger hair.
deceased Novannes as blacksmith at Sukis- Clothing: Dirty grey smock, leather trousers.
(or I arrow) ; D ld4 (or Jd6); Save F2; ML 8;
kyn . In some cases, you may have to invent THACO 19 or 18 - R S0/100/ISO. Personality: AL N ; Secretive, quiet ; prefers
and introduce entirely new NPCs. Abilities: S9, IJS, WIO, DI3, Cll , Cl2 company of animals (esp. horses) to people;
Gear: dagger (short bow, arrow s). can hide in shadows (JS3) and move silently
(2S3); fair horseman.
Pyotr's Clan Note: Potential source of mischief; his mis-
TARAS - Pyotr's elder son adventures might even require him to be
There were originally 12 inhabitants of rescued.
Sukiskyn: Pyotr and his immediate family Appearance: Male; age 20; ta ll ; red hair, long
moustache. AC 9; NM ; hp 3;· MV 120' (40'); #AT Nil ; D Nil;
(seven people in all), the blacksmith Save NM ; ML 8.
Clothing: Red tunic, orange trousers, fur hat
Novannes, and his family (four in all), and (leather armour +I). Abilities: S6, 112, W9, Dl2, CJO, Chl2
a servant, Stellios. By the time the ad- Personality: AL N; Enthusiastic; good sense of
venturers arrive during the siege, Novannes humour; will befriend fighters , but sus-
and his son-in-law Hakos will have been picious of elves and magic users; excellent KUZMA - Pyotr's mother
killed by the goblins. horseman , good knowledge of the area.
Note: Encourages the adventurers to take action Appearance: Female; age 66; short, thin , grey-
against the goblins (e.g . he will go with them haired.
Abbreviations to search for the horses - see Recovering the Clothing: Long black dress, grey shawl.
Horses, pll). If Pyotr dies, Taras becomes Personality: AL L; Stern with adults, kind to
Armour classes, weapon attacks, weapon clan head. children and halflings (thinks they are
children); mutters; suspicious of non-lawful
damages, and gear shown in brackets apply clerics; excellent knowledge of legends.
AC 8 (S); F3; hp IS; MV 120' (40'); #AT I baule
only during times of danger when the axe(or I arrow); D Jd8+1 (or ld6); SaveF3; ML9; Note: Cleric, will heal characters if asked. She
NPCs have equipped themselves for com- THACO 18 or 18 - R SO/JOO/ISO. knows many legends concerning the area
bat. Combat abilities are adjusted for Abilities: SIS, 19, WI2, Dl4, CJO, Chi I (e.g. how to summon Loshad - see Loshad's
bonuses. Gear: Battle axe (short bow, arrows) . Bargain, p22).
(NPCs: Sukiskyn) PULL-OUT SHEET Ill
AC 9; C4; hp 12; MV 60' (20'); #AT Nil; D Nil; AC 8; Fl; hp 6; MV 120' (40'); #AT I axe; LOSH AD
Save C4; ML 8. D ld6+3; Save Fl; ML 9;THACO 16.
Abilities: SS, 114, WIS, D9, C9, ChlO Bonuses: SIB, 19, WIO, Dll, CJ5, Ch9
Gear: holy symbol, (scroll: bless and cure light Gear: Axe
wounds (x2); scroll: cure disease (this high
level scroll will cure any one living thing of
one disease, or of lycanthropy - see BD33). GRISHA & GRISHKAL (twins)
Spells: Isl level - cure light wounds (x2)
2nd level - bless Appearance: Identical twins; male; age 20; short;
shaved heads with long, black pony-tails.
Clothing: Idemical brown working smocks and
MASHA - Bakos' widow trousers.
Personality: ALL; Say very little except to each
Appearance: Female; age 18; tall; long blonde other.
hair, pale complexion; carries her baby
Carina on her back. AC 9; Fl; hp 5 each; MV 120' (40'); #AT I axe;
Clothing: Green and blue checked dress, dark D ld6+2; Save Fl; ML 8; THACO 17.
blue apron. Bonuses: Sl6, 17, W9, 012, Cl2, Ch JO
Personality: AL L; Distraught following the Gear: Axe (one each)
deaths of her father and husband; likes poetry
and songs; fascinated by elves; loathes
violence; sings beautifully, plays Balalaika;
good horsewoman. MISCELLANEOUS
Note: Urges non-violent solutions. (in centaur form): AC 5 (I if invisible); HD 7•;
STEPHAN - Pyotr's brother hp 46; MV 180' (60'); #AT 2 hooves/I arrow;
AC 9; NM; hp 2; MV 120' (40'); #AT Nil; D Nil; D ld6/ld6/ld6; Save F7; ML 9; AL N; xp 850; t
Save NM; ML 6. THACO 13 - R 50/100/150; New Monster. ~
Gear: Ring of invisibility (earring), short bow. "'
Abilities: S9, 110, WI I, DIO, C9, Chl4 "
0.
(in stallion form): AC 2; MV 270' (90'); #AT 2 ~
STELLIOS - servant hooves/I bite; D Id6/ld6/Id4; ML I I. ]
,,;
Appearance: Male; age 63; bald; plump; only
one arm. 3 wild horses: E
~
Clothing: Brown tunic and trousers. AC 7; HD 3; hp 14 each; MV 240' (80'); #AT 2 ,..
Personality: AL L; eccentric; cannot ride; long hooves; D ld6/ld6; Save F2; ML 9; AL N; xp 35 !:::
memory; expert knowledge of gems. each; THACO 17; EX51 (modified). t
Note: Alternative source of legends. He can
identify and value gems and jewellery found
by the party. THE IRON RING
Stephan is the brother of Pyotr (see above). It is
=-
AC 9; NM; hp 2; MV 90' (30'); #AT Nil (l sling The Iron Ring is an evil, sec.:ret organ- ~
stone); DNil (ld4);SaveNM; ML 7;THAC020; he who recruits the party at the start of the
isation which deals in theft, extortion and, ~
R - 40/80/160. adventure. After joining the adventurers at
Xitaqa (see p26), he will accompany them on the most importantly, the abduction of people 0.
Abilities: SIO, Ill, W9, D9, Cll, Ch9
journey to the Lost Valley. His experiences at into slavery. Its roots are in the Black Eagle ~
Gear: (sling)
Xitaqa make him obsessed with the desire to find Barony in the western part of Karameikos, .~
the Lost Valley and, particularly, to reach it but its members pursue their loathsome 5.
Refugees from Ilyakana before Golthar. In the past Stephan has travelled trades throughout the Duchy, and beyond. ~
as far as Threshold and is familiar with the trail
leading up to it. He is therefore able to provide (ii
Gregor and the other survivors from the The members of the Iron Ring can be of :;
the adventurers with information as to what lies
goblin attack on Ilyakana (area W4) arrive on their route, and if necessary, he can negotiate
any profession or race, and recognise each 5'.
at Sukiskyn after the siege (see Bad Tidings with NPCs on their behqJf. other by means of codes and passwords :i
- pl2). unknown to those outside the Ring. Every ~
Appearance: Male; age 37; tall; red-haired. member shares the same mark, however, a 6
GREGOR - Lumber-Camp Boss Clothing: Blue robe over leather armour. brand on the left forearm in the form of two c
Personality: Friendly, brave, honest. manacles linked by a chain.
E
Appearance: Male; age 27; medium height;
muscular; blonde hair. AC 6; F5; hp 26; MV 120' (40'); #AT I sword or I The members of the Iron Ring are divided
Clothing: Battered leather armour. arrow; D Jd8+J or ld6; Save F5; ML 10; THACO by a strict hierarchy:
Personality: AL N; loud-voiced extrovert; good- 16 - R 50/100/150.
natured; carpemer. Abilities: SIS, 110. W9, Dl4, Cl2, Chl5
Gear: Sword, short bow, arrows . - Masters: These are the ruling elite of the
AC 7; F3; hp 19; MV 120' (40'); #AT I battle axe; Ring. They normally avoid danger,
D ld8+2; Save F3; ML 9; THACO 17. undertaking only the most important of
Abilities: SI 7. 113, WI I, DIO, Cl2, ChlO LOSHAD & BODYGUARDS tasks personally.
Gear: Battle axe. - Reavers: These underlings are respons-
Loshad is a chevall (see New Monsters - p54) ible for most day-to-day operations.
who roams the open lands east and north of - Hounds: These unfortunates were once
YURI Kelven. His sole concerns are with the welfare of slaves, but now, with their minds
horses. The party may meet him on several twisted by torture and brain-washing,
Appearance: Male; age 38; muscular; white hair. occasions: WE4 (pl4), Loshad's Bargain (p22)
Clothing: Torn black tunic, small shield. and WE6 (p30). He is normally accompanied by
they serve the Iron Ring as fanatically-
Personality: ALL; Moody, taciturn, blacksmith three stall ion bodyguards. These are as fast as loyal, fearless warriors. In addition to
(can shoe horses, make farm implements) riding horses but fight as well as warhorses. the brand, the Hounds bear the marks of
and weaponsmith (can make swords, daggers, They cannot be tamed for riding, even if the manacles they once wore on their
axes, maces, spears, bows and arrows). captured. wrists and ankles.
PULL-OUT SHEET IV (Sukiskyn/Stephan/Loshad/The Iron Ring)
~~~~~~~~~~~~~~~~~~~~~~~~~~!.~~~
Members of the Iron Ring Appearance: Male; age 35; tall and swarthy with THRESH Q LD
black beard and green eyes.
During this adventure, the party will Clothing: Dark red robes; black belt with SERGEANT ARTHOL
encounter only a small fraction of the Iron elaborate buckle in the form of two linked
manacles. When the adventurers first arrive at Threshold
Ring's members. The statistics of those Personality: very cunning and totally ruthless
who will be met in only one location are (and from whatever direction), Arthol is in
with an unpleasant, sadistic streak. charge of the contingem of guards that meets
given in the main module text. Those who
th em . In spite of his frightening appearance, the
may be met in more than one place are AC 6; M6; hp 21; MV 120' (40'); #AT I staff or I sergeant is a likeable character and, if approached
described below: dagger; D ld6 or ld4; Save M6; ML JO; AL C; correctly, could become a firm friend of the
xp 725; THACO 17. adventurers. A loyal servant of the Patriarch , he
Abilities: S9, 116, W14, Dl7, C14, Chit is a potential source of much informa tion about
GOLTHAR (MU)- Master of the Iron Ring Spells: Threshold and its inhabitallts.
!st level : charm person, 2 x magic missile (3
Operating from Xitaqa, Golthar's search for the missiles)
tapestry-map to the Lost Valley is the reason for 2nd level: levitate, web
the goblin raids and the capture of Stephan. 3rd level : slow, hold person
Unless killed in Xitaqa, Golthar pursues the
party to Threshold and even into the Lost Gear: necklace of protection +1 (functions as a
Valley. ring of protection - see BD52); eight large
jewelled rings (value 250gp each).
Spell book: Contains the above spells plus:
1st level : detect magic, light, read magic,
sleep
2nd level: detect invisible, knock, mirror image
3rd level: dispel magic
Appearance: Male; age 50; 6'9" tall. A grizzled
veteran with an eye-patch and a deep scar on
JO LENTA (C) - Reaver of the Iron Ring left cheek; deep, menacing voice.
Clothing: white surcoat embroidered with
When the hunt for the adventurers begins after golden cha lice over Chain mail +2.
their raid on Xitaqa, Jol enta is sent with Gactis Personality: seemingly gruff and short-tempered,
to Rifllian (p32). Later, she heads for Threshold h e is really kind-hearted (especially if he has
and joins up with Golthar (or Karllag) there. just been bought a few drinks at the Hook
and Hatchet tavern).
Appearance: Mal e; age 32; tall and gaunt with Appearance: Female; age 30; tall , with short dark
deep set eyes and a piercing stare. hair and bright blue eyes. AC 2; F5; hp 40; MV 120' (40'); #AT I sword +2;
Clothing: Yellow robes; black belt with elaborate Clothing: chain mail under brilliant blue cloak D ld8+5; Save F5 ; ML IO; AL N; THACO 12
buckle in the form of two linked manacles. Personality: cold, ca lculating and very ambitious (inc. all bonuses).
Personality: emanates a sense of controlled Abilities: 518, 110, Wit, D9, Cl7, Chl4
menace in every word and gesture; unpredict- AC 4 (chain mail & shield); C4; hp 16; MV 120' Gear: chain mail +2, sword +2
able, with a violent temper. (40'); #AT I mace; D ld6; Save C4; ML 9; AL C;
Note: If he is killed at Xitaqa (p26), Golthar will xp 125; THACO 19.
be replaced by Karllag - see below. Abilities: Sl2, 110. Wl6, D9, Cll, Chl6 MAFKA (Thief) - Reaver of the Iron Ring
Spells:
AC 4; M6; hp 17; MV 120' (40'); #AT I thrown !st level : cure light wounds, cause fear Mafk a works as an Iron Ring sµy at Threshold.
dagger; D ld4; Save M6; ML 9; xp 725; THACO 2nd level: silence 15' radius Disguised as a fortune teller she attempts to lure
14 -'R 10/20/30. the adventures to a deserted inn where Golthar
Abilities: S9, 115, Wl6, Dl8, CIO, ChlO. Gear: mace +l; shield +1; scroll with bless, cure hopes to slay them.
Spells: light wounds and silence 15' radius; 50gp
1st level: magic missile (3 missiles), shield, and 5pp in belt pouch, gold bracelet (value Appearance: Female; age 35; brown hair dyed
sleep 500gp) grey; average height , slender. When met she
2nd level: detect invisible, web is disguised as an old woman.
3rd leve l: Oy, hold person Clothing: bright red robes as fortun e teller;
GACTIS (Thief) - Reaver of the Iron Ring otherwise she wears a grey cloak over lea ther
Gear: Throwing daggers; ring of protection +2; armour.
jade ring which controls the living statues at Gactis goes to Rifllian with J o lema as part of the Personality: intelligent and cunning, a con-
Xitaqa (X 11 ); concealed pouch contains Iron Ring search for the adventurers. Later, he vincing actress.
5000gp-worth of small gems. trails the party on the journey to Threshold
Spell book: Contains the above spells plus: (seeWEll, p33). AC 7 or6; T5; hp 18; MV 120' (40'); #AT I dagger
1st level: detect magic, light, read languages, or sword; D ld4 or ld8; Save TS; ML IO; AL N;
read magic, shield Appearance: Male; age 45; short, stocky, with xp 175; THACO 17.
2nd level : detect evil, knock, levitate heavy brow and long arms. Abilities: Sl3, 115, WIO, DIS, Cl I, Chl4
Clothing: leather armour +I under heavy black Gear: concea led dagger, and when in normal
cloak clothing a sword, potion of flying and a non-
KARLLAG (MU) - Master of the Iron Ring Personality: taciturn , not too bright but very magical crystal ball.
stubborn
This NPC is only needed if Golthar is killed at
Xitaqa (p26). He arrives there a few hours after AC 5; T4; hp 16; MV 120' (40'), 240' (80') HUTAAKA
the PCs ' departure and takes up where Golthar mounted; #AT I sword or I dagger +2 or I arrow;
left off. Revenge is almost as important to him as D ld8+2 or ld4+4 or ld6; Save T4; ML 9; AL C; KFOREDZ (C) - Priestess of the Hutaakans
recovering the tapestry - noone outwits the xp 125; THACO 17 (15) - R 50/100/150.
Iron Ring! If not used during the course of this Abilities: Sl6, 18, WIO, Dl6, Cl5, Ch9 Following the disappearance of the High Priest
adventure Karllag could be encountered by the Gear: sword, short bow, 20 arrows, dagger+2, during the Traldan attack on the Temple,
party in future adventures as the Iron Ring potion of invisibihy, potion of speed, 12pp Kforedz now leads the Hutaakans. If the PCs go
atrempts to gain revenge on those who have in belt pouch; wears heavy, golden earrings with the Hutaakans following their first meeting
thwarted its plans. (value IOOgp each) with the Traldar (see Meeting the Inhabitants,
(The Iron Ring/Threshold/Hutaaka) PULL-OUT SHEET V
abandon the humans at a later stage, Kforedz Appearance: Male, aged 28; short and very Red-blade (Gnhasska)
does her utmost to persuade them to help her and muscular, he wears a brightly-coloured Symbol: Bloodied sword.
her people. She paints a very convincing picture lizard-skin cloak (his "badge" of office) at all Features: Wear red clothing, and adorn
of the Traldar as ungrateful barbarians, who times. themselves with red objects of all kinds
have repayed years of enlightened patronage Clothing: leather armour and shield
(feathers, shells, fruit rinds, beads,
with hatred and bloodshed. She might even hint Personality: AL N; shrewd and cunning, but
at the existence of an ancient Hutaakan pro- swift to anger and easily insulted. stones, fragments of pot, etc.)
phecy, which foretold the arrival of the party as Note: Accompanied at all times by four Traldan Weapons: Short swords and slings.
saviours of the last remnants of their culture. As warnors. Morale: Average (7).
a last resort, she will offer the adventurers a Lair: Underground in the Dymrak Forest
jewelled Star of Pflarr (value IOOOgp) but will AC 4 (inc. D bonus); HD 7; hp 38; MV 120' (40'); (area W9).
not accompany them under any circumstances. #AT 1 spear or l hand-axe; D ld6+3 (inc. S
Unbeknown to the adventurers, Kforedz will bonus); Save F7; ML 11; xp 850; TH ACO 12 (inc.
take any opportunity to animate dead to send S bonus); New Monster. Viper(Jaggadash)
against the Traldar. She will never admit to this Abilities: SIB, 19, WIO, Dl6, Cl3, Chl5
Symbol: Snake.
ability. Gear: spears, hand-axe
Features: Decorate their bodies with tattoos.
4 Traldan bodyguards Weapons: War hammers and daggers (for
AC 6; HD 2; hp 8 each; MV 120' (40'); throwing).
#AT I spear or I axe; D ld6+2 (inc. S bonus); Morale: Low (6).
Save F2; ML 10 (8); AL N; xp 25 each; THACO Lair: Underground in the Dymrak Forest
17 (inc. S bonus); New Monster. (area WJO).
the encounter to occur. Alternatively, and 2-4 giant foot-pad lizards: AC 6; HD 2+ I; hp 9 Undead a mob of:
perhaps ideally, the encounters may be each; MV 120' (40'), 60' (20') climbing; 5-8 zombies: AC 8; HD 2; hp 9 each; MV 90'
selected for use in any order and at any #AT I bite: D ld6; Save F2: ML 7; AL N; xp 25 (30'); #AT I claw; D ld8; Save Fl; ML 12;
location that seems suitable. Be careful not each; THACO 17; New Monster. AL C; xp 20 each; THACO 18; 8D39.
to overuse these encounters, however, since 7-12 skeletons: AC 7; HD I; hp 5 each; MV 60'
this may leave the PCs too weak to cope 2-5 Death's Head (Galt-kalat) gnolls: AC 5; (20'); #AT I club; D Id4; Save Fl; ML 12;
with the rest of the adventure. It is a good HD 2; hp 8 each (leader 10); MV 90' (30'); AL C; xp IO each; THACO 19; BD37.
idea to tailor the encounters to the con- #AT I spear; D ld6+1; Save F2; ML 11; AL C:
dition and abilities of the party - par- xp 20 each; THACO 18 - R 20/40/60; BD30 (& 2-5 wolves: AC 7; HD 2+2; hp 11 each; MV 180'
ticularly in the later stages of the adventure. PSVI) - hunters on their way to join the main (60'); #AT I bite; D ld6; Save Fl; ML 8; AL N:
war-party in pursuit of the party. xp 25 each; THACO 17; BD39.