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3-D DRAGON TILES

For use with the D UNGEONS & DRAGONS® and ADVANCED DUNGEONS & DRAGONS® Games

The Kidnapping of Princess Arelina


b y Garry Spiegle

TABLE OF CONTENTS
What you get with 3-D Dragon Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
How to use the Dragon Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Dungeon ad venture: The Kidnapping of Princess Arelina
Preparing for Lhe adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Beginning lhe adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Encounter key . . . . • . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Endin g the adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

H ow to cut -out and assemble the 3-D figures . . . . . . . . . . . . . . . . . . . . . . . 7

Edi tor s: Tim Kilp in , C urtis Smi th


Tile Artists: Dennis Kauth , J im LIST OF PLAYING AIDS
lloslof
Figures Designer: D ennis Kauth
Grap hic Designer: Kitty Thompson 3 -D Figu.rc S heet 1: Character and DM Sheet :
Monster Figures Abbreviations
0 1.tnhut...J m !he l°'"><lk trade by l<.andom H c.1ue, Inc. , 3-D Fi gure Sh eet 2: Wall Sect.ions and Monster smtis1ics
snd Canada by Rnndom Ho ll><" of C ;i.nndn. Lut Du.-
111
1tlbu1~d Ill the IO)'
.md hobby 1ndo..my by r<g1<maJ distnb·
Hanging Figures Pn:.rolled tharaciers
utur>. Di,. ribu1cd 10 thr U nited Ki ngdom by TSR (IJK ) 3-D Figure Sheet 3: Corner Pieces, DM Map I : House of "lbwers M ain
LHI. Door lnscrts, and Wall Fence Sections Level
ADVANCED DUNGEONS & DRAGONS, DUNGEONS 3-D Figu.re S heet 4: Double Door, Pillar OM Map 2: House of Towers Cellar
& DRAGONS, and D&D uc rcgiatcr<d mukuutrks Figures, and Monster Fig11rcs
owned by T SR, Inc i\D&D i1 a mtdcltlllrk owned by Insert:
TSR, lnc.
3-D Figure Sheet 5: Singh: D oors ant!
0 1984 TSR, 1nc. All Rights Rt:SCJVed. Printed in U.S.A. Monster Figures Feamre Tile Shce1 I
Feature Tile Sheet 2
Th1,. pn)dm:t i> ptotc( \c:d W'HICT lhc- rup)'righ1 laws u( 1hc
Uni •NI S1.11c!o u l An1t:m::.."'- An )· rcpro ducu on o r o t.he-r
umnuhon;rcd uroc ot thr nhuc:riuJ "'r nrrwork ~'Vmaint:d
hr n :in 1.s pN1hlhir('(t wuhout lbr. cxpro, wrlllc.n ~.>er.m1~~nn What y ou get with 3-D Dragon Tiles
ofTSR , Inc.

l'SR , Inc. TSR (UK) L1rl The 3-D Dmgon T iles are made up of LWO 6 pillar ligurt:ll ( may be used ro make
POB 756 The Mtll. R • thntorc Road I ypcs of sha pes: Lh ree·dimensional ligurc.s, walls)
Lakt· Geneva, Cambrtdll" C Rl4AD and cwo·ditnensional reature tiles. Tb.is set 2 wall fence figure.' (may be ust:d as
WI !131< 7 Unttrd !\ingrh11n includes: wall)
84 die-cut feature tiles
8 player character ligurcs
4- nonpl ayer character figures The 3-D fig\l rei; are primed on the bookJeL 's
lt creature figures inside covers. The feature tilcs arc printed 011
l double doo r figure 1wo diL-cut sheeis included with the booklet.
3 single door ligurcs A special Dungeon Mapping Grid is printed
6 co mer figures on Lhc booklet's outside. cover.
TSR, Inc.
""'OOUCTS °" YOUll ••01Nmo11~ 4 wall .figures Also included wflh the booklet is a special
DM Sheet, which contains adventure map~
1 curtai n figure
2 bricked-up window figures and prerolled ch.aracters.
1 mirror figure "The Kidnapping of Princess Arel.inn" is a
tapestry figure special D&D*/ AD&D,. adventure designed
h.anging swords figu re so chal you may u~e 1be Dragon Tiles in play.
JSBN 0-88038-108·6
394-5,i 143·XTSROBOO
9121
Dungeon adventure:
" The Kidnapping of Princess Arelina"

How to u se the Preparing for the adventure ROYAL EDICT


Dragon Tiles This adventure is designed for a group of <I to
Be it known that yes terday, vile and
8 characters between the second and fifth lev-
You may use tho:~<' 11lcs m nearly any dun- treacherous fiends kidnapped Princess
els of experience. The group should include
geon advemurc If vou arc running a group Arclina, King Limakh ao 's youngest
at least two clerics, as wcll as a mix of oLher
adventurc:, >Ou m;:iy l.ly nut the Iii~ as char- daughter.
character classes. Players may u~c: their own
~ctcrs explore d1rTcrcnt arc~ If you arc- plav- Be II also known that royal guardsmen
~harac1er.., or they may use the prc:rolled
mg a solo advcnmrc:, \'OU ma\ use the: tiles to pursued the: kidnappers to the gates of s
characters provided on I.be OM Sheet.
track your progress house bounded b y two dark towers.
You may use: either DUNC EONS &
Stan by punching out 1hc 84 fc:1turc tile$. Archers and lancers have surrounded che
DRAGONS* rules, or ADVANCED DUN-
These tiles illus1rmc furnllurc, traps, or trea- evil place, imd trapped the wretched kid-
G EONS & DRAGONS• ru les for this nappers within.
~urc: the: charaC'tcrs might find while cxplor-
adventure. 1\vo DM maps are included on
~ng. In 'om!' ra~cs, a foa111rf ulc may show an Be it also known that the king has ror-
1he OM Sh~ct . Do no1 show 1hesc maps to 1he
uem 1hc: charnner:i wana to touch or use (a biddcn the archers and lancers to attack
players dunng the advenwrc.
chest, for example). If chnrn<.tcr\ touch such the b?~~ o~ towers so long as the princess
''The Kidnapping of Princess Arclinn" h:u
an item, the tile: may be tuml-d over w show rcm ams m s1de. Therefore, the king seeks
been specially designed so that you m ay use
what action the charnucu havl' caused (a a few strong warriors to e nter the house:
the Adveniurc Till!ll in running the adven-
chest of trca~ure, or a trapped chest , for and rescue Princc3s Arclina.
lure. l::ac:h encou nter lists which 3-0 figures
example). T hus, King Limnkha.n offers a reward
and feature tiles you should use. R efe r to the
After you ha\!c' punched out the feature o r 50,000 gold pieces to any pe rson or
DM maps for 1he exac1 placemen1 of each
ulc~. cut out the mnJor ~crllC>n on th<' 3-D party who rci1cucs the princes., by nigh t rail
room's tiles and figures. tomorrow The kjng .Jso offers one or hi)
Figure Shet:ts Spt:c:i..J in~trullions for cut- If you want to place an item (a chair. a
ting out and assembling each of the 3-D fig- finest war horses to each rescuer.
.:hc)t) in a room that isn't li5ted in the Be warned! If the priocC$$ is hanned or
urc:s arc at the end of the booklet encounter text. make sure you have a good
When you get read)' to create or map a is kill~d , ?r H the rescuers try 1.0 tum back,
rc;ison for putting it then:. Try not 10 cluuer the king s archers and lancers will be
dungeon, la) the Dungeon Mapptng Grid the dungeon w•ith too many unneccs ary
(printed on the inside of the booklet's outer forced to kill the wrongdoers.
ohsraclrs.
~over) nat on n tabk F..arh squ1m· o n the grid
Read the adventure and become familiar
IS c:qual to 5 fcc:t The: tile:~ a.nd figures ru onto
with all of the tiles used in it before you run
this grid. the adventure for a group. Your adventure: Encounter key
You may use thr offic1;il ADVANCED will go more quick.I> a.nd will be more excit-
DUNGEONS & DRAGONS• ~lctal ~inia­ ing if you do. 1. T HE H OUSE OF TOWERS
turcs w11h these till'\, or vou mav use the 3-0 . Read alJ boxed text to the players. The tcx1 ENTRYWAY
ch;iracter and trentun:- fl~'Urcs provided. tn these boxes describes the a reas the chnrac-
3- D figures: walls, double door, corners
ters sec as thc:y explore. Some encounters list
Feature tiles: stain. gargoyle statues
)pccific times at which you should read this
box<.-d text. Try to lay out the proper tiles and
Cool breezes blow through the we1 grass
figures at the same time you rend the boxed
as the sun lights 1hc ~ky to the ca..,t. To the
text to the players.
n_orth, a dark, one-story stone building
All rooms arc described as if characters
rises from the dawn mi.sl. Bricked-up win-
hav e a lantern or torch and can scc clearly. If
dows mnrk 1wo 20-foot-high towers tha1
characters have no light ,ourcc, you may
rise from the northwest and southeast co r-
alter the room descriptions or add confusing
ners of the building.
tiles to 1he layou t. to rencct lhe charnrter11'
A rickety iron fence runs around Lhc
"impaired" visibilitv.
house. Along the fence, dozens of soldiers
The DM Sheet Ii~ all of the monster sta·
stand guard. Steps run upward from Lhe
tistics a nd abbreviarions used in the adven-
weed·CO\!Crt:d lawn inside the fence. The
ture. Steps le(ld to a porch in the south wall.
,~ftc; you have run this adventure. cry
designing and "stocking•· your own dun-
The house 1s made entirely of stone. All of the
geon. Guidelines for creating your own
windows have been bricked over. This porch
adventures arc included in the D&D• Basir
is the only entrance. No sunlight pcnccratcs
and Expcn rule books.
this gloomy place.
All rooms in the house are 10 feet high.
Begi nning the adventure unless o therwise noted AJI doors are m ade of
Stan this ad,·enturc by reading the Royal wood, and all arc unlocked, unless otherwise
Edict to the players. Then go 10 the Encoun· noted. The inside walb arc I foot thick and
ter Key a.nd start with encouoter I . the ou1side wall is 2 feet thick. '
As chnracters approach the steps, they sec
Eocounters 1-ll are shown on OM Map two gargoyle s1atues standing on each side of
I: encounters 12-17 arc shown on OM Map the entryway. Five-fool wide, iron·banded
'2 double doors stand in the porch's nonh wall.
.. THE KIDNAPPING OF PRINCESS ARELINA "

Pressure platt>s he in tlie floor 3us1 nonh of Bookshelves cover the entire north wall of 4. BEDROOM
earh gnrgoyle s1a1ue tr a character steps on chis mustv library. M any books, their
3-D figures wnlls. si ngle doors. cornc.rs,
One of the platt'S, the gargoyle's clawed wings lea ther covers ripped itfld rolli ng, have
brick ed-up wi ndow, broke n mirror, black
of scone ~wing nut to hit the character. Any fallen to the floor.
curtain. glnnt rats, we rera ls
drnractcr who ac:dvates this trap must roll A li rcplacc filled with spitll'r webs and
Feat ure Liles: rouing bed , extingu ished can-
1d20. If the dice roll ts greater than his Dex:- dry kindling stands along the west wall.
delabras, round wooden table, sq uarr
tcrity score, the character takes JdG points of Two swords draped to cobwt"b5 hang
wooden cable, chcs1 (tn:asure c hest).
damage. Each statue takes 6 points of dam- above the mantle. Candelabras stand on
lumpy rug, spiral scairs, centipedes
age befor<' i1 ran be destroyed . each side of1he fireplace None of the can-

2 . HAL LWAY
dles is burning
A wfn and two s1uffcd cha r" face the
A massive four-post bed. covered by rot-
1ing. lihll\ bl.:inkcu, stands along this
I
fireplace , and a lllJ!!c. 1hick rug lies in room's wesc wall. The bed's pillows are
3-D liguff:s: walls, double door. smglc dooni, from of the sofa.
lmckc:d·up window, black curtain. bro- shapeless masses
A wooden desk stand' in the southwest
ken mirror A large: black cunain hangs along the
comer of 1he room. Several bou lcs and room ·~ nnr 1hwri11 comer. whi ch ju 1s
Feature tile<: cobwebs. table cryscal goblets lim•r 1hc desktop An in k- inward . A :>mall, rou nd table s1ands nea.r
well , a feather quill, and a parchment
The sound of scurrying rats echoes from the r unnin.
srroll lie bel",vcen the bottles A wooden
the norrh end of the hall. Cobwebs .:over A clhc:5f rests agains1 1he room 's no rth
rhmr stands before the desk. wall; a lumpy rug Hes in front of the ches1.
chc ~citing and hang down into the hall -
way, which is musty and damp. To the- eas1 or the chest. a broken mirror
Rotung blad. cunains hang along one
As soon as the characccrs enter this room , a hangs on uw wnll Pitces of b roken glaM
~houl rises from rhe sofa to face 1hcm. A fe" liner the noor below 1he mirror.
section of the east wall A long wooden seconds late.c, three more ghouls nse from the
table srnnds 10 the north of the curtains. A squart.' wooden table stands agains1
sofo and chairs. They all auack. lhe room 's south \Hill .
Doors stand m the west and cast walls of
this baJJ.,,ay's north end. A bricked-up Gh<>uls (4): AC 6; HD 2; hp 11 , 8, 7, 5; M V As soon. a.' clmracrers cn1cr this room. tlicy
window rests m the nonh wall. and a 90' (30' ); #AT 3; D 1-3/1-3/1-6; Save F2; see two werenus freeze for an instant, and
~racked mimff hangs Crom one of th.- win-
M L 9; A LC/CE; XP 25; SA touch causes then leap forward to attack
dow's britks. paralysis unless victim makes a savi ng
A jumble of foo1p ria1s criss-eros~('s 1hc throw vs. paralysis; SO immune to sli:t:p Wercra ts (2): AC 716; EID :J/'.M ; hp JS, 12;
dusty floor and c:harm SJ.lells M V 120' (4<J'): NAT I; D J-8; Save F3:
ML 12; AL C/LE; XP 50; SA can only be
The blt1.ck curtains open unto a closet. Roc- M os1 of the books that lme the non h wall of hit by silver or magic-al weapons
ting clotheo; hang on pegs in the closcl wall tlus mom are worthies$ If charac1c:r$ 1ake the
Se,eral pain of mud-caked shoes and boots ume to check the books carefully. they may The wen:ra11> light un1il they arc dotruycd.
~ie on the cl05el floor. If characters rummage
find mne valuable book~. Each is worth I 0 Aftc.r J d4 rounds, l\~O giant rats rush out
through 1h1" rlothcs, rhey find 2 sp gp. Crom u nder thi: bed to auaek 1hc characters.
The 'vindCJ\\ and mirror are illu~ions A A secret door behind one of the book-
door tha1 leads to a rea 6 stand~ belund these:. sheh'e5 along the north wall leads to a rea 4 Ciani R ais (2): AC 7. HD 'h; hp 3, 2; M V
illusions If a character dean~ 1he cobwebs off one of 120' (40'); #1.ff I, D 1-3; Save NM : ML
If charanen s1udy the footpnnts closdy, the swords that hangs above Lhe fireplace, the 8; AL NINE; XP 5; SA 5% i;ha nn· of d is-
they s.<"e thai some arc fairly fresh. The cha r- sword gives 111T a dim , bluish glow Each ease per bite
acters cannot follow the footpri n ts in one spc- sword is a silver longsword •J.
ci lie tlin:ction. however. A 1r:1pdoor lic:s beneath the rug in 1hls 1f c haracters discurb the blac k c:u rt.ain aJong
room. H characters open the trapdoor, they the northwesc waJI, a huge spider (from area
.3. LtBRARY lind a ladder tha1 leads down mlO darkni:~s. 5) crawls out 10 arrack &he c ha racte rs.
3-D figur<'S ' walls, s.inglc dooni, corneo, Unless the characters arc unusually clumsy,
ghouls. hanging sword5 they should not fall through tl1is 1rapdoor, as H uge SpLder. AC 7/6, HD 2/2•2; hp 12; M V
Fearun- 11/«s· book!hdves, pile of books, its door opens toward the characters. U the 120' (4-0'); #AT I ; D 1-8. Save Fl ; M L 7,
desk, unlu lil"t'.placc, square rug, sofa, 1wn cba.rac1ers go 1hrough the 1rapdoor, go 10 AL N. XP 25: SA can leap 3 feet, bi1e
stuffed chairs. wooden chair. extinguished a rea 12 innicu poison unless vie1im makes saving
candc:Jabras TI1e bcllllcs on the desk rnmaio old wine. If throw vs poison(· I bonus)
n 'haracter takl:S a dr111k from any of the bot-
The door 10 1his area is locked. Chara<.1trs tle$, the wine tas1es biuer, b uc ha~ no effect if lf cha rancrs ~tcp on the lumpy ru g along 1he
m ust have a combined Strength of 2·~ or 1he character immediate ly ~pits ir ouL Any nonh wall, 1hr1:e gian1 cen ti pede.~ crawl nut
h igh1·r 1r1 break dowu the tloor. character who drinks from o ne uf the bottles 10 attack the characters
mus1 make a saving throw vs. poison or be
sid for I hour Thai character also suffers a -
I hit roll penalty for that umc.
The scroll on 1hc des!. comains 1he spdl
c ure /i![ht wounds.
A small vial comammg a pouon of bi:almg
hes in the top desk drawer
"THE KIDNAPPING OF PRlNCESS ARELINA "

Giant Centipedes (:I): AC 9, HD 11•: hp 2, 2. A large bathtub s1ands against the north Ghouls (2): AC 6, HD 2; hp U, 6; MV 90'
I; MV tiO ' (20 '); NAT I; 0 poison; Save wall of this square room . A brick1;.'Cl-up (30' ): NAT 3; D 1-3/ 1-311-6; Save f'2 ; ML
NM; ML 7; AL N; XP 6; SA b1tes inflict window rests in the wall above the mb. A 9: AL C/N; XP 25; SA to uch causes
poison unless victim makes saving throw tin basin, partially lillr.d with brackish paralysis unless victim makes saving
vs. poison ("I- bonus) water, stands on a wooden table against throw vs. paralysis; SD immune to sleep
tho.: eru;r wall . A broko.:u mirror hangs and ch~1nn spells
rr drn racters rummage through the chest, above the basin.
rhey find a potion of invisibilily ruid a 1v.'lf1d of A threadbare rug lio:s in the center of The chamber from which the ghouls came ill
secret door dt~cccnon. A ring of prorcction •J the fl oor. Dusl covers everything here. cm pry.
lie:~ on rhr Ooor behind the chest. If charactcni search behind the green c ur-
If charactors move the rug, dozens o l cock· tain, they !ind a locked door. A piece of pale,
5. WATCH TOWER roac hes scurry ou1 The cockroaches are blue silk Is caugl.Jt in the door. 11 is a piece of
harmless . Princess AreJina's robe.
.'1-D figures: walls, single door, c·orncrs,
bricked-up windows
If characters inspect the basin, they llnd a A secret door in the wall lO the cast ilf the
sealed vial of holy warcr resting at the bot- ponraits leads co the .kitchen (area 10).
Feature tile: spiral staircase
1om If characters sean:h under th e solit, they
£i nd a dcrieal scroU. On the scroll are two
As soon as characters open the black 1.-urtain
7. SITTING ROOM nc111ralizc poison spells.
that covers the door m rhis area, a huge spi-
der rushcs out tO arrack. (Charac ters may 3-D figures: wnlis, single doo rs. corners,
8. DINING ROOM
already have fought this spider in a re a 4). If green curtai ns, skeletons, ghou ls, hanging
characters open the door to this area. another picture 3-D Jigw·cs; walls. single doors, t:OI'ncrs.
huge spidei· drops from 1he ceiling and Fearun: tile's: rocking chair, sofa, l1Uli1 can- blnck cwiains, tapestry
auacks. dlel' on table, wooden clutir, rug, ex tin- Feature riles; wooden chairs, table, li t can·
gu ished candelabra dies <>n cable~. cabinet. shadows
Huge Spiders (2): AC 7/6; HD 2/2•2; hp 12.
7; MV 120 ' (40'), #..IT l ; D 1-8: Save Fl : A rocking chair stands agains1 the casl 1\ iall a rchway $Ulndi. in the ~l wall uf
ML 7; AL N: XP 25; SA bite inflicts poi- wall of this long room. D usl and mold this dimly-lit room . Black cu nains ban g
sou unless vic1im makes saving 1.hrow vs. co\·er a high-backed wooden c hair thal along Llte ell.'[t waJI On bod' sides of the
poison (·I bonus) st.ands ir1 the southwest corner. A g reen archway. A huge tapestry hangs on the
ctrrtain bangs in the room's .southeast cor· west wall.
Lf characters go beyond Lhc door to this a rea, ner. Along the nonh waJI stands an ornate
they lind a dark spiral slaircase that lcaclA 1\vo huge pormiitS hang in the center of china c:ibinci. A door 3tands in the waU to
upward. If the characters ~o up the stairs. rhe north wall. the east of the cabinet.
read the followi ng boxed tcxl to Lile players. A moldy sofa stand~ along the sou th A long dining table dominarcs the cen·
wall. End tables, each holdi ng unli t can· cer of the room . T<:n high-backed wooden
Thi: stain< open inw a dark, barren room . d ies, stand on both sides of the sofa. A c.b.airs surround the table. Brass candela-
Empty torch sconces Linc the walls. long rug lies in from uf the sofa. Sitting bras, covered with wax drippin gs. sit at
.Bricked-up windows rest in each wall of stiffiy on rh e sofa arc cwo skclcwns, each end o f 1hc table. Colored candles
the tower room. clu tching teacups in their boney fingers. fl icker softly in the candelabraii. T he dim
light casts strange, moving shadows about
Lf characters inspect 1hc windows. they see As soon as characters iree the skeletons, the the room .
that cracks run between the mortar around skeletons rise to attack. Several c hina settings arc placed
some of the bricks. Characters cannot puJl around tl11~ rable. A glass goblet and sev-
1my of the brick.~ loose, but 1hey can look Skeleums (2): AC 7; HD 1; hp 5, 5 ; M V 60' e ral pie~cs of silverware accompany each
through the cracks. ff they do, they see sev· (20'); ltAT J ; D 1-6; Save F l ; tvlL 12; AL serring. SuddCJ,l)', two o f die goblets rise
c ral of King Limakhan 's archt!-rs standing C/N; XP W; SD 1h damage from sharp gracefully inco the air and rip slightly.
around the iron fence. an d edged weapons, immune to sleep, Pale, rosc-eolorecl liquid drains slowly
After 2d4 rounds. 1he door a1 the bortom of charm, 110/d, and cold-based speUs from the goblets.
the stairs s lams shut. Characten cannot reo- K nives and forks move about on a few
U characters Lb row a fu ll vi al c1f ho ly wmer at of the plates and dishes. Two large silver
JJt'n it from the inside. Characters must have
Lhe skdelons and bit thr:m, the water causes a planers suddenly float 1hrough the arch -
a co mbined Strength of 30 or higher to break
total of 2d4 poi ms of damage. way into the room .
down rhe door.
Two ghou ls a rc hiding in a secn:t cha mber Becaui;e oCthe dim lisht in thi& roQm, it take~
6. BATHROOM
behind the easternmost ponrait. The gh oub 3 rounds for the ch aracters to see that two
3-D Jigurcs: walls, single doors, comers, bro- rip through the canvas ld4 rounds after the shadows a rc sitting al ihc table 1wo more
ken m irror, bricked-up window skeletons attack. The ghouls cannot auac:k shadows ru·c carrying food in from area 9 .
Fearurc tiles: rug, bathmb, basin th e same rou nd they appear. Four round.~ after characters enter the room ,
the shadows attack.
''THE KIDNAPPING OF PRINCESS ARELINA "

Shadows(+): AC 7: 1-ID 2•213~3; hp 10, 9, 8, however, under a character's weig ht (JO%


8; MY 90' ('.lO'): ftAT J: D J-4 (2-5 if The smell Qf roning food hangs in the air chance per ehararlcr). [ f t.hc ladde r breaks,
AD&D'" rul es are used); Save F2; ML l 'l; of this dusty room. Doors suind in the the diaracicr an it must roll ld20. tr the dice
AL C/CE; XP 35; SA each h.ii drains l west and sou1h walls of the room. Both are roll is greater thnn his Dexterity score, rhe
S1rength poinc. a charac1er whose ajar. character takes 1d6 points or damage fron'I
Strength poims are drained to 0 immedi- A large wooden table stands in rue cen- falling.
arely becomes a shadow; SD can only be cer of 1he room. A tail cabinc1 stands in the When cltaracleri: reach the tunnel noor,
hit by magical weapons, immune to sleep northwest comer, ai1d a dusty fireplace read the following boxed text to th•; players.
and d1arm spells runs along the cas1 wall. Rust y pots and
These shadows never go beyond a n:ru; 8, 9, pa ns at<• scattered abour nn the noor Rough -hewn walls of rock fo11u 1his dark
or 10. After three characters enter thi~ room, a nist tunnel. wbich leads to the south.
mODster bu rsts through the door in the west
The silverware in the room is worth 500 gp. wall and auacks. U" characters follow the runnel, they sec that it
The china cabinet holds 10 large carving 1urns ca:nward, ant.I th en wide ns w a small
knives. Each is worth 10 gp. Cb.a racrers may Ruse Mons ter: AC 2; HD5; hp20; MY 120 ' cavern. A pile of rocky rubble forms the ca\·-
use lhesc: knives as daggers. (40'); llAT I : 0 special; Save F3: ML 7; e rn 's east wail.
lf characters inspec t rhe tapestry, they see AL N: XP 300: SA hit causes metal armor A skeleton lies along the cavern's no rth
that it is foded and dusty. ft depicts bunting aind weapon$ to rust wall. There is nothing else in thi~ cavern.
and jousting :;cenes. M c11hs and other insec1s
have infested 1he tapestry, making i1 worth- A secret door in tl1c sol11h wall of this room 13. C ELLAR HALLWAY
less. leads to area 7. There 1s nothing else of value
If characters search behind the black cur- hen: . J·D figures: walls. single doors. corners
tain, the y fmd a door that leads to area 5 . Fc:ature tile; curved stairs
11 . STAIRWAY
9. SERVICE HALL The stairs from the upper level of the
3·D figu res: walls, single door, corners house open onto rhis long, low hallway.
8-D li!fUrcs: walls, single door, broken mir- Feawrc: tile: spiral stairs ·n1e rough-hewn walb rise 10 a height of
ror, bricked-up windows only 6 feet . A dQOr s1ands in the south end
Pcarure riles: skeletons The door opens omo a curved stairway of the wrst wall.
that leads downward. The stairs have
An archway srands near rhc southwe~, been carved from stone. The air in rhis rr characters c:oniinuc down this hallwav,
corner of thi.~ long llallway. A door stands shaft is cool and damp. Tiny holes riddle they see lhat i1 widens as 11 rums towa rd tl;e
ajar in the cen ter of the no rth wall. the walls of the shaft. east. Another dpor .~tands in 1he north wall
1Wo bricked-up windows rest in 1.he e<L~t here. There is norhing else of inrercst in rhi s
wail, and a broken mirror hangs on the Thcs.e stairs lead down lo the house of towers hallwr~y.
west wall. Shards of glass lie on the floor cellar. M ice and rat$ live in the holes that rid-
beneath the mirror. dle 1he shaft walls Some of tb.esc creatures L4. SO UTH TUNNEL
mav ru.~h ou1 and srartlc the charactce> as
The bricked-up windows are illusions. Each they w11lk down the stairs, but the rodents 3-D figures: waits, wall fence, single door,
window covers a secret door in the east wn.!L cause no harm. .:omer.s, giant rat s, werernl, figh1 e rs
Small alcoves lie behind the secret doors. The If characters search rhe stairs as rhey Feawre tiles: chcsi beneath rubble. pool of
nonh alcove holds che mummified remai.ru of descend, they find a small dng. An emblem lire
a woman. and rhe sourh alcove holds the on th e ring matches the emblem on the uni-
mummified rcmains of' a man. The li:male forms of the arcncrs and lancers '"ho ure Holes a11d l!:<lgesofrock mark 1his 1unncl.
mummy is wearing u ddicacc gold ring, and guarding the house. Princess A relina Rocks and small boulders liner che lloor.
the male mummy is wearing a large silver dropped the ring. Just ahead, a pile or rubble p<tnially
ring. blocks the hallway. making it imposs ible
The female's ring is a ring o(protection ·1 . 12. LfBRARY TUNNEL fol' more than or1e _pcri;(ln to move through
The male'$ ring give~ us wearer rhc ability 1b.e hallway a1 a time.
3-D iigw·cs: walls, corners
10 fly once per day (d uration or .1d6 turns).
Titc: ring is cursed , however. For the ring to
Fcarurt: tiles: Qpco 1rapdoor, skcle1on, rocky Two ~ant rats attnck any c haracter who
rubble moves past the pile f1f rubble ,
work , ics wearer must shout and scream as
lot\g as he i~ flying . The ring's powers are not
lf characters discover the trapdoor in the Giant RarB (2): AC 7; HD 1h.; hp 2, 2; MV
affected by what the wearer shouts.
Door of the library (area 3 ), they see that a 120' (40' ) ; #AT I ; D 1·3; Save NM; ML
ladder leads down to this c:cllar tunnel. 8: AL NINE; XP 5; SA5% chanrtofclis·
10. KITC HEN
lf chnraciers climb down the ladder, they ease per bite
3-D figures : walls. single door~. comers, rust notice diat dozens of cobwebs hang between
monster the rungs. Tiny spiders crawl ou t across any A small nk.he Stands in the south wall jus1
Fearurc tiles· fireplace, table, pots & pans, characters who climb down 1hc ladder. The beyond the pile of rubble. A wererat. is hiding
cabinet spiders arc harmless. The ladder may break, in the nieht:. ft attack~ 2 rounds after the
gi.'lnt rats auack.

5
·'THE KIDNAPPING OF PRINCESS ARELINA"

Wi:rcra1 f\C 716; HD 1/3•1 ; hp 15. 12: M\' ceiling are harmless 17. WEST STORAGE ROOM
120' (•10'): •AT I. D 1-8: Save f3, ML As J ahaJ fights the c:harauers, he tries to
12, .'\ L C/LE: XP 50: Sf\ ran o nl y be h11 dra"· them 1oward the 1unncl off rhc room's 3-D figures: walJ5, wall fence, single doors,
by si lwr or trJagical weapons caM wall. Any cbarac1er who 1s backed more corn ers, 111ag1c·user, printess.
th:rn ~· fee1 inio Lhe tunnel i!. g rabbed by twQ Fentul'C tiles: boxes. titack of boxes
As 1hi' cha racier~ figh1 rhe ra1s, two of the ghouls. The ghouls li ve in ihis short 1unnel.
kidnappers (Jahar from area 15. Jclck fron1 The y do not come: out of the tunnel for any Rusak. a ma!('ic-uscr and the last o f 1he kid ·
a rl'a 16) 11' 10 1rap the characters in 1hc 1un- reason. nappers, is in this room guarding Princess
11cl. The) (ome to the e.is1 end uf 1hl' 1unnd If cbaracwrs balk jahat more than S feel A.ttlina, who is gagged and Lied in the sou1.h-
and 1hro" bum mg oil at the eas1 end of the mtu the tunnel. a scream suddenly pierce~ the cas1 comer of1he room.
rubblo: palo: Tilt") rhen s1and behind thl' .Ur. Then thc:.re 1s silence. Unless the chararten. were cxtremcl)
bummg oil t1nd fire their crossbows 1mo the quiet. Rusak heard 1hc characters approach-
spa~e be1wel'n 1he "'a.JI ;md the rubbll' pilt Ghouls (2): AC 6, I ID 2; hp 10, 8; MV 90. ing this room, and prepared for 1hcir
(See area 15 for J •~hat's s1a11sucs, and area (30'); #/'J 3;D 1-3/ 1-311-6; Save F2 ; ML entraJ)Ce. As soon as lhe characters open the
16 for.Jdck '• muistics.) 9 ; AL C/CE, XP 25; SA touch causes door to the roocn. Rusak cast.~ a /1.r.: ball ~pell
If charnctl·rs con1 inuc down the tunnel paralysis unless vic-1i111 makeN saving a1 lhe door. Read che following boxeJ tex1 10
IClward 1lw wesl. 1hcy come ro a pi lr of rubble rhrow vs . p1<ralys1s: SD 1111111unc co slec-p 1he players when rhe c.haracte.n en ter the
1ha1blolkS1he west walJ The wesr end ofth1· and d1arm spells room.
tunnel has ca\'l·d Ln. This tunnel on<e wn·
nectcd to area 12 16. WINE CELLAR T he door opens omo a dark hall way. Sud-
lf characters LllSpect the rubble, they find .i dculy, a Oash of light bu rsts from deep
3-D figures: walls. ~mgle doori.. corncD, io~idc 1.he hall. fla.mo surge through the
wooden chest buried under some of 1hc rocks
fi~hters hallway j us1 m~1dc the door, blasrlng 1.hc
Thl' chc~1 con1,11n~ nine bonlcs of win<' The
F1·ature ciles: stacks of casks. stacks o l boxes, door's wood to bits and filling the hall with
wine in ~ix of the boules has gone sour, but
broken glass lire. The sound of exploding botl.les pops
the wine: in 1lw Olher 1hree boules is in ex<.el·
ll'ni condition. Ea ch bonle is worth 3 sp in th" room beyond Hot liqu id splatters
Ir characters have cf<'fcmc:cl J ahai <1ml J clek, the cncire area.
~kip U> the boxed lCXI uclow iilld read II 10 the A wiling laugh sweeps out o f the room.
15. CELLAR PRJSON players as the characters c:mer this room . "Stay back! " the voice says. "'rhere's a
3- D figu1e": walls, single door, corni: rs. If 1hecharac1ers have not defeated the kid- lot more when: 1ha1 ca me from! "
ghoul>, figh1er.s nappcrs. Jaliat s1eps ou1 of area 15. stands in
Fe.11un: rile· lloc.:k of bats the hallway, and fires his c rossbow a1 the The door to thi s room bums and c rumbles to
charac.:1cn as they try 10 emcr 1hi~ mom . cmders in a few seconds. After lhe door has
If charattcrs h:l\ l' defeated jahat and jelcJ... Jahat is pro1.e.c.:1ingJelck. who is standing stopped burning. the characters may safely
~kip to the boxed 1exc bclo" and read 11 t<• the ~ard in the nonhwes1 comer of this room. cn1eT 1he room
player~ as the characters enter this room Jahat cominu~ to fire his crossbow as he Once they :ire m thr room, the characters
If the character~ have not dcfcatt:d 1.he kid· follows the characters into this room. $CC burning UOXC~ t1nd exploding wine bot·
nappen, Jelrk cracks open 1he door bel\,ccn tles, but thev do not sec Rusak.
areas 16 and 13. an d fires his crossbow at the A Jumble of boxes and casks fill~ this Just after cas1in~ rhe fireball spdJ, Rusak ca.s t
charac11:r~ ,,~ they 1rJ IO cm er 1.his room room . Many of the boxes arc: ripped open, an invisibiliry spell on himself.
Jc-lck ii. proterung Jahat, who i!, standing and si:ve ral wine bo 11 le~ have been
guard 1usr in,ide the door IO 1his room . smashed. Broken glass and corks litter the Rusak , fourth level ma~c-user; AC 10: hp
.J<"lck s1ops firing as soon as ch11rnctcrs lluor, whid1 is s1.aincd a dark rt'd . 15: MV 120 ' (40'); NAT L; D 1-4; Save
cnil'r this room He docs no1 folio" 1hc rhar- MU4: ML 12; AL N; S IL I 13; W 12;
acter~. If cha raetcrs havc no1 dl'f.,.ateJ Jelek, he DX 14 : CN 12; CH 15
auacks im mediately Spells.
·1h1~ d.irk room is cold and damp. A first level; ventriloquism , magic missile
rnstcd iron lf<lte stands open at rhc far end Jdek. fourth kvd fighter AC 5; hp 20: MV Second level : darkness ( 15' r adius)
of the room Sr' craJ bats hang from the 90' (30'); MT I. D 1-6, Sa"c F4: ML 10;
rriling in rront of the gati: AL N: S 15; I 13; W 8, DX M: CN 15: Rusak stole several rua~e scrolls before he,
CH 13 Jaha1, and .Jelek kidnapped the princess He
If rharactcrs have noc dc:f"t:ated j aha1, he .J dek is armed with four loaded crossbows. 20 used the spell~ on the scrolls to break in to the
;111ac ks
immediately. extra bows, and a shon~word. house of towers and keep ns creatures at ba)··
H e nas alro::ndy u~ed all of his scroll spells.
Jahat, 1.hird level lighter: AC 6; hp Ii ; MV Any charac1er who hides behind 1hc lmxcs or Rusak light.s to the dcath.Jahat andJelek,
120 ' (40'): //AT 1: D 1-8: Saw F3: ML co.sks may improve his Armor C lass by •t lf if they Are still alive, comt: to Ru seJc's <1id.
10; Al. N; S 15; l 11: W 7: DX10, CN 8; tl1e characters badly woundjelek, he 1·etreats None of 1he kidnappers harms P rincess Are-
C l-1 8 into a~a 17. lina, although 1hcy constantly sa y they will.
Jah:11 1s .irmccl with three loaded rros~bc1wit, If characters inspect the wine, they find As soon as the charae1ers free the princess,
I!) exrra boh~ . and a longsword. that most of it has gone sour If they rake the she dashes 10 rhem, throwing her arms
11me to go through :i.11 or chc boxc:>, 1hey an:: around 1.he charac1cr in from . She Lhnnk.s che
This room 1s the cellar prison The cell at the only able IO find 25 bortlcs that are stil l of any character.., and then asks them to take her
back of the room 1s empt) The baas on the value. Each is wonh 2 'P· home.

6
En ding the adventure 3-D Figure Sheet 2: L ong Wall
As th" i;hurnctcrs lead the pnm..'t!SB out of the Sections, Short WaJJ Sections,
house of wwers. King Limakhan, who fol· a nd Hanging Figures Diagram 2
lowrd the charnncrs to the house, cries out Cut along the heavy solid hoes o f <'DCh piece
w11h JOY at the first sight of his daughter He o n thi, sheet, u ntil yvu have two Long Wall
runs forward so qu1ddy that b1S bodyguard• Sccuons, two Shcirt Wall Secuons, and six
can hardl> keep up Hanging Figures.
The kmi; ru~hcs to hug Arelina .ind
acl.11ms, " M ) pnnccss, my dau~htcr. JO' of L ong/Short Wall Sections:
m~ hfe1 1i>day vou arc born ~am for me!" I l~old along the light sohd lines as shown
The king turn~ to"ard the charaueri m Diagram 2. M ake 'urc thRt the wall trian·
.. You arc ok1lled dlld courageous. lam a man glcs that border each \'>all fold behind the full ·
of my word Come to my castle 10 hc.tl your color wall secnon The 2·color ~tone patt ern
wounds, rest your bodies, and collect you r i~ marked by a " l " on D1agTarn 2.
proper reward! .. 2. Apply a few drops of glue IO 1he w:tll tri-
angles' blank pands. Then finnly press the
How to cut out and wall triangles against the wall If you use
tape, wrap :small pieces of tape around the
assemble the .3-D figures tops and bottom s or the wall when- the trian·
glcs meet the wall
lo put these figures together. you will need
scu~ors, and gluC' or tape. R anging Figu res:
Tear 3·0 Fi~re Sheets I, 3. and 4 alnng I Fold each of the Hangmg f igu res alon~
their perfora11ons Theo cut along tht •core the hght solid lines so that each ligure stands
bc1wecn 'l·D F1KlJre Sheets 2 and). ' ou now like a tent The full·color illustrations shouJd
have fivl' d1ffercn1 3·D Figure lll.-c:U show on both sides.

Diagra m 4

D iagram 1

3-D Figure Sheet 1: Character and


M on ster Figures 3-D Figure Sheet 3: Com er Pieces,
Wall Fence Sections, and
The blank pllllcl of each piece lists the charar· Door Inserts
tcr mune or monster type Wall Fence Sections:
I Cut along the hcavv solid Imes until you Corner P ieces (" t '' on Diagram 3):
I . Cut ii.long the wlid lines of the Wall
havt' 18 separate p1N:e~ I Cut along lhe huvy solid lines on t~
Fence Scc11on
2. F old alonl! the hght sohd lines on rach Comer Piece 2. Fold along the Wall fence's light solid
piece. M d1o"n 1n Diagram I E.nch uf the: 2 Cut along the sobd line that runs along
lines. as shown in Diagram 4
pieces fold, into a mangle t.hat shows a char· the blank panel at the bo11om of the Com er
J . Apply a few drops of glue to the WaJI
acter', (or monster's) right. left, and back Picn· Fenu:'s bla.ok panel Then p ress the wall tn·
sides Tu show that a character is moving for· :J. fold the Comer Piece together aJong angle (" I" on Diagram 4) firmly against the
warrl, point II~ figure in the direct ion noted the light solid Jin~ . .u ~hown in Diagram 3. Wall Fence (as shown by the arrow in Dia·
by the arrow on Diagram I. The arrows o n D ia!{l"om 3 show how the Cor·
gram 4). If you u~c 111pc, press the wall 1ri.in-
J . Apply a few drops of g lue to the trian· ner Piece's bo11om panels fold wgct ht'.'r
glc against the Wall Fence and wra p a smal l
glc's blank panel(" I a'' o n Diagram I) Then 4. Apply a few drops uf glue to 1he blank piece of iapc around the top of the Wal l
fold the figure 1oget.hu inw a tnanglc .uid pand a1 the bottom o f1he Comer Piece. Fold f ence, where the traan~lc and wall meet.
press finnl y. If you use tape, fold the figure the Comer Piece 1ogc1hcr and pn:n firmly. If
Then wrap another •mall piece o f tape
together a nd wrap a small p11.-cc uf tape you U'e tape. fold the Corner P1e<.c toget her around the bottom of the Wall Fo:nce, whrn:
3round the front point of the Lrtanglc ("lb' and wrap a ptcce of tape around the bouom of
the t.nanglc and w~11l m~I
on Diat!ram I) The tape should bind the fig· the comer, where the two p.mcls come
urc's nght and left ~1dt:8 together. together. St:t aside the Door lnscn pieces for now

7
""''-
9121

3-D Figure Sheet 4: D oub le D oor,


Pillar Figu res. and Monster
Figures ;, Fold aJong lhe liglu solid lines or lh<' move 1bc Double Door lnsen up and down
Right and Left Double Dour S1.1nds. forming bct\\een 1he frame~ When the double door 1s
Double" Doo r : 1hcm mm 1riangl.:s. The Lelt Double Door open ( lhc D ouble Door I nsen is pu lled all tht'
I Cui JJong die lit•m')' solid lim·s Pf Dou- Si.ind is "3" on Diagrnm 5, Rnd the Righ t way up ), your C haratter Fig ures should lit
ble Door Frames A & B. a nd alonl( the heavy Doubk Dour S tand is "4" 011 Diagram 5. easily th rough th e open doo rway.
so lid lines of1 hc Rig hi a nd l,efl Double D oor 6. C lue o r wpc the Dou ble Doll!' Stand tri - Pillar F igures:
S1i111d.,. .111gk~ coget.h<'r. as you wuu lJ the C harac1.-r
J Cui ou1 1he secti on' 111,ukl'd with :rn C ui out. fold . and :1sscmblc these ligun·s as
Figures in Diagram 1.
"X" on thl' Double Door Fra m es. These you would the C harac1c1 Fii,'lln·s (Diagram
7 Apply a few drops o t i.:lue to the blank
;p;ice., "ill fonn rhc door npt·ning when ilw I).
balk panrl of 1hc Ld1 Double Door Stand
door 1• put together Pre>> tht· triangle iinnl) agamst the left sidt· Monste r F igures:
'f. :\ pply a fe" drup\ of v;lue to rh•· blanJ.. o l Double Door Frame B. Cu t ou1, fold, .iml a~~et nbl e 1hesc figures as
side o f Double D oor Frnnw A (" I " on Dia- If Apply a few drops of' glue t0 the blan k vqu would th e Ch;iractc r Figures (Diagram
gram !'1). Appl y the gl ut· O NLY a lun g tlw ba<'k p<inel of the Rig h t Doubk Door Srnnd l ).
linn 111nrkeJ by arrnws c.m Diagram 5. Do Press dw triangle tirml y a~ai ns t the righ1 sid e Nme: These M onster Figures rest horizo11-
no1 appfr ~luc a n ywhere ··ls1· nn Double Door or Double Door Fra m .: B. 1ally, so they have no bark sides.
Frdmc A . I I you use tape. a11ach the Dnuble Door
./ Pres~ Double 0001 Fr,1me A lirml) Stands 10 Double Door Fr.1111c J3 a~ you 3-D Figure Sh eet 5:
11>ge1hc-r "ith Double Doo r Frame B ('"2" on woulJ the wall 1riangl.:s Ill Diagram 2. Single Doors and M onst er F igures
Omg1 am j) M ake ~un: that the full-rnlor The double; door ~huulu nuw Haud on it~
side~ .m· ~howing on bmh ~ides or the door own . S ingle D oo rs:
lr:tnll'. 9. Ge1 3-D Figur.: Sheet :1 .ind n 11 o ut lhc Cui Ul11, fold, and :issembl<· thcse li gurcs as
Ir you use tap e . wrap •1t1t1ll pieces ul' t>1 pc Dour lnsi:rts along liw h1;avy solid lines. you would the Double Dour ( Diagra m .5).
around th e e nd s o l 1ht· door frames (t0p a nd I 0. Place th e Double Duc>r Inscn (' ' 5 .. cm
M onster F igures:
bmwm) Ust' 1h1· arrows in Di a~ram 5 as Diagram 5) in the slut b<'IWccn Doubl,· Door Cut out. fold. and assemble these fi{\'Urcs as
gu1dd1ncs for pl acm~ 1he 1ape Ft a;lle> A & B. \ 011 ~hou l d be able to fr(·rly you would the Charar1n Figures (Diagram
1).

Tips on using the


Diagra m 5
3- D figures
You may use 1he>e figures co create lhree-
dimcnsional roorns on dw dungeon grid. T he
11scs for pieces such a~ walls and doors :ire·
£airl y obvio us, but o ther pieces may be useJ
in several ways.
You may use Cornc•r Pieces 10 de linea tr
room sizes, while leav1 nq a wall open for
mo' ing CharaCler Figure~ a nd placing fea-
ture tiles. You may also use Com e r P ieces to
reprcseni broken or i:rnmbling '"alls.
Yo u niay use Pi/li:rr Vigurcs as wall add i-
tic)ns, o r you may use rhem le ng thwi se as
rnm e embankments.
Yo11 may use some I /iJnging Figures to rcp-
resem free-standing statues or mirro rs. or
you may h.ang them over wa ll sections w rcp-
'\ rcst·m various wall hangings. When you have
~el up a room tha1 your player... want lO use

\ '
for several hou rs, you may wan I to use papcr-
dips to hold the walls, doo rs. and pillars
toKcthc r.

qlllXXXISOI

8
PREROLLED CHARACTERS DM Sheet

Bcd<lai Kual
ABBREVIATIONS
F ourth level fighter Third level r ange r
·1rcng1h 1!'1 Dcxu:riry 12 Srrcngrh 13 Uexw111 y I+ .\t - \1111r>r Cl~" I) - 0dnlJl(C
I n1dltge11u: 16 Cons111ut1011 15 ln tclligcn~e 15 CnnM i1u1iun 15 HD - H11 Oitr San· - !i.tvr A•
Wisd om 9 C hari.rna 15 Wr~d(Jm 15 Cha n sm:i I~ h11 - 1111 pllllll\ ML - Moral<
Amrnr Clas~ 4 Hit point~ :rn Armor Clas~ 7 l I it poi111 ~ 23 M\ - :.-tnvrmt.• 11t 1\L - Alt'ln1m·n1
~AT- l\o ul /lf(,IC k, XP - i':."<prrll'nt•·
Weapon s: lorrgs1Vord •1 , dagger. sho n swonl Weapons: lnngsw<ird , 1· nn qv>~i 1 r bo" w id1 1wr ruuntl pc)1m ,.1,Juc
Equipme nt: 1 h:1111 mail a nd sh1 dd: oil lh1sk:
'2(1 .;1rrows (live arrows ·J) F - Fii;h11·1 "' - N<'utr.11
50 lcct c1f n'Jl~ Equipment : studdnl k..11lwr; tram1·d fal·
(
-
(;h.tolll C-1'
...:r
- t:haofir lw1l
Lon: 50 feet of mp<', oa k <t:trl. dna J.. ol l\ll" - /'.l.t'\ll U>cr - l\r111r.1I l.'11
e/I cnS. ind SA -
"ip••t1:al Alf,\\~ so - r><·• ,,,I lklcn<.-
"IM - '\ unn.11 \I.in .. - fr< nr.:rh

I - lntdfll(C'Olf· \\ - \\1,dom
Awas Saud:ira
f ounh level magic·user Third Level magic· user DX -
l)t''l<l If\ c .... - Con•1ttuuon
(" i1h black cal fa 1111liar AC 7. hp ·~)
CH - Chilrl\n'la
Sr n·ngi h 8 01:x1cri1v 17
lntt'lln;c11u· 15 Con~1111111nu 11 S1rc ng1 h q IJr'<l\' I ity 11
Wi~d11111 14 (:hari\rna J"I l11tdl1 gc nce I •! Cons1itu11on 14
W i~d nm 111 C: lrnl'ismn 8
Armnr Cla)> i H it p1)ints 11
1\ nnur C lass 9 H 11 points JO
Weapons: da~g1·r; quarterstaff MONSTER STATlSTICS
Weapons: dagg<'r. 1;, t dart>
Equipment : bullscvc hmtern: s1-c wa.>. can·
die), 1m,11l '>1fq·r 1111rror. rwn bonc >Croll Equipment: do.ii. t>I pm1c·r111m · I. lc.11hcr ~lun,u·r ,t.111"'th_' ..ir• h,1t·d H\ 1ht.: r.,11,,,, 1n~
'<1><·s. r/11s1 nl disappearance scroll casr, two "a' randl1·, urcler

Spl'll• ~pdls.
.;\1011!!ilU ;\I'(. 'H•nt ( :"\o Jppeannl( 1l 111ou
I 1rs1 l1·H·I. m.1cr1c must!.'. re.ul fllil~tc, F1rH Ind bum mg J1,1m". 11Mg1c mi.;,jft-
,/tip ccond level: mirror im.11(•'
tlr,1111111• I \r111111 C: I""· H11 o .. ,. "' ( l.1"
l'COnd In ..1. 1111rrur 1mnl(c', "''/~3rd foe J..
l ,n·d. hlf I'"""'· !\I OH'l11Clll per tu rn
(1.,11ncl), :-.;., "'''"'"I.' 1><:• ""'"'' 1>.un.1<11'.
!'>aVI' A, . t:l:"'1L.-H·I . Mor<Llc. 1\l11.\n11wm
Triak Tcmao E•p•·111•m1· 1'111111 '.11111· " '"'(·i.ol At1111 1..,
F'ift h le vel cleric Fo urth level cleric Sp1·nal lkh'ns1·~; :u1d •pnral abil111..s 01 spl·ll '

S1ren~th JO Dexter it~ 17 Sm·ng1h 10 Dt'Xt"nl y 10 lmp<1rrJn1 I11 .ell "''c~ •·xcep1 D.1111aRC hmn~'
l 111t·ll11:c111 e 1l Cnn~murton 10 I ntrl11gcnce 15 Com.111u11on 10 \l.tU"ltH" th1U prn •.,,, ., ... 1.,-.h ( ') tn.ir~ JJt rt.un tu
Wi<dnm H Charisma I() \'\ i-dom Q \.harism.1 8 O&IJ' 1uln .111,I "·'fl'fln 1ha1 Julio" " >l.tsh
rn.irl. f><"rlJ111 10 ·\D&O~ rnf,,
Armor (.la" 2 H it pomr< .?8 1\rmur Clas~ 7 1111 pu1111s 12
"Weapons: \\.11 hammer·/ Weapon: maet· l<ill+ I ~R In• \II R11;l11~ R(·" nuL
Equipme nt: •plinr and shidrl, ~mall ;,if\ rr Equipment: lt·athn .crrnor. ,ihcr hul) >pn·
mirror , bud nf ({arise; two silver hol r lml: wooden lr c1I~ symbol. 1hn·1· vial of
s> rnbol\, p1 .1yn beaus, thr.•1· r·;111· "<L' hnly " ':ller. IO tncen sc: s11d.~ . three wax
dk~: bom· s• 1011 lUSc, three via ], c>f li oh <a nd lc$
\\''.tll'I
Spell~ .
Spdh FirM It·, el. , 11 rt· liglrr \\ t11Jm/, {x2). light
rirsf l1•vt•J bless. cure /11(/JC \\OUlldo. Second level· lwlcJ pc·~•w. vnnrunl llllm·
pm11·11iM1 Imm c.-i/ Ill<!"(
!->{'( ond le\ d ch;1n1. hold pa•o11. '/mtJ..
"1111 .111i111al~
·1 h11d 11•\"cl. n·mo1·e cunc

P c nchuii Am b i I
Founh level thic:( Third level thi ef
Sm·n~th 11 Oexrcruy Ill S1n·ngrl1 y D1·x11·n1 )' 11
l ntelli1.1 ..11ce- 9 G1,1 11S1111111t11l l 'l I nrc-lliq('n Ct' 10 C:nn~t i111 ti on 12
Wi~dnni 12 Charisn w q W1sclnm 1'1 G lr arisma 11
'\ rmnr Clas) 3 Hit poin t\ 17 l\rmur C lass ti H 11 poi m s 12
Weapons: 'hor"word. rw<, rhruwi ng cl<ig Weapo ns: cluu. uart. chigger, ,h1111sw1>rc.I
ql'1), shnq wirh 20 hullers
Equipmc n1 : Je;1t.hc.:r armor, rn1g of pro11·v
Equipmcn1 : lc:arhr:r armor. 1h1e\t'' prd,, 1inn ·2; 1h1c\C:~· pick, .incl tool~ ~rapplt­
and IOOI). two s nMll saLks, grapple· huuk , hool.., 50 feet of 1opc, tn.>n spike . fla~k o f
'ill ln•t 11f ropr, OaJ<k of oil; Imm~ of ()I/ nl ~ltppcrint·'~
d1 t•nkmd

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