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DOC'S ISLAND

by Frank Mentzer

n
if RPGA'" AD&D@ Module with 5 characters, levels 6-10
Epilogue to module R-3 THE EGG OF THE PHOENIX

-A

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TABLE OF CONTENTS
Abbreviations ................................. 3
Format ....................................... 3
Tournament Play .............................. 3
Tournament Scoring ...........................3
Dungeon Master's History ......................
4
DM History Map .......................... .Cover
Players' Background ...........................8
Overland Journey (Campaign Play) ............
10
Forest Encounters ...........................10
Bandit Pass ................................. 12
Ambush .................................... 12
Bandit Lair.................................. 12
Sea Voyage ................................. 14
Journey's End ............................... 15
Doc's Island (Tournament & Campaign Play) 15 ...
Level Six..................................... 16
Level Seven .................................. 19
Level Eight................................... 21
Appendix: The Holy Sword .................... 21
Character Summaries .........................28
Athelstan ................................... 28
Triladir..................................... 29
Venacia ..................................... 30
Tristrum .................................... 28
Gadoff ...................................... 31

PREFACE
If you're reading this. you're probably an RPGA" role playing. It was not designed to be scored; it is
member. Welcome! As you were willing to pay for a merely a framework within which the players dem-
chance to enjoy better games and a better world of onstrate their role playing abilities . It is ideal for
hobbygaming. youare moreseriousabout role playing inclusion in an ADBD game world of your own .
games than the average ADBD" game player. We're We recommend you use the given characters. but
trying to return the favor by (among other things) almost any character of the given level can prosper
producing the top-quality tournaments and products here-if the player hasenough wit and courage to meet
you deserve . the challenges. Keep a stout heart and keen mind. and
Read the notes carefully . RPGA tournament may you make all your saving throws!
modulesarelikenoothers.Thisadventure wasdesign-
ed for maximum entertainment. and top-quality ADBD Frank Mentzer
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_- ABBREVIATIONS
General Notations
I AC ............... Armor Class
................ Movement rate, in "Inches" (yard
outdoor, feet indoor)
............... Hit Dice
I hp ................ hit points
~~

#AT .............. Number of Attacks


I D ................ Damage
THACO ............ Base roll needed
T o Hit Armor Class Zero
STs ............... Base Saving Throw vs. Spells
MR ............... Magic Resistance
d ................. die (used to indicate type; 2d
TOURNAMENT PLAY
I @ ................means two six-sided dice)
Each or apiece, as in "12hp@'
The players may take as long as necessary to
review their charactersand compare equipment, spells, Alignment Notations
andsoforth, butthereisatimelimittotheevent.Atthe LG ............... Lawful Good
end of the time allowed, have the players fill out their LN ............... Lawful Neutral
evaluation sheets while you fill yours. Then collect the LE ................ Lawful Evil
I ................ Neutral (True)
~~

I G ............... Neutral Good


sheets and return them to the Tournament Director.
The winners' names will be posted. Before the play NE ............... Neutral Evil
begins, the players may use the ADBD Dungeon CG ............... Chaotic Good
Masters Guide to check details on magical items CN ............... Chaotic Neutral
possessed by their characters. During the game, CE ............... Chaotic Evil
however, the players may only use the ADBD Players
Handbook. Miniature figures, hex sheets, and so forth I Spell Notations
are also permitted and often helpful. Items not permitted I C ................ Castina- time
............... Range
are the ADBD DM Guide, ADBD Monster Manual, and
reference works other than the ADBD Players
Handbook.
I R..
DR ............... Duration
r ................. rounds of time,
each one minute long
s ................. segments of time,
Read the module before running it. If you under-
stand thegeneral flow and background, you should be each six seconds long (10s = 11
able to run any part without many problems. And relax T ................. Turns of time,
. . . the best three players in your group will continue, each 10 minutes long ( l o r = 11
whether you're slower, faster, better, or worse than the
other DMs, and regardless of how far the group
actuallygets. These adventures area framework within
Sm ............... Small
which the players will demonstrate their ability. Med .............. Medium
This is not a race; this is a role playing game. If you Lg.. .............. Large
have any problems understanding anything in this
adventure, please ask the Tournament Director,
preferably during a Briefing or Debriefing session.
FORMAT
TOURNAMENT SCORING The way the information is presented in the encounter
keys is standardized, and runs like this: Monster,
After one player reads the Player's Background aloud
#Appearing, AC:#, M:#, HD:#, hp:#@, #AT:#, D:#/#/#,
t o the other players, give them their Character
THACO:#, STs:#, MR:#, ALIGNMENT, Size; notes).
Summaries. At the end of the round, the players and
Spell format is: Spell Name (C:#, R:#, DR:#.)
Dungeon Master will vote to determine the winner. The
DM has more votes than the players. Considering
knowledge of rules, role playing ability, and cooperation
between players (not characters), vote for the three
best players in your group.
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Settlement Growth
The followlng is provlded for the DMs Interest In Blocked by dense woods to the north and south, the
hlstorical background for Campaign play. It Is not human settlement spread east, f o l l o w i n g t h e
Intended for use In Tournament play. Greencourse river. A second major settlement, Fair
Passage, grew in a mountain gap, and commerce
This adventure takes place on the planet Oerth, in a began between the two towns.
small territory about 5,000miles east of the continent Of thedemi-human natives, theelves were the first
known as Oerik. Man lives here in a state of chaos, to greet and deal with the humans settlers-over a
somewhat different from the societies found in other century after the first landings in 645 O.R. Many elves
lands. (See the WORLD OF GREYHAWK Gazetteer lived in the Dark Woodssouth of Garythane, onlyafew
and the regional map, on the inside cover, to best leaguesfrom the town. Astrong friendshipdeveloped,
understand the following details.) due mostly to the tactful expertise of one John Delaric
Asperman V.
Fair Passage was soon visited by the dwarves and
gnomes, and a peaceful and mutually beneficial
relationship developed, again due to the talents of
John Asperman. But the dwarf-elf relationship was
poor; skirmishes werecommon. and even open warfare
Early History took place on occasion. (The root causes of the
conflicts seems to have been sheer ethnocentric
In eastern Oerik, some small but farsighted groups chauvinism.) The animosity produced a regional
living neartheGull Cliffsin450O.R. (Oerid Reckoning) atmosphere of constant tension.
developed skill in marine travel. These people were The gnomes made several attempts to calm their
mixed stock, Oerid and Flannae, and part of the newly aggressive cousins, but to no avail. A Great Conflict
formed kingdom of Aerdy. They proved to be ex- was forseen. and the gnomes retreated into their own
ceptional; other Aerdians were indifferent sailors. These realms and defensively proclaimed their neutrality in
persistent Aquaerdians sent out two major seafaring the conflicts. They began trading with the human
explorations, and both successfully returned with news settlements, building their nonpartisan position into a
of a land far to the east. Although not fruitful for trade, small but thriving commercial empire.
the land seemed ideal for colonization. Meanwhile, the human population stabilized and
Disenchanted by a warlike turn of events in their turned their attention to social improvements. The
homeland, most of the Aquaerdians left Aerdy by sea in original militocratic government had evolved into a
522O.R., migratingeastwardacrosstheSolnorOcean. confederacyof syndics, thanks in part tothecommerce
Those who remained became the ancestors of the Sea with the gnomes. But the people preferred a monarchy,
Barons of the Great Kingdom. an ancient and common custom of Oerid. An obvious
The migrating Aquaerdians found survivors of the candidate was available, and in the spring Needfest of
earlier expeditions near Arrowhead Bay, who related 658 OR., the elitist business syndicates were relegated
fantastic tales of monsters, demi-human wars, and to the marketplace, and the famous John Asperman
hordes of dragons. Unfortunately, the shelter of the was appointed King John the First.
nearby peninsula was home to many green dragons,
who had eaten most of the early settlers.
The bulk of the explorers settled in a pleasant
The Age of Kings
valley southeast of the peninsula. They found an ideal
riverside location afew miles inland and built their first After the return to monarchy, a new system of dating
real town on the continent, naming it Garythane after was instituted to eternally commemorate the royal
their last benevolent ruler, whose ship was lost tn the occasion. The year 659 O.R. was declared to be Year
three-month crossing. One of Johns Rule (J.R.).
4
As humanity spread, other humanoids were reliable transportation were already becoming quite
found-evil creatures of a hostile disposition. A series rioticeable.
of battles with goblin and orc hordes succeeded in The boy King left Empyrea with his personal
driving the monsters south; Evil all but disappeared Epard, and went to live with the demi-humans. He
from the region. The dwarf/elf skirmishes lessened, I/earned much in the decade he spent among the elves,
thanks again to the counsel of King John, and peace CIwarves. and gnomes, but did not spend much time
(of a sort) came to be the normal way of life. vvith the halflings, finding them rather hedonistic and
Another demi-human race was discovered, the 1inconcerned with matters broader than themselves.
halflings. These manlike, woodland folk seemed to be The remarkable actions of John Ill earned him the
closely related to humans, although of short stature. A t itleThe Wise, and resulted in the Pact of Neutrality in
naturally friendly people, they were welcomed, and 177 J.R., signed by the King and the rulers of all the
introduced many fine delicacies to the human diet. Clemi-human races. This document was essentially a
King John I (The Founder) begat four sons, C:ombined treaty and statement of alliance, and peace
continued hiswork,andeventuallydied in78 J.R.atthe returned to the realm.
age of 112. His remains were entombed in a great This peacecameat amostopportunetime because
mausoleum in Garythane, and were later moved to a Eivil returned from the south in 179 J.R. The banished
special temple about 15 miles to the north. Eloblins and orcs brought strange companions-and
John's eldest son became King John 11, and he I!ycanthropy. thought to be a mythological affliction,
assiduously continued his father's work. A huge river aippeared for the first time. Other legends came to life.
had been discovered to theeast, and the thriving town 1-heCreaturesoftheNight appeared, baneofthedemi-
of Bankspretgrewin thefertileplainsoftheriver'smain hiumans (who had few clerical powers). These common
fork. The King himself moved to Bankspret, and began tlhreats helped to further unite the human and demi-
an era of construction. At theopening ceremonyof the hiuman races.
year-long Centennial Celebration (100J.R.), Bankspret Aftera long seriesof costly battles, the Evil powers
was renamed Empyrea (em-PEER-ee-ah), and pro- Yvere checked: they remained, but furtively lurked in
claimed capital of the realm. tlhe hills, mountains, and old ruins. The peaceful towns
King John II (The Builder) was responsible for VItere forced to build defensive walls, and a paranoid
several other noteworthy achievements. Under his atmosphere spread quickly.
guidance, plans were made for the construction of The reign of John Ill (The Wise) also saw the
several great castles, using many resources and C ompletion of the seven Castles of Rulership. Spaced
servicesofthedemi-human races.TheKingalso hada \niidely throughout the realm, these remarkable build-
bizarre obsession with the black arts of Technology, iii g s were made with a blend of magic and technology.
and was often heard raving madly about great roads, Eiach was identical to the others in physical appearance,
bridges, and power sources. He was a skilled am- a nd each was enchanted to stand for a millenium. The
bassador and greatly loved, so his quirks were politely Hring's sons and brothers were declared Princes and
tolerated. Seated in the castles to rule the provinces of the realm.
A massive public works project began by King's King John 111 becameillin199J.R.,attheageof68
edict. A huge bridge was designed to span the wide ((quite young, considering his long-lived predecessors).
Ruling River, for ease of westward travel from the le became reclusive and scholarly, and left the routines
capital. A network of broad, flat roads was planned and 0f Empyrean rule to his wife, brothers, and sons.
begun. So lengthy were the tasks that, after several In203 J.R.,theKingsummoned hiseldestsonfora
decades, only the first shades of what were to become Siecret conference on his deathbed. One eavesdropper
the Greatroads were in evidence. When John II died in uras found afterward, totally mad. By the coronation
148 J.R., only a third of the Bridge was completed. Ceremony that evening, the new King's hair had turned
King John 111, grandson of the old King, assumed Completely white.
the throne at the age of 17. He reluctantly decided to This King seemed to possess a blend of all the
finish his predecessor'sodd projects, as the benefitsof SIkills of his ancestors. He married a half-elf, mixing the
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royal blocKI with demi-human and cementing elflhuman hordes looked upon a huge marshland. Not a trace of
relations1for all time. He dedicated the newly completed Empyrea remained.
EmpyreaI Bridge. and traveled the wide, smooth With the sudden disappearance of the last strong-
Greatroa~ ds, visiting all the Ruling Castles and making hold, the Evil masses overran the continent. Only
widespre ad public appearances. But he also en- Northending, of all the cities and towns, remained
couragedI his peopleto fortify and prepareforacoming untouched: the wiseadvice of Prince Harl was heeded,
era of Desolation and Conflict. This news was not well and the town fought off every Evil onslaught.
received, and was often heeded only in a token fashion
to placatf? t h e King's whims. The Dark Years
Over the next century, the Evil control weakened as it
The Greait War fell prey to itsown nature. The human and demi-human
In 231 J.FI., the capital was horrified by the news that a survivors of the Great War gradually replenished their
vast Evil iarmy was gathering to the south. After initial numbers, hiding in the northern mountain ranges and

-
skirmishc?s, it became increasingly obvious that the
evu.,-. .
powers cared little for the haphazard resistance of
southeastern forests. The Evil rulership crumbled from
within, and a few large battles resulted in another
the militia and elven guerrillas, often destroying whole balance of Good and Evil powers. Towns were rebuilt
towns with almost careless ease. Their thrust was from the ruins, but the Magical Marsh, site of the
aimed at Empyrea, now the source of the realm's legendary Empyrea, remained untouched. Brave
power. explorers who entered the 500-square-mile swamp
(Scholars currently believe this development to be were repulsed by fearsome monsters.
somehow connected to the Age of Great Sorrow in Little remained of the impressive Empryean
Oerid. The beginning of that period, in 857 O.R./199 constructions. The Greatroads were nearly inde-
J.R., occurred four years before thecrowning of John structible, but had degenerated into overgrown paths.
IV-or at the exact time of the illness of John the Wise. The Ruling Castles had been sacked by the Evil
Such coincidences are unlikely.) powers, and only their enchanted shells remained. Of
The Evil offense was patient. Over a five-year the Empyreal Bridge, only a few scant, burnt pilings
period, it slowly pushed northward, until it finally protruded from each riverbank, a faint memory of this
reached the gates of Empyrea. The King foresaw the once great example of man's achievements.
obvious, and summoned the other Princes to the The years passed slowly. The barbarous state of
capital for advice on the siege to come. Before leaving existence and constant fighting of Evil took its toll on
his northern outpost, the King's brother, Prince Harl the humanand demi-human peoples,and the individual
the Strong, left strict and specific instructions for towns never again united under a King's banner.
defending the city of Northending.
The Brewfest of 236 J.R. saw little to celebrate, in
The Riddle
light of the War, and the King's older brother, Merrin of
the Sea, was yet to arrive from the northwest coast. The A legend remained, founded by the last Empyrean
autumn festival began as usual, but was interrupted in spies and retold by the few people who cared for old
the second day by a massive Evil onslaught, which lore. It was said that "There shall come a man who is
crashed through and encircled the capital. The King not a man, who shall return the age of man. He shall
withdrew his outlying forces, and the siege began. find the golden key, open the lock that cannot be
Incredible displays of magical power highlighted opened, and return the splendor and glory that was
the engagement, as both sides demonstrated their Empyrea, to rule forevermore."
prowess in the arcane arts. But the huge town wall,
enchanted like the Ruling Castles, held steadfast.
Recent History
Both sides held their ground for more than three
years. The sad conclusion t o the siege is well In the year 524 J.R.. a trio of adventurerscame upon a
documented. young blue dragon. The trio gained control over the
On a dark summer day in 240 J.R., a mighty storm dragon,and theysold it toanearbytown.Thedragon's
approached from thesouthlands; theclouds seemed to franticparentsenlistedtheaidoftheirgreen kin tofree
form huge, monstrous shapes. As night fell, the High the young one. At dawn, a phalanx of green dragons
Council met to develop plans of magical resistance. passed over the town, breathing as they came. The
Several spies weresent from the city, leaving by secret rescue attempt was unsuccessful, but the activity
underground tunnels to infiltrate the masses of Evil excited the green dragons, who had become lethargic
outside the gates. At midnight, an earth-shaking roar and had forgotten the joys of destruction.
and a blinding flash struck; the lights of the city Thegreen dragonsallied themselveswith powerful
disappeared. humansofthesamealignment, and began an extortion
Dawnechoed with thecheersofthe Evilarmies.as scheme, threatening the human and demi-human towns
the former capital city seemed to be-gone! The with an unkind fate unless vast sums of money were
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paid. This event is noteworthy because it is the first real the resourcesof the Bard Colleges were madeaval,awt:
sign of organization in over two and a half centuries. As to the High Council of Northending.
therewasvirtuallynounityamong theGood creatures, The Evil powers began assembling for a move
this alliancequicklygained power. The onlyorganized against Northending in 550 J.R., before thetown Elders
opposition came from the town of Northending, bastion had completed their preparations. A stopgap measure
of Law and Good. was needed. The Elders found a volunteer, a magic-
The Evil leaders, awareof the problems inherent in user named Felonius. and helped him establish a
Chaotic alliances that caused their demise centuries stronghold on the expected Evil route. The ploy was
ago, invited only Lawful beings to join their cause. successful, and the Evils were repulsed with heavy
When some towns preferred unconditional surrender losses. A town was built around the stronghold, and
to extortion, they were quickly accepted and re- named for its founder.
organized. The few towns depopulated by the dragon At present (565 J.R./1223 OR),the Evil armiesare
raids were reoccupied by the Evil forces. gathering for the attack. The Northending leaders
The Evil hierarchy moved their headquarters to the expect itwithin two years. In preparation, they maintain
castle ruins a few miles north of Garythane, unaware communications with the Neutral Alliance, and keep
that it was once the holiest shrine of the Empyrean their own secret ruler (a remarkable human known
realm. Goblin and orc towns were built in the northern only as Doc) informed of all details. Doc maintains a
hills. Although the nearby town of Fairway paid the secluded base on an island off the west coast. Some
ransom without question, it housed considerable people believe he had witnessed the disappearance of
magical powers as well as great riches. The Assassin's Empyrea; he is definitely over 150 years old.
Guild was engaged to remove the town's protectors, The Evil rulers have apparently rediscovered some
and the dragons moved in again. With a few deft troop of the powers lost after their previous reign, and might
movements, the Evils then seized all lands west of the be capable of overcoming the combined forces of
Ruling River. Good and Neutrality. Some Good leaders think their
The Northending Elders began plans for the only hope for survival is to concentrate on a search for
eventual defense of the known world, and discovered a Empyrea itself, and lorists arestudiouslyanalyzingthe
covert alliance of Neutral creatures. This Neutral ancient riddle and their yellowed records to find more
Alliance was organized but not bureaucratic, and had clues.
amassed the largest reserves of magical power and
items since the disappearance of the capital city.
With assurances of cooperation when necessary,
the Neutral Alliance went back into hiding. Some of its
members were busy maintaining the ancient lore, and

, ,. ... , . .

7
PLAYERS BACKGROUND
(The 1st level Bard was new at composing songs.)
The followlng Background Is dlvlded Into three parts. The others argued quite reasonably that it could
For Tournament use, all three are used. In Campaign have been any of them, but Athelstan was inconsolable.
play, the middle sectlon Is replaced by an overland Recognizing this behavior as one of those paladin
wilderness journey. Remember to return to the third things.the group left him toquiet hisown conscience.
part of the Background after that trip Is completed. Once again at thesilver Crescent (the famed table
around which the Council of Five meets) where they
The lonely town of Northending was built centuries began their journey, the party met with Karolin, High
ago on the face of a large mountain. Its defenses-the Priest and Ruler of the region, to decide what to do
precarious path to the gates, and the stout walls at the next. After summarizing the current situation, Karolin
towns edge-have preserved this bastion of law and quietly continued, We will, if you like, take charge of
goodness for many years, despite the occasional this task now. But we could only deliver it to a friend of
passing shadows of war. It is the last outpost for ours for return to its Nest.
adventurers heading north, a final source of supplies Who is this friend? asked Athelstan.
and entertainment for those on their way into the A powerful and trustworthy gentleman who lives
uncertain futures of the northern wilds. on an island off the west coast. His name is-
The paladin Athelstan arrived in Northending nearly Doc!cried Triladir, standing suddenly. Everyone
a month ago, and conferred with the town fathers watched her, waiting. She blushed slightly, but as she
throughout a Sevenday of feasting and celebrations. slowly sat, she said, Is it Doc?
He gathered a party of powerful adventuring friends at Why, yes, replied Karolin. How is it you know of
the request of the Council of Five, and secretly set off to this man? Few remember his history, and fewer his
rescue the fabled artifact known as the Egg of the name!
Phoenix. His past is legend, and 1 have studied it long,
Aftera hard trek through the notoriouscaves in the replied Triladir with a quiver in her voice. She gazed
cliffs above the town, the party climbed the stairway of thoughtfullythrough a window, searching her memories
the Great Pit, penetrated the Black Forest atop the for nearly-forgotten lore and vague references.
mountain, and finally traveted to the Negative Material After a pause, Karolin continued. You may, if you
Plane for the final confrontation with the Eggs wish, take the Egg to Doc yourself. The trip is not long
guardians. Successful at last, they quickly returned to nor overly dangerous-once he is informed of your
Northending. (See module R-3 for more details.) approach, of course.
Upon the return of Athelstan and company, the Athelstan lookedat hisfriends. Venaciaand Triladir
town cheerfully initiated another festive celebration. seemed eager to visit this legendary figure. Tristrum
But they knew nothing of the magnitude of the quest, was bored as usual. Little Gadoff seemed bored too,
nor of the artifact except its fabled name. but the paladin smiled as he heard the telltale sign of
Athelstan assumed his usual debonair manner in Gadoffs excitement-his quivering right foot, thumping
public, but was privately quite disturbed; his close softly on the rug.
friend Zanzibar was lost on the trip, and he felt it was I would like tovisit him. Unlessmyfriendsobject.
his fault for bringing him into the quest. The local bard we shall finish this task.
had alreadycomposed acommemorative song, part of No one said a word for a moment.
which went like this: Weshall let him knowyouarecoming,announced
Karolin. Im sure youll enjoy his company. After
adjourning the meeting, he took Athelstan aside and
And Zanzibar steadfastly held showed him a series of passwords, signs, and
When earth began to squirm; countersignsto besureoftheEggssafedeliveryto the
And Zanzibar, our Zanzibar real Doc.
Did fight the Purple Worm.
Our Zanzibar then wrestled it (In Campaign play, stop hereand run the Overland
And rode it to the ground. Journey adventure, startingon page TK(7). Background
But Zanzibar, our Zanzibar continues for Tournament Play only.)
Was never to be found.
And so, the party set out overland toward the west
coast, the Egg hidden in a lead-lined beer keg. Five
decoy kegs were filled with good dwarven ale, and it
8
was a quick and merry journey, marred only by a few
typical encounterswith animalsand would-be bandits.
A small manned galley met them at the appointed place
ontheshoreline, but high windsand waveslefteveryone
slightly ill for their arrival on Docs Island.
In the splendid entry hall of the castle, the ragged
crew met the tall, wrinkled figure of the legendary Doc.
Welcome! he exclaimed. Sorry about the weather;
my usual control has been overcome by great forces
since the theft of the Egg. You have it with you?
Athelstan was cautious. Do you have any means
of identification, noble sir?The party stood poised for
action.
Doc chuckled, then burst into laughter. My dear
Athelstan, how typical of you-and how correct. Yes, I What!?Athelstan leapt to hisfeet.How? Where?
do. He began the elaborate code detailed by the Wait.. . Passing a hand over his brow, he took a deep
Council, following Athelstans passwords and the breath. Venacia and Triladir glanced at each other.
appropriate countersigns. Is that enough? Athelstan had never displayed such an emotional
Athelstan relaxed and replied, It is. Our job is outbreak. Your pardon, mlord. If this sword is really
done! Everyone cheered, relaxed, and accepted the here, I humbly request permission to -
regal hospitality of Docs castle. Of course, of course, I understand completely,
interrupted Doc. I brought up the subject, didnt I?
(Background concludes for both Tournament and And drop that mlord stuff. Call me Doc. I only wish I
Campaign use.) could present the sword to you, as a reward for your
In general, Doc was very pleased with the whole troubles with the Egg. However, there would be
business. Im sorry to hear of the loss of Zanzibar, repercussions. Iwould have to usegreat forceto obtain
though. He was a close friend of yours, I understand. it, as I am not a paladin. Apparently it is in an area
Yes, he was, but all things must pass, replied secured against all but paladins and their aides-or
Athelstan. Hearing this reply, the others knew the friends, in your case. You are welcome to go after the
paladin hadovercome hisgriefandwas backtohisold Holy Sword. All I can do is provide a bit of transporta-
self: orderly, prim, proper, and always reasonable. Hed tion.
been a bit hard to live with for the past week, and they I have a private elevator that can carry you down
had been worried. to the sixth level of the dungeon. From there, you
You have done well i n this epic task, and have should make your way down two levels, where this
greatly aided our endangered lands. If you feel up to sword rests. It isalmost certainlywell-guarded. butjust
some education, my tutors are at your disposal. My as certainly unusable by its custodians. Come to me
treat, Doc said. Several members of the party gasped when you have finished your training, and I shall
with excitement before recovering their composure. supply more details.
All were eager for more training, but had not found the In a private discussion with the party, Athelstan
time.This Egg business haddemanded theircontinuous insisted that nobody should risk their lives for a sword
service. Youroffer is most gracious, mlord!exclaimed only he could use. But when it was put to a vote,
Athelstan.Weshall notdo you thedishonorofturning Athelstan was the only one to object. He gave in
it down, Im sure. reluctantly, but he was secretly proud of his friends
And when youre all ready to continue your courage. Athelstan then formally promised his sword
adventures, I also havea quest handy,continued Doc Paramel toTristrum, to be transferred upon recoveryof
with a twinkle in his eye. There is a deep and the Holy Sword. He just as firmly insisted that all
dangerous dungeon below this island. I havent gotten treasuresacquired along the way bedivided among the
around to cleaning it out, and it has served as a source others, as the sword would be more than enough for
of treasure and experience for my rare visitors. I have him. Two weeks later, their resting and training
recently noted the vibrationsof powerdeep below, and complete, the eager crew gathered before the doors of
upon investigation, I found out what causes the the elevator for the great adventure.
vibrations. You might be interested in this, Athelstan:
the vibrations seem to indicate the presence of a Holy DocslslanddungeonadventurebeginsonpageTK(14).
Sword.
OVERLAND JOURNEY (Campaign Play Only)

After reading the first section of the Background, the Animals 1-8, AC:4-8, M:6-24, HD:1/2-2,
players should review their assets and prepare for the #AT:O-3, D:l-ld4@, N, Sm
overland journey. The Council equips them with one Animal encounters involve only small, basically
lead-lined beer keg largeenough to hold the Egg, plus inoffensiveanimalsof various types, which try to avoid
five other identical decoy kegs (all filled with dwarven the party.TheDM mayselectone(orchooserandom1y)
ale), a wagon, and a team of six draft horses (AC:7, from the following: badgers, beavers, birds, deer,
M:12, HD:3. hp:20 each). goats, herd animals, porcupines, skunks, weasels,
The party may purchase any and all normal items wildcats, and others. None has any treasure, though
in town (players must select from the list in the ADBD certain pelts may be of value (at the DMs discretion).
Players Handbook, pages 35-36). The only magical
items that can be purchased in town are scrolls (any 1st Ankheg 2, AC:2, M:12(6), HD:5, hp:25@.
level clerical spell, for 300 gp each) and continual light #AT:1, D:3d8+ld4, THACO:15,
gems-each being a one gp gem with a continual light STs:16, N. Lg; if damaged to 1Ohpor
spell cast upon it-for 250 gp each. less, squirts acid stream (Swide) to
The town of Northending is high on the northern 3 0 for Ed4 (save vs. breath for lh
face of a precarious mountain, accessible only by a damage)
winding trail that leadsthree milesnorth. Itopensintoa Thesecreaturesare beneath the trail,and riseupas the
large clearing at the base of the northernmost point of party passes, appearing to the left and right of the
the ridge, connecting to trails northeast, northwest,
wagon and attacking the most convenient targets,
and south. Charwood Forest lies to the west of the
whether horses or characters. If either ankheg is
ridge. To the east are the Growing Hills. Onion Lake is
damagedenough tosquirtacid, both will fleeafterone
to the southwest, a place to be avoided while carrying
squirts(but not byburrowing).Theyhaveno treasure.
the Egg. The Great Peaks lie north, dangerous and
The ankheg tunnels form a maze which eventually
nearly impassable.The northwest route is theonlysure
leads to their underground lair. If explored, three larger
path that can accommodate a wagon and team, but this
ankhegs will be found in the lair. The lair treasure is
path also has its risks.
scattered, buried under debris; the sides of the tunnels
The southern route could eventually lead to the
and the larger rooms of the lair are strewn with bits
coast, but would require a 200-mile trek through at
and pieces of wood, rocks of all sizes, scraps of human
least three towns-an unwise choice; man is the most
origin (clothing, pieces of weapons, and other refuse),
dangerous of all monsters.
and the usual traces of ankheg occupancy. Thetreasure
Docs Island liesdue west, five milesoffshore.The
consists of 2,000 sp, four gems (total value 2,500 gp),
coast is 110 miles from Northending by the northwest
one piece of fine jewelry (2,200 gp), a potion of water
trail, and a 50-mile seaside jaunt southward completes
breathing (fourdoses), and aspear+l.Thelatter items
the journey.
may be easily found if a detect magic spell is used, but
Forest Encounters (Campaign Play Only) the bulkofthetreasuretakes12man-hourstogather. If
less time is spent searching, less treasure is found (in
The trip might proceed with no encounters until the
proportion to the time actually spent).
party reaches the mountains. The DM should roll I d 8 at
dawn, noon, and dusk of each day. A result of one Beetles, Stag 6,AC:3. M:6. HD:7, hp:12,18,24,30,
indicates an encounter, and 1d8 must be rolled again to 36, 42; #AT:3, D:4d4/dlO/d10,
determine the type of encounter. THACO:13, STs:16, N, Lg; two 8
horns, 10 long body, poor eyesight
and hearing
Die Creature@) Number
Roll Encountered Appearing The giant stag beetles are seen nearby, about 60 yards
away. Noise from horses attracts them, but they can
1-2 Animals, normal 1-8
3 Ankhegs 2 easily be outrun and avoided. They have no treasure,
4 Beetles, Stag 6 but if any are slain with little damage (i.e. magically
5 Dragon, Green 1 slain, or magically held or charmed and then slain
6 Medusa 1 carefully), each carapace may later be used to make
7 Sprites 40 two normal-sized shields +2. An undamaged carapace
8 Werewolves 10
is in good enough condition for careful crafting and
enchantment. (The cost of such a process is left to the
DMs discretion.)
10
Dragon, Green 1, AC:2, HD:8, hp:40, #AT:3, The medusas cloak is fastened with a brooch of
D:d6/ld6/2d10. THACO:12, STs:13, shielding (absorbs 50hp of magic missiles), and she
LE, Lg; breath 50 long, 4 0 wide, 30 carries a potion of speed which she drinks if the
high; fear aura (+5 to saving throw) characters move in to engage. After the potion takes
effect, she tries to evade as long as possible (at double
This dragons shadow suddenly passes over the party, normal movement, 18 feet)-still gazing each round, if
and automatically surprises them as it approaches on a possible. When characters avoid her gaze, she utters
glide, nearly silent and obscured by trees. It cruises 70 loud, abrupt screams, to startle the horses and get their
feet overhead, and passes without seeing or hearing attention (for petrification attempts). Note that if a
the results of its passage. (Effect of fear aura: creatures horse is petrified, all the items it carries are also turned
of less than 1HD and untrained, inoffensive creatures, to stone; however, the wagon and kegs cannot be
such as draft horses, rout for 4d6 turns: creatures of petrified, as they are not equipment carried by any
less than 3HD save vs. spells with a +5 bonus, or else creature.
they rout or are paralyzed; creatures of less than 6HD
savewith bonusorfight at-1 to hit;creaturesof6HDor Sprites 40, AC:6, M:9/18, HD:l, #AT:1,
more disregard the effect.) D:weapon, THACO:19, STs:17, NG,
The dragon has seen something and is merely Sm (2); mini-swords (ld4) or bows
investigating; it does not particularly wish to tangle (ld3, ranges as /zshort bow, hit =
with fierce humans. It lands 150 yards ahead of the save vs. poison or sleep l d 6 hours):
party, directly on the trail, to eat whatever creatures it AT WILL: invisibility. move silently,
can find, and wait. If the party hides for one hour or detect good/evil (range 5).
more, it departs. The dragon immediately takes off if
attacked or approached, coming back to breathe on A sprite suddenly appears on the wagon and addresses
the party as it passes. It may repeat the maneuver once, the most charismatic character, asking if a keg of ale
but does not land again unless most of the characters might be for sale. The sprite offers to pay much (1,000
are dead. It carries no treasure. gp in gems) as such delicaciesare rare in theirarea. If a
If the draft horses are permitted to run free, they deal is struck, all 40 sprites suddenly appear, take up a
run directly away from the dragon at maximum speed, collection among themselves, and finally (after much
pulling the wagon (and the Egg!) all the while. If a confusion) pay for the keg.
character tries to unhook the wagon, the DM should All 40 sprites then airlift the keg into the woods. If
roll ld6,adjustingtheresult bythecharactersDexterity the purchase proceeds smoothly, the sprites return
bonus to hit. If the total is six, the attempt is within an hour and offer to stay with the party for a
successful. If not, the horsesand wagon (possiblywith night. If the offer is accepted, they tell fireside tales
riders) continue into the woods. If the wagon becomes about the various nasty creatures seen in the area (all
separated from the party, it is automatically found by those listed in the encounter table). Note that the
the sprites (described hereafter), who make off with sprites have seen all the creatures in their true guises.
one keg of ale and one other keg-containing the Egg. Werewolves 10, AC:5, M:15, HD:4+3, hp:23@.
Thesprites do not behaveasdescribed below. Instead. #AT:l, D:2d4, THACO:15. STs:16.
they shootany guards with theirsleeparrows,andthen CE, Med; surprise on 1-3, silver or
they steal the two kegs (regardless of previous magic to hit.
encounters with the party). Later, however, they agree
to a trade. The sprites want the ale, not the artifact. The party sees agroupof 10 robed peopleapproaching
on foot, apparently pilgrims. They can be detected as
Medusa 1, AC:5, M:9, HD:6, hp:33, #AT:1,
evil, but behave normally and peacefully. They stop
D:ld4, THACO:13, STs:14, LE, Med;
and hail the party, move to one side to let them pass,
gazeturnsvictimstostone (savevs.
and are generally cooperative-until their leader says
petrification); attack (snakebite, 1d4)
Well, have a nice day, at which time they all change
is poisonous (save or die)
form and attack (possibly by surprise, though the DM
This horrid creature is wandering in thewoods wearing should adjust rolls for suspicions and preparations
a druids hooded travel cloak that completelydisguises mentioned by players). If any party member uses this
her. The cloak is easily recognizable by a ranger. The phrase, however, one of the creatures changes form
medusaignoresthepartyunlessgreetedorattacked. If prematurely, alerting the party and negating any chance
so, she pulls back the hood, revealing her true nature, of surprise. The werewolves run fast enough to catch
and tries to petrify the person encountering her. most horses.
11
Note the paladins dilemma here: although he can The bandit weaponsare longsword (#AT:l, D:ld8) and
easily detect the evil in the pilgrims, he cannot shortbow (#AT:2, D:ld6@. ranges5/10/15). All bandits
lawfullyattack until theytakeactions to warrant it.The wear leatherarmor and small shields. Roll hit pointsfor
lycanthropes are carrying no treasure, but can easily normal bandits as needed ( l d 6 each). Each bandit
be tracked back to their lair. Six more creatures are in carries five gp in a small sack.
the lair, along with 2,200 cp, 800 sp. 600 ep, 500 gp, and The 37 normal bandits are led by an 8th level
one gem (value 500 gp). (The lair is left for design by fighter (with his six guards, 2nd level each) and six
the DM, and should be in caves near a town. Keep in officers: one lieutenant of 7th level, two 4th level, and
mind that most of the creatures probably lead normal three3rd level fighters. Each officer and guard carries
civilized lives, at least part-time.) 50 gp.
Bandit Pass (Campaign Play Only)
The party must travel through the pass in the Great Leader 1,AC:O, M:9. HD:8, hp:60,THACO:14,
Peaks to reach the west coast. It is known to be a STs:13, LE; longsword +2, dagger
dangerous area, and the playersshould be informed of +1, piatearmor+l, shieid+l; potions
this. of extra healing, Invisibility, and
During the day it takes to cross the mountains, no speed: large key ring with 11 keys
encounters occur, but occasional humanoid figures Guards 6, AC:4. M:9. HD:2, hp:15@,
are sighted high on the peaks. These figures are THACO19. STs:17, LE
bandits, in groups of five, foraging and watching the
pass for travelers. Officers 1,AC:2. M:6,HD:5, hp:37,THACO:16,
If the party stops to camp for the night after the STs:14. LE; plate armor and shield,
pass is crossed, they are attacked at 3:OO a.m. by the longsword +1, 2 potions of extra
bandits. If they press onward, traveling until midnight healing.
(atleastanextrasix hours),theyareoutofthebandits 2, AC:2, M:6. HD:4, hp:27, 31,
area and escape the ambush. THACO:18, STs:16, N; plate armor
Ambush (Campaign Play Only) and shield, potion of extra healing
(each).
At 3:OO a.m., a horde of 50 bandits attacks the party
after quietly surrounding the camp. They start with two 3, AC:4. HD:3, hp:19, 21, 23,
rounds of missile fire, followed by a mass charge. It THACO:18, STs:16, N: chaln armor
takes one round for characters to awaken. Note that and shield, potion of healing (each).
theonlycharactersin normalarmorareon watchatthe
time, unless players specify otherwise.
The bandits get 30 arrow attacks in each volley, two
Characters normally attired in leather armor may
volleys per round. If the first volley is by surprise, half
be automatically considered to be sleeping in their
(or more) of the shots are aimed at characters on
armor. All othercharacterssleep in light clothes unless
guard, the rest are aimed at sleeping characters (treat
the playerfirmly states that armor is being slept in, due
as AC:10 if unarmored). They try to get four volleys off
t o the apparent danger (normally not done but
before engaging, although some individuals may be
permissible for this night). Awakened characters may
forced to engage before completing this strategy.
grab shields and weapons, but do not have time to don
If you wish, use a percentage of hits instead of
armor.
rolling all the attacks. For example, if 10 arrows are
Note that the party could take steps in making
shot at three sleeping unarmored characters, they hit
camp that would effectively negate part or all of the
on a roll of nine or better, or 60% of the time; thus, on
surprise. The ranger, for example, could arrange nearby
the average, six of the 10 hit, or two per target. (This
underbrush and leaves to ensure noise from approach-
principle may be applied t o many mass volley
ing creatures. With the right magical items (a gem of
situations.)
seeing, for example), the bandits could be discovered
Theofficersand guardsare widelyspaced toavoid
while still more than 100 yards away. The bandits are
areaeffectspells.They hold back until the first waveof
clever and quiet, but good play and preparation can
normal bandits is engaged, but then move in where
avoid most problems.
most needed. The leader and guards do not engage,
A clever party might capture 1-5 bandit scouts (a
but stay back to observe, and flee if the battle turns
simple matter of fly and sleep spells by a magic-user),
against them. However, the guards assist with more
interrogate them and discover the planned time of
missile fire if directed by the leader-a probable tactic
attack, and prepare to be awake and ready for the
against observed spell casters in the party, for example.
attack while appearing to be asleep!
Bandit Lair (Campaign Play Only)
Bandits 37, AC:7, M:12. HD:1. hp:ld6,#ATl
or 2, D:ld8 or ld6@, THACO:19, The bandit lair is a temporary camp high in the
STs:17, N, Med mountains of the pass, within five miles of the first
12
sighting of the bandit scouts. At the time of the bandits' of treasure finding), unless a bandit officer is either
ambush, ten banditsare in thecampalong with one6th captured or interrogated using aspeakwith deadspell.
level leader. They plan to stay up all night ifnecessary, In either case, the location is quickly revealed. For
guarding the camp until their comrades return. The security reasons, the normal bandits do not know
normal bandits are the same as those detailed above. where the officers have buried the cache.
Each chest is locked securely and trapped with
CampLeader 1, A C : I . M:9, HD:6, hp:48,
poison darts. Adart trap is not triggered if a key is used,
THACO:16, STs:14, LE; plate armor
or if attempts at Finding and Removing the trap have
and shleid +1,iongsword +l.potion
been successful. Otherwise, the person unlocking the
of extra healing.
chest takes l d 6 points of damage and must save vs.
poison with a +2 bonus to the roll, or die. The bandit
The bandits are holding hostages from previous raids leader has the key ring with all 11 keys. They are all
(described briefly hereafter), hoping for fun and profit. different and numbered, matching the numbers on the
All the humans come from the town of Shell, along the chests. Note that the use of the wrong key does not set
coast to the north. All of the prisoners have heard of off a trap, but doesn't open the chest either. The chests
Doc's Island. They are all bound, lying here and there contain the following treasure:
around the camp, and are always carefully watched.
# l . 500 cp.
None have any armor, weapons, or spell components,
#2.500 gp.
nor (of course) anything of value.
#3.500 sp, plus (buried deep in the coins) a small sack
Human male Coredum, Fighter L3. hp:23, CG; containing 13 gems, total value 3,500 gp.
has heard of Athelstan. and will be #4.500 gp.
overawed by him. #5.375 cp, 50 sp, 35 pp (buried deep), plus (also hidden
deep in thecoins) afinelycrafted wooden box which is
Human male Garagrowin. Ranger L4, hp:32, CG;
untrapped, padded and lined with satin, and contains
knowsTristrum, who will remember
eight pieces of jewelry, total value 10,000 gp.
him but not fondly.
#6.500 sp.
Human male Celsius, Magic-User L3, hp:8, NG; #7.500 ep.
has heard of Triladir professionally, #8.500 gp.
but has never met her. #9.200 gp, 225 ep, and 25 pp.
Human female Marcy, Thief L3. hp:lO, N; secretive
#IO. 500 gp.
regular visitor to Fairway; knows of
#I 1.500 ep.
some evil there. Doc's Island lies50 miles from the mountain pass,
Human females (4) peasants, hp:3@. N; have seen south and slightly west. The trail intersects a well-
Athelstan in public town appear- traveled coast road, which leads north to the town of
ances, and will make quite a fuss Shell, asmall seaport, and south through thedangerous
over him. Brazen Hills toShadowValley,a placeof infamousevil.
The hills are a full 60 miles south of Doc's imposing
DWaNen female Brauni. Fighter L3. hp:20, LG;comes establishment, and will not be traversed by the party.
from Orad, a dWaNen town to the The only encounters to occur along the coast road
southeast. are with Neutral or Good merchants, nomads, and/or
Elven female Pehri, Fighter/Magic-User L3/3, patrols of soldiers from Shell. The soldiers are all
hp:13, CG; comes from Breem, an Lawful (some Good, some Neutral), working to keep
elven t0wnfartothesouth;despises the trade routes free of scavengers and bandits. If told
"half-breeds" (half-elves). of the bandit group, they pass the word to the right
quarterqand themountainsarecleanedout within two
weeks (if the party hasn't done it already). If the party
(The DM isencouraged to add other descriptive notes, has rescued any of the bandits' prisoners, most depart
create backgrounds, and add more personality to here, leaving with a patrol. All the prisoners have heard
these NPCs. The information provided by these of Doc's famous island, and all non-Good and non-
characters could be used to introduceseveral subplots Lawful NPCsgowiththeguards, knowingfull well that
in an intricate campaign.) they should not continue to Doc's. (Of all the prisoners,
Although each normal bandit carries five gp. and only Celsius and Brauni remain with the party.)
each officer carries 50 gp, the lair treasure is also O n the morning of the day when the party
located at the bandit camp. It is buried in 11 large approaches the shore, the weather is overcast and a bit
wooden chests, each has asmall numbercarved below windy. As they approach the shoreline, a drizzle
a handle. begins. The weather does not look good.
The chests have been carefully buried, and cannot When they reach the shoreline, the party finds a
be found without magical assistance (such asa potion medium-sized galley waiting for them, manned by 20
13
oarsmen and four leaders. They are all Lawful Good, creatures must climb over the rail and move toward
and the leaders refuse to take on passengers until nearby characters. Thus, no free attacks are gained
alignment indicators are responded to, preferably by by surprise. The kopoacinth boarding fore and aft
the paladin. Once reassured, they allow the party to attack normally, but those boarding amidship are
board. They have heard of the Egg, but do not know handled differently, as described hereafter.
any passwords. They all work for Doc. All crew members flee the kopoacinth. noisily
The leaders do not allow the wagon nor the horses warning everyone of the attack. They all hide below
tobetakenaboard, butthecrewhelpswith loadingand deck (with theexception ofthescout in thecrowsnest.
storing any other gear. If the NPCs Celsius andlor who stays there quietly until the danger passes).
Brauni are present, they are also invited aboard.
Kopoacinth
Thegalley is80feet long andtwentyfeet wide, with
8, AC:5, M:9/15, HD:4+4, hp:35@.
15 oars per side (one-third of the oars are stowed),
#AT:4, D : l d 3 / l d 3 l l d 6 l l d 4 ,
operated from the first deck below. The top deck is
THACO:15, STs:14, CE. Med;
nearly bare; a single square sail hangs from a mast
+1 weapon needed to hit
accompanied bythe usual rigging. Twosquare hatches,
each six by eight feet and latticed for ventilation, lead Thecreatures boarding amidship tryto tosscharacters
from the top deck to the oar deck, each hatch is overboard, so their combat is handled differentlyfrom
centered 25 feet from the mast. The sail is illustrated normal melee. Two to hit rolls should be made for
beautifully with the figure of a gold dragon. No flags each, instead of the normal four, and taken vs. AC:10
are flown. (base; THACO:5), adjusted for the victims Dexterity
defensive bonus, magical armor bonuses and shield,
Sea Voyage (Campaign Play Only) and situation adjustments. (For example, a character
A storm comes up as the boat sets off from shore. All maneuvering to interpose the mast gains partial cover,
party members become slightly seasick (none of the fora-2 bonustoArmorClass).Theseattacksinflict no
tournament characters has much shipboard expe- damage.
rience), suffering temporary penalties of -1 from each If any two kopoacinth score three hits between
AbilityScoreand a like penaltytoevery Saving Throw. them against a single victim, that victim is picked up
This condition can be cured only with time; all Scores and thrown overboard in the same round. The victim
and Saving Throws return to normal one hourafter the may attack normally before this occurs, and if the
characters land on firm ground once again. participating kopoacinth are attacked by another
With 20 oarsmen and sail, the galley moves at five character, the procedure is interrupted (automatically
m.p.h. However, due in part to the storm, the five-mile failing), and the intended victim remains aboard.
trip to the island takes about 2-3 hours. If acharacterabandonsallattemptsat combat and
At the halfway point of the voyage, a group of tries to wriggle loose from the kopoacinths grasp, he
watching kopoacinth (marine gargoyles) approach the or she gains a saving throw vs. wands. If the saving
boat from below and try to board. They are operating throw is successful, the creatures are forced to drop
under orders from Shadow Valley, and cannot be their victim. The character may get up and retrieve
scared away; they fight to the death. If a character is weapons in the same round. The kopoacinth do not
keeping watch with a detectinvisibilityspell. oneof the throw items overboard, even if conveniently available.
approaching shapes is seen in the water, theirsurprise Their instructions refer specifically to opponents and
attack is thus negated. Otherwise, despite the constant barrels. They have been told of the Egg.
watch from the Crows nest (a basket-like outpost T o handle character attempts at weaponless
atop the mast) by a crew member, the creatures combat, consider the kopoacinth as 17 Strength, 16
approach unseen and surprise the party and crew as Dexterity, and 170 pounds in weight.
they board. If the kopoacinth successfullyclearthe deck, they
The DM should have all characters declare their start throwing barrels overboard. Most barrels float,
positions on the boat, along with status of arms and except the one containing the Egg. When the deck is
armor (what weapons are out, what armor is being cleared of characters and barrels, they start dragging
wornforthevoyage,andsoforth).The bulkofthecrew out remaining crew members, characters, and barrels
are rowing at the time of boarding, but 2-5 crew below deck to throw overboard. If possible, they
members are topside, taking breaks and talking with continue until the boat contains nosurvivors, and then
party members. Characters may be below deck, as dive to recover the Egg (and all bodies) for their
some cabins are available for privacy if desired. (Note masters.
that none of the ships crew carries magical weaponry.) Characters thrown overboard may sinkand drown.
If they gain surprise (nearly automatic), the Non-magical metal armor certainly causes a character
kopoacintharefirstseen climbingoverthesidesofthe t o sink immediately, and even magical armor causes
boat. Four board near the mast (two from each side), encumbrance, although the character remains on the
two others climb over the bow, and two more climb surface. In the rough waves of the storm, any character
over the stern. The duration of the surprise is low. The in the water drowns in a number of rounds equal to his

14
or her Constitution score. Any sinking character drowns party approaches, with driving rain and high winds
in three rounds. For game mechanics, a character obscuring vision and thoroughly soaking all the
killed by drowning is reduced to -10 hit points. characters. The party is not forced to cope with mud or
If a character remains afloat, he or she may loose footing.
attempt to reboard the galley. If a saving throw vs. The lead-lined keg with the Egg must becarried by
death ray is successfully made, the character may four strong persons. (Only two of the crew are strong
paddletowardsthe boat, gettingcloseenough tograsp enough to help, but Brauni, the NPC dwarf can assist).
side ropes and climb aboard. The entire procedure As the party approaches the castle gate, the drawbridge
takes three rounds from the time the saving throw is lowers, and the characters can enter at will. Doc meets
made. Onlyonesaving throw is permitted. If itfails, the them in the entry hall, introduces himself, and ex-
character cannot reach the boat alone. Assistance changes passwords. The storm, increasing in volume
from other characters (a thrown lifeline, for instance) and power as the characters approach the castle, hits
gives bonuses to the saving throw (from +2 to +lo. at its peak, making the passwords nearly inaudible
the DMs discretion). through the crashing thunder. It quiets immediately
A sunken character may be recovered if the party thereafter, and the sun appears within an hour.
uses sufficient ingenuity. The depth in this area After the passwords are exchanged, Doc instructs
averages 200 feet, and very few creatures larger than a team of dwarves (all Lawful Good) to take the Egg to
normal fish can be found. There may be three more its temporary resting place. Characters may go along.
kopoacinth (70% chance) lurking near the bottom. If The Egg is taken upstairsand placed on a pedestal in a
so. they attempt to recover the body of the drowned 30-foot. cubic, lead-lined, walk-in safe. The safe is
character(s) for their masters, and attack intruders on secured with a solid metal door and a huge, complex
sight. lock.
The storm continues after the battles conclusion. (Althoughhedoes not reveal his profession, Doc is
After another hour or so of travel, the boat finally a dual-class cleridmagic-user. 25th level in each. He is
approaches the island. more Lawful and Good than Athelstan, if such a thing is
possible. If used as a regular NPC in a campaign, an
Journeys End (Campaign Play Only)
appropriate background should be created and given
The island is dominated by a huge castle. Docs dock is to the characters through conversation.)
rather small, a 40-foot long pier located at the north
This completes the Overland Journey adventure.
end of the island. A worn but neat gravel path leads
Remember to return to the Players Background for the
from the dock to the edge of a moat, opposite the large
conclusion of the introductory notes before starting
front gate of the castle. The storm gets worse as the
Docs Island dungeon adventure.

DOCS ISLAND (Campaign and Tournament Play)

Thisadventure isstraightforward, but challenging. The eventually hit it with a blessed crossbow bolt. The final
encounters occurseparatelyand simply, until the xorn trap (#20a) only catches those who let their guard
(Dungeon Level Seven, room #7) start following the down prematurely. The denizens in that trap provide a
party. The undead encounters should be handled with last bit of excitement before the final success.
ease, as there is a cleric, a paladin, and a mace of
disruption in the party. Campaign Expanslon
When the party gets to Level Eight, things get This adventure takes place on dungeon Levels Six
rough; the first encounter is with a horned devil. If through Eight. Levels One through Five are not
properly run, it should do awful things to the party. If it included. For campaign use, the DM should feel free to
gets cornered, it can teleport away. It should come and create and stock the upper dungeon. When doing so,
go, returning invisibly and trying charms and fire, but maintain approximately the same level size as the
aftera long battle (and intelligent play) the devil should lower levels. The adventure takes place on an island:
be slain. The fire giants arent dummies either, and several tunnels and other connections with the shore-
serve to slowly use up the partys resources. But they line and other caves may be included.
are merely background noise compared to the wily Levels 1-3 should be relatively empty, and should
rakshasa, guardian of the Holy Sword. The titan is a contain several blocked exits to the shore. This area,
mixed blessing; she quickly removes the other two now accessible only through the castle, has been
devils, but sets the stage for the rakshasas entry. cleared and secured by Docs minions. Theouter areas
Sincearakshasacan ESPand create(ful1) lliuslons of lower levels should feature pools and other ocean
simultaneously, it is almost unbeatable if properly connections, and may include some of those listed in
played. Its spell immunities, low AC. and spell-casting the Shallow Water Encounters chart for Salt Water
powers will probably result in one or more deaths. (Large Bodies), on page 180 of the AD&D Dungeon
However, if the party is lucky and smart, they should Masters Guide.

15
ENCOUNTER KEY LEVEL SIX

Trained, equipped and ready, the party takes the Pixies 4, AC:5. M:6/12. HD1/2, hp:2@,
glistening white elevator down. The trip is uneventful, #AT:l. D:d4+1 plussavevs. spellsor
and as the doors slide open, the party sees the first sleep,THACO:17,STs:12, N,Sm;AT
section of corridor on Level Six (see map). WILL: become vlslble, polymorph
self. create llluslon, know alignment;
1. OWLBEARS. The room is not locked. Some growling touch = confusion (remove curse
can be heard behind the door if anyone listens carefully. cures); 11DAY: dispel magic, dancing
Two owlbears have their lair in this otherwise bare lights, ESP
room. They stupidly try to eat anyone wandering in.
They have accumulated 5,000 gp worth of coins 4. THE GATES OF DEATH. Read this encounter
(weighing a total of 1,500 Ib.) and a wand of magic thoroughly before starting. This huge room (70 by 150
detectlon (with 52 charges). The command word for feet, ceiling 40 feet high) is made entirely of glistening
the wand is on a scrap of parchment buried in the green marble. It radiates magic, cannot be broken or
coins, but the number of charges is not included. marked in any way, and is far too smooth to climb
without magical assistance.
Owlbears 2, AC:5. M:12, HD:5+2, hp:35@, Aseriesofstepsbytheeastwall(seemap) leadsto
#AT:3. D:d6/d6/2d6. THACO:15, apairof large brassdoors,each 15feetwideand20feet
STs:l4, N, Lg; paw hit of 18+ = hug
high, and each with a large (three-foot long) vertical
for 2d8 additional damage handle in the middle. The room appears to be empty.
2. TICKS. A rotting carcass lies in the center of this An icedevil is standing lnvlslbleand polymorphed
room, apparently the remains of a small dinosaur-like in the form of a lich in the northeast corner of the room.
creature. Under, in, and behind the carcass are five Upon observing the entrance of any visitor(s), it first
giant ticks, which cannot be seen from the doorway. teleports to the step in front of the brassdoors and then
Theyareeasilyspotted afterthe room isentered. but as appears. It does not attack in any way if not attacked
they are feasting happily at the moment, the ticks do itself and, if attacked, it merely teleportsto another part
not attack unless disturbed. Under the carcass (and of the room. If forced to flee in this way three times, it
not obtainable except by bothering the ticks) is an then teleports out of the room, returning an hour later.
ornate ivory scroll case (value 50 gp) containing a
Ice Devil AC:-4, M:6. H D : l l , hp:60. MR:55.
clerical scroll of one restoration spell. LE, Lg; radiatesfear 1 0 radius (save
Ticks 5. AC:3. M:3. HD:3, hp:18@, #AT1, vs. wands, per round if in range), +2
D:d4 &attach; attach=suck l d 6 per weapon needed to hit; 1/DAY: Ice
round until dead,THACO:16,STs:17, storm; AT WILL: detect Invlslbllty,
N, Sm detect magic, polymorph self, fly.
wall of Ice, charm person, llluslon,
3. PIXIES. Although there is nothing visible in this suggestion. k n o w alignment,
locked bare room, four pixies are sitting in a far corner, anlmate dead, teleporl (no error).
invisibleand slightlydrunkonelven wine (although not
tipsy enough to impair any of their abilities, as yet). If talked to peacefully, the lichldevil freely reveals the
They are passing a wineskin around, and are friendly if following information (some true and some false), one
approached in a like manner. One pixie has a ring of piece at a time:
fire reslstance that she gives away, absolutely free, to a. These are the Gates of Death. It is the guardian.
anyone who offers them more wine of any type. b. It does not attack unless attacked itself.
In Campaign play, the pixies know of their playful c. It allows a paladin and his or her party to proceed
relatives (thewoodland sprites in theoverland Journey through the brass doors.
adventure), and offertoassistthe party ifany character d. There are tests for the adventurers in every room to
speaksfavorablyof sprites. They do not, however, pass come.
the Gates of Death (#4. hereafter). e. This is Level Six. There is a Holy Sword on Level
Eight.
f. There are many traps, so beware.
g. True faith conquers all; fighting is fruitless.
h. Devils are guarding the Holy Sword.
Either brass door can be easily opened byapaladin.
16
~

I
MAP OF LEVEL SIX

1 square = 10 feet
E = Empty
Otherwise (and magic notwithstanding), the doors 5D. Shadows 14, AC:7, M:12, HD:3+3, hp:16@.
cannot be opened at all. #AT:1, D:5 & s t r e n g t h d r a i n ,
THACO:16, STs:16, +1 weapon to
5. THE HALLS OF THE UNDEAD. In each of the
hit, 90% invisible, CE, Med
following encounters with the undead, a few basic
rules apply (but dont tell the players!): 5E. Wights 12, AC:5, M:12, HD:4+3, hp:25@,
a. All of the rooms in this section are featureless. #AT:l, D 4 & 1level drain, THACO:15,
b. None of the undead have any treasure. STs:16, LE, Med
c. Neither the party nor the monsters will ever surprise
5F. Ghasts 10,AC:4. M:15, HD:4. hp:27@,#AT:3.
nor be surprised.
D:4/4/8 & save vs. paralysis,
d. All the undead do maximum damage if they hit.
THACO:15, STs:16, Stench 10 radius
e. None of the undead can notice a paladin (nor,
=save vs. poison or-2 penalty to hit
therefore, beTurned by one). They attackotherclasses
normally.Theycan bestruck byapaladin, butcontinue 5G. Wraiths 8, AC:4, M:12/24. HD:5+3, hp:30@,
to ignore him. #AT:l, D:6 and one level drain,
f. There are several one-way Gates to the Negative THACO:15, STs:14, LE, Med
Material Plane in the area. They are featureless black
6. STAIRS. These narrow stairs lead down to the next
dead-ends, and cannot be entered by anyone but the
level. On every other step, starting with the second, a
undead. They are cold, harmless, and solid to the
glyph of warding (electrical, for 16hp damage; save vs.
touch. These Gates are marked G on the map. If
spells for 8hp) has been placed. There are 10 trapped
Turned by a cleric, the undead flee through the nearest
steps and 10 untrapped ones. (All glyphs can be
Gate and will not return.
detected as magical, of course.) These trapscan easily
Refer to the map for the locations of each of the be avoided by stepping on untrapped steps, or can be
following encounters. Remember especiallythat all the recognized (and the word of passage deduced, being
undead ignore paladins. Note, however, that a paladins thesameforeach) byaclericof 7th level or higher.The
protection from evil emanation is real, and functions glyphs are cast at 8th level of magical use.
normally regardless of the behavior of the monsters.
Go back to rolllng damage Instead of automatic
5A. Skeletons 20, AC:7, M:12. HD:l, hp:4@, #AT:l, maxlmum. Also, from this point on, undead notice
D:6, THACO:18. STs:l7, N, Med; paladins.
sharp weapons = half damage
58. Zombies 18,AC:8, M:6, HD:2. hp:12@,#AT:i,
D:8, THACO:16. STs:17, N, Med,
always lose initiative
5C. Ghouls l6,AC:6. M:9. HD:2, hp:12@.#AT:3,
D:3/3/6 & save vs. paralysis,
THACO:16, STs:l7, CE, Med
ENCOUNTER K E Y LEVEL SEVEN

7. PATROL. As the party proceeds along this section of room, and may be avoided. One has a bulge in the
corridors, they notice something rising up through the midsection. If this creature is killed and examined, the
floor behind them. Two xorn are seen arriving 40 feet remainsof a paladin are be found, still in platemail.The
away, and try to attack. armor is magical (+2) and looks very ornate. There is
nothing else of value here.
Xorn 2, AC:-2/8, M:9, HD:7+7, #AT:4,
D:d3/d3/d3/6d4. THACO:12, STs:13. Snakes 2, AC:5, M:15, HD:4+2, hp:25. 20,
N, Med.immunetofire/cold,electric #AT:l,D:d3&savevs. polsonordie.
= 1/2 or no damage THACO:15, STs:17. N, Lg
11. DRAGON. Although inset with an elaborate lock,
The xorn cannot enter a protection from evll (such as
thisdoorisnotsecure,and theroom isquiet.Asolitary
the one radiated by the paladin), and if the party forms
young white dragon can be seen sleeping by thesouth
a tight circle around Athelstan, all are safe from the
wall amid a few thousand miscellaneous coins and
xorn. If kept from attacking in this way, the xorn follow
gems. However, a detect evll here does not produce
the party. The characters temporarily lose the xorn
results, contradicting the visual image.
when they pass through the teleportal (#E, hereafter).
This dragon is actually an illusion created by a
In campaign play, note that only six characters, at
djinni (relaxing in gaseous form). If avoided, the
most,cangrouparoundapaladin within the protection.
illusion and the djinni remain as they were. Note that
If the paladin advances at the xorn. so as to cause
disbelief does not succeed here. If attacked to kill, the
the protectionfrom evil effect to touch one, the barrier
illusion disappears and the djinni departs. If attacked
is considered voluntarily broken, though the normal
to subdue, the dragon and treasure disappear, but the
combat adjustments will still apply.
djinni materializes. It has no treasure, but freely gives
After being evaded, the xorn search, finding the
the following valuable information:
party when they are fighting spectres (see room #12,
There are several dangerous spectres in the next
hereafter, for details.)
room. There is a titan in the area (which the djinni met
8. TELEPORTAL. A section of wall 20 feet wide is nearby on the Ethereal Plane). A family of fire giants
missing, and has been replaced by gray mist. Anyone lives downstairs.
entering may walk through the mist unharmed, to
12. TROUBLE. This large room is empty, except for a
arrive in room #9, hereafter. Up to four characters may
large wooden box (10-foot cube) on the floor. Its far
pass through in one round. Note that room #9 is always
side lies about 10 feet from the beginning of a 20-foot
the destination, regardless of the direction traveled
wide descending stairway. There are five normal doors
after entering the gray mist.
in the room: one on the east wall (through which the
9. MUMMIESTherearesix mummies in thisroom,one room is entered) and two each in the north and south
in each corner and two in the middle. They all move walls.
immediately to attack anyone entering the room. Note (If the xorn have been slain, disregard this
the effects of their fear aura (as detailed below). If paragraph; otherwise, continue. The party is being
Turned, the mummies run to the Gate in room #12. watched, buttheydon'tknowit.0nexorn isinaremote
They have no treasure. There are three normal doors in corner, automatically unnoticed. Upon sighting the
the room; each is four feet wide and eight feet high, characters, it leaves to fetch its mate, and later returns
wooden with metal reinforcements, but without visible during the battle with the spectres.)
hinges. The box is a trap, but a rather simple one. If
checked for traps by anyone of 12 intelligence or
Mummies 6, AC:3,M:6. HD6+3. #AT:l, D:d12 +
greater, it is automatically found as one (no roll
disease, THACO:13, STs:14, LE,
necessary). The edges of the box are cracks and its
Med; +1 weapon to hit, all blows =
sides are bulging, obviouslyabouttoexplode. The trap
%.damage; fear aura: all within 6
inchessavevs. spellsor be paralyzed cannot be disarmed.
If touched (by an attempt to remove traps, for
forld4rounds(humansget+2 bonus
instance, or-more advisably-by an object from a
to save).
distance, such as an arrow), the box explodes for 40
10. SNAKES. This room is full of sticks, leaves, and points of damage. The person touching it gets no
trash, but two giant (poisonous) snakes can be seen saving throw, nor does any other creature within five
crawling around, moving toattack. Ifthedoorisclosed feet, and all others within 30 feet save vs. wands for
immediately after opening, they d o not escape the one-half damage (20hp)-including any monsters, if
19
12a

X = Xorn
M = Mummy

3,
near enough. Magical armor bonuses aid the saving is calculated without Dexterity or shield adjustments,
throw, as do shields, if specifically held up in anticipa- but the xorn are in soft state, or AC:8. Note that the
tion of trouble. The remains of the two gas spores may xorn do not follow the party down the steps.)
later be found amid the debris.
Spectres 4, AC:2. M:15//30, HD:7+3, hp:40@,
There is a spectre behind each of the doors on the
# A T : l , D:d8 8 2 level d r a i n ,
north and south walls. The four spectres all enter and
THACO:13, STs:13, LE, Med; +1
attack if the trap is triggered, or if the first step of the
weapon to hit
stairs is touched or passed. (They may best be handled
one at a time, by going to each door.) They have no 12A. STAIRS. These stairs are 20 feet wide with a
treasure, nor is there any in the box. The spectres 20-foot clearance above them all the way down to the
pursue down the steps if necessary. next (final) level. They are not trapped in any way.
(During the battle, the xorn rise up from the floor
and attack with surprise, choosing an isolated target if
possible. Roll for surprise normally. When attacking
thisway-from below, half in thefloor-thevictims AC
20
DUNGEON LEVEL EIGHT

Read this section thoroughly before continuing. This were to operate together, they could easily defeat the
conclusion to theadventure is rather complex. Afamily party. The first encounter is with one alone, which
of fire giants lives here, who believe they (and their should be defeated if the party performs well. The titan
pets) are the only residents of the Level. They are encountered later removes the other two devils
encountered as described, but may respond to alerts automatically.
and attacks as best they can. Thus, if the party The fire giants are unaware of their role in this
encounters them and runs away, they fetch their pets drama. They are merelystooges. who become infuriated
and conduct an organized attackorambush. However, by the invasion of their home. They are not aware that
there are also three devils and a rakshasa lurking here, their young son wasslain overayearagoandrep1aced
with aTitan passing through, besides! Theoverall plot by the rakshasa. The devils always avoid them
line is as follows: successfully.
The party defeats the first devil after a hard, costly Because of its combined powers of ESP and full
fight. When they meet the titan, she gives out cures Illusions at will, the rakshasa is extremely dangerous.
(even raising and healing thedead)andjoinsthemfora While in its titan guise, it can never be tricked by the
short time. When the additional pair of devils is partys questions. It always retreats if in any danger. It
encountered, she blasts them back to their plane with a stashes the Holy Sword in a dangerous place before
holy word, which also stuns most of the party. After venturing out t o cope with the party. The rakshasa
caring for them, she apologizes for the effects and often leaves while the party is just suspicious, keeping
must then leave, mentioning that she hopes to return. up an appropriate illusion-which suddenly vanishes
The rakshasa, listening to the situation by ESP, when the party attacks.
arrives about a turn later disguising itself (via illusion) The rakshasa is capable of becoming effectively
as the titan, explaining that she got special permission (but notactually) lnvlsible by generating theillusionof
to continue with the party as her help is obviously bare corridor when it is near the party. (Note that such
needed. The DM should keep a very careful record of invisibility cannot be foiled via a detect Invisibility
the illusory curing dispensed, as the party will find spell.) It anticipates the partys actions, foils their
themselves unexpectedly wounded later. plans, and is generally very tough. In short, it is deadly
They party slays some fire giants and their pets, until the party nears the Holy Sword and forces it to
but cannot pinpoint the rakshasa. It is staying quietly attack. Note that it uses illusions to confuse and
out of their way, awaiting the best opportunities for misdirect the party as they approach the Sword.
ambush. They finally corner it and begin a hard fight. The rakshasas favorite tactics include actually
The rakshasa attacks fiercely, but the party has begun being 30 feet from where it seems to be, creating more
to disbelieve its illusions and soon overcomes the fire giants with its illusions, regularly moving around
thing, finally nailing it with a blessed crossbow bolt. while its illusions stay in one place, and (if the party
The paladin obtains the Holy Sword shortly thereafter, gets separated) masquerading as a missing character.
as the party handles the final (often unexpected) If given the opportunity, it pretends to cast a helpful
guardian monsters without many problems. spell while actually casting something damaging.
Your game will probably not run exactly the same
way, although the first encounters have been
orchestrated to mimic the original in the following Disbelief
way: Three encounters occur in a series after the first An attempt at disbelief takes one full round. The player
engagement with the horned devil. They do not occur must specify exactly what is being disbelieved by the
at set places, but rather at preset times (see 13, a, b, c, character. If the effect being disbelieved is real (as
hereafter). Keep track of these encounters, using the opposed to illusory), any saving throw normally granted
room key for the settings. automatically fails, as the character is ignoring the
The level description is presented simply. An disbelieved effect, and is unshielded against possible
Index to Residents is provided hereafter for your damage from it.
convenience, and should help you handle a strategic However, before the attempt at disbelief the DM
defensebythefiregiants(andtheirpets)aswellasthe should first rule whether that character would even try
sly, deadly actions of the devil and the rakshasa. todoso,depending on thesituation. Illusions havenot
The horned devils can sense the paladins arrival beencommon in thisscenario. Ifyouallowtheattempt,
on theleve1,Theironlypurposeforbeing hereisto help roll the characters saving throw vs. spells, including
the rakshasa guard the Holy Sword. It has given them wisdom adjustment (as applicable). If the illusion is
instructions to attack immediately and wisely. If they very believable (as most of the rakshasas are), adjust
21
the roll accordingly (-2, -4, -6,or whatever penalty is 19. Pyrohydra Spot. AC:5, M:9, HD:8, hp:64 (8 per
appropriate). head), #AT:8+ breaths, D:d8@ +8hp fire breath (save
vs. breath for 4). THACO:12. STs:13
index to Residents
As the fire giants and their pets can be encountered
randomly or in their rooms, their statistics are listed
here for random use. Statistics are also listed in the
room keys for encounters occurring there. ENCOUNTER KEY LEVEL EIGHT
FIRE GIANTS. STs:lO, M:12, LE, Lg, immune to fire;
other details as given here: 13.GUARD. Pastthelargedoorson thesouthwal1,the
corridor continues and apparently turns to the north. It
17. Wally. AC:3, HD:6, hp:30, Ht:7. INT6, D:2d8+1 or actually forms a T intersection, but there is an
rocks for d10+1 to 11 range; THAC0:ll illusory wall to the south, kept there by one horned
24.Grandpa.AC:3,HD:Il, hp:74,Ht:ll,INT:9,D:4d6+1 devil, waiting to ambush the party. (It was warned by its
or rocks for 2d8 to 1 6 range, THACO:9 comrade, the ice devil on Level Six, that a paladin was
on his way down). It pursues if necessary, fighting to
25.George.AC:I, HD:11. hp:67,Ht:126,INT:7.D:5d6+2 the death of its material body.
or rocks for 2d10 to 2 0 range, THACO:8
Horned Devil Lockjaw, AC:-5, M:9118, HD:5+5,
25. Martha. AC:3. HD:10, hp:44, Ht:ll, INT:7. D:4d6 or hp:35, #AT:4, D:d4ld4ld4+lld3,
rocks for 2610-1 to 1 8 range; THAC0:lO THACO:15, STs:12, MR:50, +1
25. Henry. AC:1, HD:11, hp:59. Ht:12, INT:10. D:5d6+1 weapon to hit, I N T High, LE, Lg (9);
or rocks for 2d10 to 2 0 range, THACO:9 Radiates fear 5 radius (save vs.
wands, once per round if engaged).
25. Ethel. AC:3, HD:10. hp:45, Ht:106, INT:9, D:4d6 or
rocks for 2d10-1 to 1 8 range, THAC0:lO
Spells:
20. Rakshasa. masquerading as fire giant son Bill; IIDAY:
AC:-4. M:15, HD:7, hp:45, #AT:3, D:d3ld3ld4+1, wall of flre (no saving throw; R:8, DR = con-
THACO:13, STs:10; LE, Med; only affected by high- centration; height 20,wall or ring. Wall is 12 square,
power spells (LE-9) or magic weapons; % damage from ring is 3 radius, damage passing through = 16hp,
weapons +2 or less. Can ESP and create illusion at will within 10=5hp,within20=2hp; ring moveswithdevil,
and simultaneously, but neither while casting a spell. wall does not.)
Spells: AT WILL:
command (Cls, Rl, DRlr) ESP (R:3)
cure light wounds (C5s) detect maglc (R:6)
jump (Cls, DRlT. 3 jumps) create illusion (R:12, affects all senses)
magic missile (Cls. R13, 4 missiles, ld4+1@) charm person (R:12)
push (Cls, R2.75) suggestion (R3)
spider climb (Cls, DR8r) lnfravlslon (R:6)
detect invlslblllty ( C ~ SR7,
, DR35r) teleport (no error)
mirror Image ( C ~ SDRl4r)
, know alignment (R:l)
stinking cloud ( C ~ SR3,
, DR7r, 2 cube) animate dead (R:l)
lightning bolt (C3s. R11+; 7d6) produce flame (normal flame, can be hurled up to
slow ( C ~ SR16.
, DRlOr, 4 square) 4;D:l d4)
pyrotechnics (needs and uses fire source, either
fireworks of lOxvolume, blindnessforsixsegments, or
FIRE GIANT PETS. smokeof lOOxvolume, obscuresvision forsixrounds).
14. Hell hounds Ember and Fireball. AC:4, M:12, HD:7,
hp:40, 35, #AT:l+breath, D:dlO plus 7hp fire breath Hiding behind its illusory wall, Lockjaw tries to charm
(save vs. breath for 4), THACO:13, STs:13; surprised party members. It teleports as necessary to avoid
116, locate invisible 50% combat, and if caught, creates the illusion of another
devil Gating in. Note that itcan useonlyoneabilityper
18. Otyugh Thing. AC:3, M:6, HD:8, hp:50. #AT:3, round, but in addition to normal melee attacks. Lockjaw
D:d8ld8ld4+1 & disease, THACO:12. STs:13. never mixes illusoryfirewith itsproduceflame,and tosses in
surprised the wall of fire at the best opportunity. If the party is
19. Hell hounds Blaze and Flare. AC:4, M:12, HD7, getting badly beaten by the devil, feel free to have the
hp:40, 30, #AT:l+breath. D:dlO plus 7hp fire breath titan (hereafter) arrive a bit early and rescue them.
(save vs. breath for 4). THACO:13. STs:13; surprised 13a. HELP. Just before the party tries to open the next
1/6, locate invisible 50% door (wherever they may be when thisoccurs). a huge
22
MAP OF LEVEL EIGHT

23
femalefigureappearsnear them. It isSally,atitan. who time. When they are encountered, Sally immediately
has the following powers: casts a holy word, blasting them back to their own
plane before they can do anything. This spell has the
Titan Sally AC:O, M:15, HD:19, hp:120,
following effects on the party members (no saving
#AT:l, D:7d6, THACO:7, STs:5,
throw):
MR:60, CG, Lg (18). All spells
(magic-user and clerical) arecast at
characters of levels 4-7 are paralyzed for one turn;
levels 8-11 are stunned for six rounds. However, the
19th level of ability.
ranger with Chaotic tendencies (treated as nearly the
Spells:
titans alignment) is only stunned for one round. Sally
AT WILL:
then cares for the party until they return to normal,
invlsibillty
giving out more cures and aid to the limit of her
2dDAY:
abilities. Then she announces sorrowfully that she
levitate (R:38, DR:19T) and/or
must depart, but that she will try to get permission to
become ethereal
PSIONICS: return.
Pslonlc Ablllty 148, 12 Disciplines. Does not use 13c. INFILTRATION. The rakshasa joins the party in
psionics except for the following: the form of the titan about one turn after the real titan
Shape Alteration (as polymorph self, but with no leaves (in Campaign play, one turn after the remaining
size limitation and permanent until altered again, she devils are defeated), or after any encounter in progress
uses it to shrink down to human size after meeting the at that time. It behaves exactly as the titan would, and
party); has replenished spells (mentioning, in passing, that
Energy control (used to negate any spell cast at time runs differently on her home plane). Keep track of
her, so the initial actions of the party, if hostile, do not the illusory cures and so forth, to be revealed at the
harm nor anger her.) beginning of the next fight, when the illusions break
CLERICAL SPELLS: down and the titan disappears.
command (C:ls, R:l, DR:lr) 14. WATCHDOGS. Two hell hounds (Ember and
cure light wounds (25s. ld8) Fireball) live in this bare area. The body of a human
hold person (C:5s, R:6, DR:23r) fighter lies here, apparently long dead and in fairly bad
silence 15 radius (C:5s, R:12, DR:38r) condition. It is the body of a paladin, who died here
create food and water (C:lT, R:l, 19 cu.ft.) while searching for the Holy Sword. He has been dead
dispel magic (C:3s, R6.3 cube) for about two months, and cannot be communicated
cure serious wounds (C:7s, 2d8+1) with (via speakwith dead) except by a cleric of 9th level
neutralize poison (C:7s, 9.5 cu.ft.) or greater.
cure critical wounds (C:8s, 3d8+3)
raise dead (C:l r, R:3) Hell Hounds AC:4,M:12,HD:7, hp:40,35,#AT:1+1,
heal (C:lr) D:dlO+ fire breath for 7hp (save vs.
speak with monsters (C:9s, R:3, DR:19r) breath for 4). THACO:13, STs:13,
holy word (C:ls, R:3) surprised 1/6, see invisible 50%
restoration (C:3r)
MAGIC-USER SPELLS: The body has no backpack, but does bear plate mail
magic missile (C:ls, R:25, 10d4+10) and a shield, a sheathed longsword, a crossbow with a
read magic (C:lr, DR:38r) quiver of six quarrels, and a sack tied to the belt. The
knock (C:ls. R:6,190 sq. ft.) quarrelsand longsword are magical. The latter is+1/+2
wizard lock (C:2s. 570 sq. ft.) vs. magic-using and enchanted creatures. The bolts
lightning bolt (C:3s, R:23. 19d6) are each +l and blessed by a high priest.
slow (C:3s, R:28, DR:22r) The sack contains nothing but a diary, revealing
minor globe of lnvutnerablllty (C:4s. DR:19r) the following information detailed along with other
polymorph other (C:4s, R9.5) miscellaneous, meaningless, and irrelevant notes:
conjure air elemental (C:lT, R:6, DR:l9T) . . . undead progression.. .all seem to ignore me
feeblemind (C:5s. R:19) hope they keep it up . . . luck here; turned all six
mummies.. .Trouble. Couldntturn spectres, lost four
Sallydoeseverythingshecan forthe party, butshehas
levels, may have to flee . . . avoiding box, looks like a
orders to return to her abode (on another plane)
trap.. .think Im being followed.. .strange illusions all
shortly. In Campaign play, if the characters are of 11th
around . . . ignoring those [illegible] . . . not in good
level or higher, Sally leaves after making repairs, and
shape, out of potions and no more hands today. Am
the party must handle the remaining pair of devils
spending the night i n an evil shrine . . . evil
themselves.
shapechanger. Glad of Borans information, rakshasa
13b. CLOSECALL.The partyencounters the remaining is the worst . . . used six bolts, but no hit yet. Damned
pair of horned devils about one turn after meeting thing knows my plans. Should be safe if [illegible]
Sally. There should be nothing else going on at the works . . . fiends, cant handle devils. Must make a try
24
for the stairs . . . hope to cause distraction, but need Pyrohydra AC:5, M:9, HD:8, hp:64, #AT%@ plus
more tools.. . slim chance, now that they know. Must breath, D:d8 plus 8hp fire breath,
t r y . . . hear noise. Giants coming. Hope this works.. .*!. .. save vs. breath for 4hp
15. GYM. There are hundreds of rocks of all sizes 20. BEDROOM. This is the lair of the rakshasa, formerly
scattered around this large exercise area. One wall is the room of the now-deceased fire giant son, Bill.
painted with a crude mural, chipped and dented, Under its bed is a long, flat ornamental sword case with
apparently meant to portray paladins in various attack- a stout lock. If opened carelessly, a poison gas trap fills
ing poses. There are also four giant-size clubs in one the room with noxious vapors. All within the cloud die
corner of the west end of the room. immediately unless they save vs. poison with a -4
penalty. This trap may be defused, but at a penalty of
16. CHAPEL. This plain area bears many clues that it is
-10% from normal Remove Trap chances. The chest
a shrine to Surtur, god of fire giants. Giant-sized
contains the rakshasas treasure: 10,000 ep, 1,000 pp,
benchesfill mostoftheroom,andacrudealtarisbythe
potions of human (actually half-orc) control and
south wall. No itemsarepresent, but thealtar radiatesa
Invislblllty,a scroll of protectionfrom possession, and
dim dweomer of evil (and should be defiled by Good
a ring of fire resistance.
characters, with proper alignment play). There are no
valuables here. Rakshasa AC:-4, M:15, HD:7, hp:45, #AT:3,
17. BEDROOM. This is Wallys room, one of the two D:d3/d3/d4+1, THACO:13, STs:10;
sons of the fire giant family. (The rakshasa masquerades LE, Med; only affected by high-
as the other son, now dead.) Wally is playing with his p o w e r spells (LE-9) o r magic
rockcollection, usually kept in a wooden box under his weapons; 54 damage from weapons
bed. It contains 2,600 gp worth of gems. He also has a +2 or bss. Can ESP and create
(glowing) two-handed sword +1 hanging on one wall, llluslon at will and simultaneously,
which he uses one-handed. Several model boats lie but neither while casting a spell.
scattered around the room, and one dry human head SPELLS:
(partially preserved) hangs over the bed, mounted on a command (Cls, R1, DRlr)
small plaque bearing an inscription (in the fire giant cum light wounds (C5s)
tongue) that reads Wallys first kill-congratulations jump (Cls, DRlT, 3 jumps)
from Mom 8. Dad! magic mlaelle (Cls, R13, 4 missiles, 1d4+1@)
push (Cls, R2.75)
Wally AC:3, HD:6, hp:30, Ht:7, INT:6, spider climb (Cls. DR8r)
D:2d8+1 or rocks for d10+1 to 1 1 detect Invislblllty ( C ~ SR7,
, DR35r)
range; THACO:11 mirror image ( C ~ SDR14r)
,
18. BATHROOM. This is a waste disposal area, and stinking cloud ( C ~ SR3,, DR7r, 2 cube)
looks and smells like one. Inside, amid piles of dung, llghtnlng bolt ( C ~ SR11+;
, 7d6)
lives an otyugh affectionately known to the fire giants slow ((3% R16, DRlOr, 4 square)
asThing. It isnot hostile,and normally ignores those 20A. CLOSET. The door to this 10-foot square secret
whoentertheroom. Ifattacked, itwill fight tothedeath. area is always locked, and the rakshasa holds the key.
Hidden under the piles is one gem accidentally dropped A glowing longsword lies in thecenter of the room. It is
there, worth 10,000 gp. Chrysomer, the Holy Avenger (see Appendix for full
Otyugh AC:3, M:6, HD:8, hp:50, #AT:3, description). However, a lurker above is on the ceiling,
D:d8/d8/d4+1. THACO:12. STs:13, and a trapper is on the floor. The trapper is highly
N, Lg, never surprised; disease with intelligent and bigger than the unintelligent lurker, and
each hit gets the first attack at entering prey. The lurker above
attacks whoever is left after the trapper closes (about
19. WATCHDOGS. Two hell hounds (Blazeand Flare)
up to four victims at once, depending on who entered
normally frolic here with the familys pet pyrohydra
the room). Tricked by the rakshasa into this small
(Spot). The room also contains dozens of large rocks,
room, the twocreatures are hungry and very dangerous.
suitable for throwing by the fire giants if necessary. A
The rakshasa stores the Sword here when it is out and
neglected toy ball lies in the room. Close inspection
about, and uses illusions todistract thecreatures when
reveals it as a mimic, nearly dead (HD:7, hp:4). If
it returns to retreive the Holy Sword.
rescued, ittells(in Common) aboutseeingtherakshasa
here one day, and watching it turn into Bill, a fire giant Trapper AC:3. M:3, HD:12. hp:fi,#AT:special,
boy, as a door was opened. D:4pluSACof victim,smotherin6r,
Hell Hounds 2, AC:4, M:12. HD:7. hp:40, 30, THACO:9, STs:10, firehold = % or
#AT:1+1, D:dlO+firebreathfor7hp no damage
(save vs. breath for 4), THACO:13, Lurker Above M:1//9, HD:lO, hp:50. #AT:1, D:d6/r
STs:13. see invisible 50%. surprised 8 smother in d4+1r. THAC0:lO.
1/6 STs:14. N. Lg, surprises4/6
25
inset lock i s large and rusty. Each attempt at picking
the lockresultsina brokenlockpick(unti1 replacedata
guild, -5% penalty to Open Locks skill percentage per
pick broken). A knock spell merely jostles some rust
loose, without opening the lock.
Thekey in thefireplacefits here.That keycanalso
beused toopen thefourlarge lockedchestswithin the
Treasury, revealing the treasureof thefiregiantfamily:
4,000 cp, 6,000 sp, 5,000 gp. gems worth 12,000 gp,
jewelry worth 10,000 gp, two potions of fire giant
control. and one potion of fire resistance.
21. EXIT. This corridor leadsout for about half a mile,
ending in caves under the islands western edge. The
giants perform some mining operations here, although
such activity is sporadic at best.
22. LOUNGE. A large pit, 30 feet in diameter, is in the
center of this very hot room. It contains glowing
embers and a flickering fire. The fire giants consider
the room a lounge, but it can be harmful to others.
Characters in metal armortake4hpof heatdamage per
round while in here, others 2hp per round (no saving
throw i n either case, but fire reslstance applies). The
giants like to play in the fire, but the fire does 20hp of
heat damage per round to all unprotected creatures
within the flames.
23. KITCHEN. This huge area is large even by giants
standards, and is also used as a living room. Two
L-shaped wallsshield the room from the westentrances.
Shelves and cupboards line most of the walls.
There isatable withchairs nearthe northeastc0rner.A
weapons rack is on the wall just east of the table. Six
large barrelsare nearthecenter of theeast wall, beside
another weapons rack. More chairs to the south of the and Martha, and Henry and Ethel. They are wearing
barrels stand before a large fireplace in the southeast their jewelry; each male wears 2,000 g p worth, and the
corner. A horn liesatop oneof the barrels, and a broom females each wear 3,000 g p worth. George (in 25a) has
is leaning againstanother. Thereare no implements for stashed a scroll of protection from magtc in hiscloset.
tending the fire (such as tongs) to be found anywhere. Each closet contains only normal giant-sized clothing,
The weapon racks hold huge swords, picks, shovels, with the exception of Georges scroll.
and some oversized pole arms. The barrels contain
dwarven ale. If the room is searched, a bag and cloak
(both magical) may be found in the bottom drawer of Grand pa AC:3, HD11, hp:74, Ht:ll, INT:9,
one cupboard. The magical items in the room are the D:4d6+1 or rocks for 2d8 to 1 6
horn, broom, bag and cloak. These itemsare a Horn of range, THACO:9
. _
Bubbles, Broom of Animated Attack, Cloakof Poison, George AC:1, H D : l l , hp:67, Ht:126. INT:7,
and Bag of Devouring (apparentlya Bag of Beans). D:5d6+2 or rocks for 2d10 to 2 0
Hiddenin the ragingfirein thefireplace, underthe range, THACO:8
coals, is a large key (to the Treasury, hereafter), along
with a few valuable gems (total value 8,000 gp) which Martha AC:3, HD:lO. hp:44, Ht:ll, INT:7,
have survived the heat. D:4d6 or rocks for 2d10-1 to 18
range; THAC0:lO
24. BEDROOM-TREASURY. Grandpa fire giant lives
~~

here. A large chest is next to his bed. It is not locked nor Henry AC:1, HD:11, hp:59, Ht:12. INT:10,
trapped,andcontains5,000gems--worth onegpeach. D:5d6+1 or rocks for 2d10 to 20
A heavy iron door is in the middle of the east wall. Its range, THACO:9 ,
25. BEDROOMS. Four fire giants live in this duplex Ethel AC:3. HD:10, hp:45, Ht:106, INT:9,
area. Each room containsanoversized giant bed, table, D:4d6 or rocks for 2410-1 to 18
chest of drawers, mirror, padded chair, and adjacent range, THAC0:lO
closet. The giants living here are the couples George
26
APPENDIX
The Holy Sword

Type: Longsword +5
Aiignment Lawful Good
Title: Holy Avenger
Name: Chrysomer
Intelligence: 17
Ego: 38
ToPS (Total Personality Strength): 55
When used b y a Lawful Good non-paladin, Chrysomer
will not reveal its true identity, but will seem by all tests
to be an unintelligent longsword +2. If touched by a
non-Lawful or non-Good being, it will wait until it is
used in combat, at which time it will shock the user for
38 points of electrical damage (no saving throw, no segment. This may be pertinent if the paladin needs to
resistances apply unless of divine origin). use certain abilities of the sword quickly (forexample,
When wielded by a paladin, the sword . . . to teleporl out from within a lurker or trapper.. .).
1. bestows50%magic redstanceina five-foot radius Rememberthat acharactersToPS = Intelligence+
(automatic unless commanded otherwise) Charisma + Level. Note the ToPS of Chrysomer: it
2. can dispel magic in a five-foot radius, as if a usually controls all but the most powerful paladins.
magic-user of the paladins level (on command) However, its behaviorand preferencesare the idealsof
3. does +10 damage vs. Chaotic Evil opponents paladinhood. It is extremely Lawful and Good, and
(instead of +5, and automatically), plus effects tolerates no nonsense from Chaotics.
listed below (see Special Purpose). If Chrysomer assumescontrol, it relieson the user
for Wisdom and counts on its own Intelligence. Where
applicable, the user thereafter introduces himself or
Other Abilities:
herself by both names. In otherwords (to use Athelstan
detect evil, 2 (on command):
asan example), We are Athelstan Chrysomer, paladin.
detect shifting rooms a n d walls, 1 range (on
Though often misinterpreted as the use of the royal or
command):
editorial we, it is literally an introduction of the two
detect magic, 1 range (on command):
lifeforcesmerged intoone. Needlesstosay, Chrysomer
detect invisible, 2 range (on command):
does not allow any other magical sword to be used by
read languages (on command or voluntarily);
its paladin, regardless of the results of the comparison
read magic (on command orvoluntarily);
between personality strengths. It does not object to the
telepathy with user (and vice versa, at will);
use of other magical items or weapons.
regenerates user 1hp per Turn (automatic)
Chrysomer uses its regeneration and teleporl
teleport with user l/day, DM rolls normally (as per L5
abilitiesascommanded oras needed, butdoesnot use
M-U spell) but Chrysomer helps (the results should be
the latter voluntarilyunless the situation isdesparate. It
adjusted by up to 5% i n the most favorable manner),
demands that it be decorated once per month. If not
casting time two segments, maximum total weight 600
appeased, it withholds abilities until satisfied (unless
pounds (on command or voluntarily, see below).
the user faithfully promises to feed it as soon as
Special Purpose possible). It onlyacceptsemeralds, rubies, ordiamonds
To defeat Chaos. When used against a Chaotic as decorations, and of a minimum value of 5,000pg per
opponent, a successful hit forces the victim to save vs. month. The gems currently mounted upon its hilt total
spells (including) Wisdom adjustment, if applicable) or 50,000gp in value.
be paralyzed; Duration: 1-4 rounds. Chrysomer was forged in the distant past. As one
of the Great Legendary Swords, it leadsyoung paladins
Languages
on the road to fame and fortune. Once it has a paladin
Lawful Good, Common, Dwarf, Halfling, Fire Giant,
under its control, it does not needlessly endanger the
Gold Dragon, High Elf.
character. However, it does occasionally wear out the
As soon as Chrysomer is touched by a paladin, it will users if they are not up to the epic tasks it sets before
inform the paladin of its nameand abilities, in the order them.
listed above, at the rate of one bit of information per
27
CHARACTER SUMMARY: PALADIN
Human male, Athelstan (ATH-el-Stan). AC:O. hp:60
Level: 9, Lawful Good

Strength.. .....
1-4, bardgates 25%)
Intelligence .......
Wisdom ..........
Dexterity ..........12
Constitution ......
Charisma.. ........17 I (30% reactions)
Armor: Shield +l.
plate +1 AC rear: 2
Saving Throws Turn Undead
Poison/oaralvsis .........
.8 Wraith. .............
.7
Petrify/polymorph....... .9 Ghast ..............
.4
Rods, staves, wands.. ....10 Mummy ........... .10
Breath ................. .9 Spectre.. ..........
.13
Spells.. ................ll Vampire ...........
.16
+2 Class bonus included Ghost .............
.20
Ghoul .........
Destroy
Shadow ......... Turn
Wight ...........
Turn
Abiiltles
Protection from Evil, 10-foot radius; detect Evil, six-inch
range; layon hands,one/day(l8hp);curedisease,two/week; CHARACTER SUMMARY: RANGER

1
1 immune to disease: three attackdtwo rounds. Human male. Tristrum ITRIS-trum). AC 2. h D 60
Magical potions
I Levei: 8, (Chaoiic) NeutralGood
Common, Elven, Orcish. Fire resistance, healing.
I Strength.. .........17
Intelligence ........13
I (+1to hit, +1 damage, doors
1-3, bardgates 13%)
,
Longsword +3 (Paramel, TOPS 23: detect magic one inch,
levitation threeldayas L9magic-user,speaks NG. Lammasu,
I Wisdom ...........14
Dexterity ..........14
I (3 added ianguages)

Salamander,)maceof disruption +1, plate mail +l,shield +l. Constitution .......18


Charisma. .........13
I
I
To Hit (base, adjust for all bonuses)
AC10 9 8 7 6 5 4 3 2 1 0 Saving Throws Annor
Poisonlparalysis........ .10 Chain +1, shield +1
2 3 4 5 6 7 8 9101112 Petrify/polymorph ...... .ll
Rods, staves, wands..... .12 AC rear: 4
Weapon Proficiency Normal Equipment Breath ................ .12
Longsword. longbow, dagger, Three oil, four holy water, Spells.. ............... .13
lance, two-handed sword, any other.
mace. Abilities
Tracking, base 65% underground, 90% outdoors;
Role Playing Notes surprised one/six; surprises others 65%; 8 damage vs. giant
Athelstan is theclassic paladin. Hecomesfrom Northending, class (bugbear, ettin, giant, gnoll, goblin, kobold. ogre, ogre
the Lawful Good stronghold. Athelstan avoids Triladirs magi, troll).
advances, and wants to protect others from risks, as this
quest is his big event. He is unwilling to overuse his sword Languages Magical potions
Paramel until he can afford to mount it with gems. The Common, Elven, Halfling, Invisibility, healing
paladin will give away Paramel if the Holy Sword is found. Ogre.

28
Human female, Triladir (TRILL-a-deer), AC: 3, hp:35
Level: 9, Lawful Good

............ 1 (Doors 1-2. Gates 1%)

I
Strenath 9
Intelligence .......
.I8 (7 added languages) .
Wisdom ...........I1
Dexterity .........
.I6 (+I missile bonus, -2 AC bonus)
Constitution ......
.I6 (+2hp/die, SS:95. RES:96)

Saving Throws Magical Potlons


Poison/paralysis.........I3 Extra healing.
water-breathing.
Petrify/polymorph ....... I 1
Rods, staves, wands.. .....9 Normal Equipment
Breath .................I3 Two oil, two holy water,
Spells.. ................IO any other.
Languages
- Lammasu.
Common. Elven. Dwarven. Orcish. Silver Draaon.
Stone Giant.
Longsword +2. javelin of Three oil, two holy water
piercing +6. chain mail Magical Spells
+1, shield + I . Choose any spell level 14. Level 5 should be from: cloudkill,
teleDort. wall of force.
Weapon Proficiency Magical Spell
Longsword, longbow, dagger, Faerie fire Magical Items
two-handed sword. (C3, DR32r, R) Dagger +2/3 vs. small, bracers AC:6, ring + I . portable hole.
To Hit (base, adjust for all bonuses) Weapon Proficiency Armor:
Bracers of defense
AC10 9 8 7 6 5 4 3 2 1 0
Darts (9), dagger. AC rear: 6
4 5 6 7 8 9 10 11 12 13 14
To lilt (base, adjust for all bonuses)
Role Playing Notes
Tristrum is Neutral Good but can occasionally act Chaotic. AC 10 9 8 7 6 5 4 3 2 1 0
He likes to fight giant class creatures and he is jealous of
Athelstan. Tristrum often teases Gadoff and shows kindness 9 10 11 12 13 14 15 16 17 18 19
for Triladir. Traps worry him.
Role Playing Notes
Triladir isvery Lawful andvery Good. Shewould liketosettle
down with Athelstan, but is much too dignified to bring the
subject up. Triladir geniunely dislikes Gadoff and thinks
Tristrum is a bit coarse. She will do anything reasonable to
help Athelstan, and to protect him from harm. This magic-
user takes great pride in her magical expertise and wants to
impress Doc with souvenirs of victory.

29
"?+
CHARACTER SUMMARY: CLERIC

Strength. ...........7 (Doors 1, gates 0%. -1 to hit,


weight allowance -150)
Intelligence ........10 (2 added languages)
Wisdom .......... .18 1+4 ST vs. mental attacks)
Dexterity ...........8
Constitution .......IO
Charisma.. ........11 I
I'
fSS:70. RES75)

Saving Throws Turn Undead


Poison/paralysis ..........6 d20.d66'/dl2)
PetrifyIPolymorph ....... .9 Mummy ............ .4
Rods, staves, wands.. ...
.10 Spectre. .............7
Breath ................ .12 Vampire ...........
.10
Spells.. ...............
.I1 Ghost .............
.I3
Note +4 Wisdom bonus Lich.. .............
.16
Special ............
.I9
Annor 'Skeleton.
zombie ........
Destroy
Plate armor, shield +I Ghast, wraith.. ... Turn

I
.........
AC rear: 3
Languages
Ghoul,
shadow. ....... Destroy
Wight
-

Magical Potlons
Destrov

Common. Elven. Levitation.. swed


~~
.
Dwarven.'
Magical Spells
Command (Clc. R1. DRlr) Auaurv fC2r. 79%)
Cure light wounds (C5s.ld8) Augury (C2r; 79%)
Cure light wounds ( C ~ Sld8)
, Raise dead (Clr, R3)
Cure light wounds ( C ~ Sld8)
, Raise dead (CIr.R3)
Resist cold (Clr. DR9T) Remove curse (C6s
Sanctuary ( G I s , DRllr) Cure Blindness (Clr)
Find traps (C5s. R3, DR3T) Neutralize poison (C7s)
Hold person ('25%R6, DR13r)
Silence 15'r ( C ~ SR12.
, DR18r)
Slow poison (CIS. DR54T)
Dispel magic ( C ~ SR6.3'
, cube)
Prayer ( C ~ SDRSr,
, 6 radius)
Cure serious wounds fC7s.2d81)
Cure serious wounds iC7s; 2d8lj
tole Playing Notes
TO Hit (Base, adjust for all bonuses) fenacia is very Lawful when Athelstan is around. She keeps
ier dignity at all times, and likes Tristrum (but will not be
AC10 9 8 7 6 5 4 3 2 1 0 pen about it). Venaciadisapprovesof horseplay. She wants
ichurch of herown, and likes toargue properalignment acts
4 5 6 7 8 9 10 11 12 13 14 with the Paladin, for their mutual improvement.

30
w

CHARACTER SUMMARY: FIGHTER THIEF I


Halfling male, Gadoff (GAD-off). AC:3.. h0:37
, Languages
Level: 4/7. Neutral (Good)
Common, DwaNen. Elven, Gnome, Goblin, Halfling. Orcish.

I
Strength.. .........12 (Doors 1-2, gates 4%)
Intelligence........13 Weapon Proficiency
Wisdom ............8 Shortsword,shortbow, dagger. dart, spear, club. sling, trident.
To Hit (base as fighter. adjust for all bonuses)
AC 10 9 8 7 6 5 4 3 2 1 0
Saving Throws Magical Items
Poison .................12 Shortbow +l. 8 9 10 12 13 14 15 16 17 18 19
shortsword +2,
Paralysis ..............
.......... .ll .leather
. . . . .armor,
_. lllUmlnatlOn . . . wands of
Role Playing Notes
............. -
rerriryipoiymorpn ...... .ii
-.*.:*.~,. . . . .
(37charges), uauuii isrrue Neural, D U ~ I S
tiooa when Athelstan isaround.
Rods, staves, He dislikes Tristrum for his constant kidding and lack of
wands ................ .12 secret door and trap respect. Gadoff is amused by Triladir's obvious attraction to
Breath ................ .15 detection (10 charges). Athelstan, yet he likes Triladir's intelligence and they chat
Spells................. .13 often. Gadoff considers Doc a "stuffed shirt."
+4 race/con bonus included

Abilities Annor: leather +I


lnfravision ......... .30 feet AC rear: 7
Pick pockets .......... 70%
Open locks ........... 72% Normal Equipment
Findlremove traps .....60% Three oil, two holy water,
Move silently.. ........75% any other.
Hide in shadow.. ...... 68%
Hear noise. ........... 30%
Climb walls ...........
79%
Read languages ....... 30%
A k

=Castle Town/City

Road Trail

UMountain Hill

=Swamp Trees

-Water River

Key

Stairs

Falsedoor

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