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Adventure for Characters Levels 4-7

Official Competition Adventure


The Bane of Llywelyn
Bob Blake

TABLE OF CONTENTS
CREDITS
Editor: Jon Pickens
Graphic Designer: Elizabeth Riedel INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cover Art: Keith Parkinson Tournament Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Interior Art: Ron Randall Random Encounters ...................................... 2
Cartography: Diesel
Special Thanks to: Dave Griggs, Jeff Hartz, SCENARIO 5: THE RIDDLE OF DOLMEN MOOR . . . . . . . . . . . . . . . . . 3
Ray Krueger, Dan Lawrence, Martin Players' Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Newhard, Terry Primrose, Jim Ronco, Tom
Sievers, Dean VanDrasek, and Rex Zinn The Damrosil River . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Dolmen Moor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Key to the Burial Mounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

SCENARIO 6: THE INCANTS OF ISHCABEBLE . . . . . . . . . . . . . . . . . . 10


Players' Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Extra Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Lineage of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
SCENARIO 7: LLYWELYN'S TOMB . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Players' Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Key to the Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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Distributed to the toy and hobby trade by regional distributors. SCENARIO 8: ...AND THE GODS WILL HAVE THEIR WAY . . . . . . . . . 20
Distributed in the United Kingdom by TSR UK Ltd.
Dungeon Master's Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS
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ENDING THE ADVENTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
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Introduction
This adventure contains four tournament
adventures that were originally run at the
GEN CON XVI Convention. They are the
last half of an eight part epic adventure.
These scenarios can be run separately or
together, in either a tournament or a cam-
paign setting. The Dungeon Master (DM)
should read each adventure thoroughly
before running it for the players.
The encounters in these adventures were
designed for a balanced team of 10 characters,
levels 4-7. Each encounter has boxed informa-
tion to be read to the players and unboxed
DM notes describing how to run it. Some
encounters have a Tournament Notes section
with special instructions for tournament play.
The characters used in the tournament have
been included in the adventure.
TOURNAMENT PLAY RANDOM ENCOUNTERS
In this adventure, the following abbrevia-
tions are used: The recommended playing time is three Random encounters occur only in campaign
hours per adventure. As originally run, play. The DM rolls for encounters in the
AC = Armor THACO = To Hit achieving the goal was the primary victory morning and evening, with a 1 on 1d20 indi-
Class AC 0 condition, with the number of successful cating an encounter.
MV = Move Dmg = Damage encounters secondary. Casualties, then
HD = Hit Dice SA = Special Attacks expenditure of resources (spells, items, and
hp = hit points SD = Special so on), were used as tie-breakers. The tour- Damrosil River Encounters
#AT = Number Defenses nament also has various conventions, Die Roll Encounter
of Attacks MR = Magic which follow:
F = Fighter Resistance 1-21-4 stags, watering with herd at
M = Magic-user S = Strength 1. Players use precreated characters. Char- the river's edge with 4-8 herd mem-
I = Illusionist Int = Intelligence acteristics, equipment, allowed spells, bers each
C = Cleric W = Wisdom and magical items are listed. Players may 3 1-12 wild boars
D = Druid Dex = Dexterity not add to or change this list. 4 5-20 giant frogs
T = Thief Con = Constitution 2. Players may use only the Players Hand- 5 1-6 giant pike
Ch = Charisma book during play. However, all personal 6 1-3 black bears
This adventure contains the fifth through magical items that the characters start 7 1 giant snapping turtle
eighth adventures in the epic Prophecy of Brie. with are known and completely under- 8 4-7 NPCs, adventuring party
The Riddle of Dolmen Moor is a wilderness stood by the owners. The DM should _____(1d4 + 3)_______________
trip to the ancient burial ground of Pellham's brief characters on the capabilities of
kings. The characters must use the ancient their magical items if requested. Each character in the NPC party is of 4th to
poem of the "Lineage of Kings" to deduce 3. There are no wandering monsters in 6th (1d4 + 2) level. At least one magic-user
which tomb is Llywelyn's. However, they dis- tournament play. The random monster and one cleric are in the group. NPC parties
cover the tomb is sealed by powerful wards. tables included here are for campaign can be found either on the water or traveling
The Incants of Ishcabeble is an excursion into play only. along the river's edge, probably opposite the
the deserted tower of the wizard who set the party's direction of travel.
wards to find a set of parchments (the Incants) 4. Monsters fight to the best of their ability
that explain how to remove them. unless the tournament notes specify oth-
Llywelyn's Tomb covers the initial pene- erwise; such monsters neither check
morale nor flee unless noted. Monsters Kingsway Road Encounters
tration into the lost king's tomb, in which Die Roll Encounter
the party must deal with some unusual are fully aware of the capabilities of their
guardians while solving the puzzle of how weapons, magical items, and spells, and 1 1-6 brown bears
to precede further. And the Gods Will Have use these to advantage. 2 2-20 ogres
Their Way... begins with a disastrous inter- 5. Note that tournament characters do not 3 5-20 pixies
vention by the Celtic gods and ends with the advance in level between rounds. The 4 2-8 satyrs
party traveling to another plane in a last pacing of the adventures is such that no 5 1-2 giant stags
ditch effort to bring the Prophesy of Brie to time for training is available between the 6 3-30 stirges
a successful conclusion. scenarios. 7 2-20 sylvan elves
8 1-12 trolls

2
Scenario 5: The Riddle of Dolmen Moor
PLAYERS' BACKGROUND Campaign Note: Suggested compensation
But there is one king still held in rever- for this part of the quest is 500 gp (and XP)
ence by one and all, Llywelyn the Just. per character level. The Council of Wid-
Two hundred years ago the people of the Llywelyn! Of course! The Prophecy is dershin is not going to be happy if the char-
kingdom of Pellham rose in revolt ancient, probably written about the time acters loot the tombs of the ancient kings!
against the oppressive monarchy of King of the founding of Pellham. Its authentic-
Alendus II. Mobs surged through the ity is unquestionable, but is this the time DM INFORMATION
streets of the capital city of Widdershin, of its fulfilment?
forced their way into the palace, and The task was to determine if indeed it The adventure begins as the characters,
ransacked it. Everything of monetary was time for the return of Llywelyn. In rowing in small boats up the Damrosil,
value was carried away and all else Loring's Wood, the discovery of the approach the Fens of Tavoral. They have
burned. Wheel of Time proved that the time of two boats with four oars each, and divide
The monarchy was replaced by a the prophecy was at hand. Then the five to a boat.
council, which is currently headed by the Brothers of Brie, deciding that "mystic
seneschal Gwydion. However, that the barriers pierced with mating swords" THE DAMROSIL RIVER
council is now floundering is no secret, referred to locks and keys, arranged for
and this has resulted in a groundswell of the purchase of nine antiquated keys 1. THE MINSTREL OF THE FENS
popular opinion for the return of the from Lord Krell the Robber Baron. The
monarchy. A strong individual is needed keys were recovered, and Krell's reputa-
now to pull things back together, but tion proved well-earned. The trip up the Damrosil has been
there is one big problem: who will be Llywelyn's kingly trappings were not uneventful. The river becomes wider and
king? Certainly not Gwydion nor any of buried with him, for an accident to his more sluggish as it enters the fens. A
the council! funeral barge had lost his baldric, scep- myriad of small islands dot the water
Perhaps the answer lies in a packet tre, and crowned helm. The sceptre was and the unmistakable odor of swamp-
received from a religious sect known as later sold by a bugbear chieftain, provid- land hangs upon the air. The vegetation
the Brothers of Brie. Several old manu- ing a clue to the location of the other is profuse, overhanging the banks to
scripts were enclosed, the most impor- items. The bugbear colony in the Eyes of such an extent that at times no more than
tant of which is the following prophecy: Berta cave complex was invaded and the a boat-width of open water remains. For
baldric and helm rescued. some time now, the sound of a lone voice
WITH SIX HANDS OF LORING THE The elixir needed to return King Lly-
LOST UPON THE WHEEL OF TIME, singing in this wilderness has become
AT THE MOMENT BAZEL MOUNTS welyn from the Isles of the Dead could be louder, as if you've been going toward it.
retrieved only from the legendary wiz-
HIS CHARIOT TO DO BATTLE WITH ard, Caer. A perilous journey up the
THE SEVEN DAUGHTERS, THE The voice sounds human, though the words
river Damrosil led to Caer's mountain cannot be made out. One of the party thinks
DEAD KING SHALL RISE TO SEIZE
retreat, and answers to his cunning rid- he hears the name "Llywelyn."
THE TRIAD WITH HANDS THAT
dles won the needed elixir.
CANNOT GRASP AND EYES THAT
The prophecy will soon be fulfilled.
CANNOT SEE. ALL WARDS BROKEN As you push through a wall of vines, the
All the necessary preparations have been
AND THE MYSTIC BARRIERS made. All that remains is to find the singer is suddenly revealed. A bare-
PIERCED WITH MATING SWORDS, footed old man sits cross-legged on a
tomb of King Llywelyn. The search
THREE SAINTS AND SINNERS WILL begins at Dolmen Moor, the resting place grass-covered hummock in the middle of
STRUGGLE IN THE DUST, BOTH of Pellham's kings. Many kings are bur- a wide pool. His face is clean shaven, but
AND NEITHER TO TRIUMPH. AND ied there, each in a separate mound. his thin, silver hair, straggling from
WHILE THE SUNDERED EARTH beneath a black leather cap, has grown
However, the destruction of most of the
SPEWS FORTH THE DREGS OF CEN- to waist-length and is uncombed. His
royal archives and the span of time
TURIES, A NEW ORDER SHALL threadbare clothing, apparently purple
involved has erased memory of all but a
COME UPON THE LAND. when new, is of a style long out of fash-
few of the past kings, let alone the exact
Only three elements of the prophecy location of their final resting places. ion. He strums a lute of exquisite tone
have any meaning in this day and age. You will journey north up the Damro- and workmanship.
"Loring" was the twelfth king of sil River, leaving it when you come to the Near the hump of dry land, a small,
Pellham. "Bazel" and "The Seven Daugh- Kingsway, an ancient road that runs red, smooth-skinned arm and hand are
ters" are constellations that periodically from the Fens of Taravol to Dolmen thrust up through the surface of the pool,
move toward one another as if going to Moor. There, you must find which shaking a tambourine in rhythm with the
battle. mound holds the mortal remains of Lly- singer. Nearby, a blue cap with a yellow
Most intriguing to be sure, but which welyn. But beware, for Dolmen Moor is feather floats on the water's surface. As
dead king? With the looting of the palace haunted by the spirits of the dead by the song comes to a break, the minstrel
all those years ago, not even the proper night. looks at you with haunted eyes and
lineage of the dynasties is remembered. begins again.

This is Loring the Lost.


3
Loring the Lost: AC 0; MV 0; F/T/B 7/7/8; have landed on a character, the character is and, with the aid of imps from Acheron, he
hp special; #AT special flown into the water (and off to Acheron). slew eight nobles ahead of him in line of suc-
An attack against kidnapping imps forces cession to gain the throne. His reign, how-
The characters do not recognize him. The all of them off the intended victim, so it is ever, lasted but a few days. The imps
purpose of this encounter is to expose the another three rounds before the rescued tormented him with maddening dreams
characters to "The Lineage of Kings" (see character can be carried off again. The imps until he fled to seek the Wheel of Time. He
Player Handout). Loring does not respond do not use their tails nor try to overturn the has since realized immortality, on Arawn's
to the party in any way, but sings and plays
boats. terms.
his lute. The party has six rounds for action. The third time Loring begins to sing, the After his encounter with the mad druid
When Loring reaches the seventh verse, all party has six more rounds of action before Eveyd (see C4), Loring drank of the Waters
characters must save vs. paralysis or be par-
all must save vs. paralyzation. If the of Forgetfulness in Loring's Wood. He was
alyzed. Any characters who tried to block
encounter goes this long, the party will be eventually drawn to this little island in the
their ears get a +2 bonus. Other methods of fighting 22 imps! Their best hope at this time Fens of Taravol 285 years ago, commanded
avoiding paralysis are detailed below. A is to shut down the gate to Acheron. by Arawn to forever play his magical lute
bard or magic-user recognizes the red arm
and sing the same song. The lute keeps a
as that of an imp. Avoiding Paralysis: Loring is immortal,
gate open to Acheron, and the song causes
and immune to physical attacks. He can be paralysis in the listener. The paralysis
asked or ordered to stop singing, but
The lute's tones pierce every fiber of your occurs every third time Loring sings his own
ignores any such pleas or demands unless
bodies, and you are now able to hear the name. A character calling Loring by name
his name, Loring the Lost, is used. He con-
singer's words clearly and distinctly. momentarily halts his singing, thereby tem-
tinues to strum the melody on the lute in any
porarily avoiding paralysis.
case, which maintains a gate to Acheron.
If the party rows away immediately (at least The lute projects a magical field that pro-
two rowers per boat), they escape this 2. THE WOODLAND PIPES
tects it and its player against charm person,
encounter, but do not get the poem. The magic missile, fireball, hold person, silence If the characters closed the gate to Acheron
poem provides vital clues once the party 15'r. and lightning bolt spells. Casting a and made the secret sign, they do not
reaches Dolmen Moor. The players receive silence spell on the party will work, but encounter the satyrs here. The party may
the poem at the end of the encounter, pro- absolutely no verbal communication or continue on to Dolmen Moor without fur-
viding they have heard all of it at least once. coordination should be allowed. ther difficulty.
The party's boats have stopped 30 feet A silence spell or physically blocking the The players may now receive a copy of
away from the hummock (about one ears avoids paralysis, but also prevents the "The Lineage of Kings" only if, as a group,
round's movement). At the end of the song, characters from hearing the poem. They they had heard Loring sing all parts of the
the paralysis disappears and Loring begins may not receive a copy of the poem if they song at least once.
the song for a second time. With the second do not hear all parts of it at least once.
singing of the poem, imps pop out of the
water at the rate of one per verse until the Closing the Gate: Loring's playing can be Shortly after the encounter with the Mad
gate to Acheron is closed. They taunt and stopped with a web spell (which does not Minstrel of the Fens, the ancient paving
pester the party, then swarm to the attack. halt his singing), or a physical attack to stones of the Kingsway are seen rising
The party has six rounds to act, for when smash the lute or cut its strings (treat it as out of the mud on the southern shore,
Loring reaches the seventh verse, he says his AC 0 vs. physical attacks). A warp wood on leading off to the east. The road enters an
name for the third time, and the characters the lute or heat metal on its strings also unremarkable forest and, while the trees
must again save vs. paralyzation. Those works. If the playing stops, the arm with the are dense, the looming bulk of a plateau,
failing are paralyzed until the end of the sec- tambourine goes back into the water, leav- Dolmen Moor, can be seen in the dis-
ond singing of the poem (16 rounds). If the ing only those imps who had passed tance.
party rows away immediately after the first through for the party to deal with. Attacks Walking is pleasant, the normal forest
singing, the imps do not pursue. on the arm itself have no effect. sounds seeming to lift one's spirits and
If the party decides to fight the imps, two If a party successfully closes the gate, Loring speed the journey. Even the sound of
imps attack each character who actively speaks. He thanks them and reveals a secret some large-bodied animal (probably a
defends; any imps left over try to kidnap sign that will get them past the satyrs in the deer or maybe an elk) is welcomed and
paralyzed characters. next encounter without fighting (a circle of unthreatening. The sweet and soothing
willow tied to a staff). He then has a seizure melody of a shepherd's pipes kindles a
Imps (1-16): AC 2; MV 6"/18"; HD 2 + 2; desire to remain here forever.
hp 12 each; #AT 1; THACO 16; Dmg 1- and begins singing once more. There is
4; SA detect good, detect magic, invisi- nothing the party can do to help him.
Loring the Lost was the twelfth king of The piping is from a band of eight satyrs
bility, suggestion; SD poison, regenerate
Pellham. He had little chance of ascending who inhabit this area of the forest.
1 hp per round, need silver or magical
weapons to hit, immune to cold, fire and the throne, being the fourth son of the third Satyrs (8): AC 5; MV 18"; HD 5; hp 17, 18,
electrical attacks, save vs. spells as 7 HD; wife of Agneus Expander, and spent much 20, 21, 23, 23, 26, 30; #AT 1; THACO
MR 25% They will not use their tails. of his youth and young manhood as a wan- 15; Dmg 2-8; SA charm, sleep or cause
dering minstrel. Two ambitions drove him; fear with pipes; MR 50%
Each round one imp (if available) lands on to become king and to become immortal,
each paralyzed character. When three imps
4
There is one piper, and his music is to DOLMEN MOOR All tombs are marked with the heraldric
charm. Anyone failing the saving throw vs. devices of the kings, but time and the
spells wanders off toward the piping unless The Undead Army: This special encounter destruction of the royal records will prevent
physically prevented from doing so. Two of occurs on the fifteenth turn the party is on the characters from recognizing the tomb of
the satyrs wait to take the charmed charac- Dolmen Moor. Keep track of game turns to any specific king. The device of each king is
ters to the lair, the other five satyrs have that point, run the encounter, then continue a variation of an eagle over crossed swords.
melee with anyone not charmed until all with the adventure. There are no other wan- The characters are seeking the tomb of
potential captives have been taken, then dering monsters on Dolmen Moor itself. Llywelyn among all these mounds, and, if
they break off the engagement and flee. The they use Loring's song, may do so easily
Satyrs' Lair encounter is played only if the enough. The first king in each dynasty is
The plateau of Dolmen Moor rises 200
player characters pursue. buried in a mound directly north of the cen-
feet above the surrounding countryside.
Tournament Note: A dispel automatically The only road to it is the Kingsway, tral temple, the rest of the dynasty interred
frees charmed characters in its area of effect. which reaches the top through a series of in the same circle in a clockwise fashion.
Llywelyn was the third king of the third
switchbacks. The top is relatively flat,
characterized by a number of man-made dynasty, thus his tomb is the third mound in
The Satyrs' Lair
mounds. the third circle, counting from the north. If
The party may follow the trail of the satyrs the party has figured things out, they may
and attempt to rescue any enspelled charac- make a few simple tests to verify the scheme
ters or simply continue on to Dolmen Moor. From ground level these mounds look to be based on the song, for many of the state-
Following the fleeing creatures to their lair is scattered about in a random fashion, ments about the past kings hold true for
easy enough, though the satyrs fight to the though as can be seen on the map, the their present condition. For example, Loring
death to protect it. Shortly after the party mounds are actually arranged in concentric said that Ciron the Hearty drinks in death
begins pursuit, they hear the urgent blasts of circles around a central temple. This is obvi- still, and, on entering his tomb, they find
a hunting horn. The trail leads northeast ous only if the party conducts an aerial him entombed in a large cask of ale, and so
into the woods to a cave, the mouth of reconnaissancegive the players the Dol- on.
which is 30 feet above ground level. A men Moor player's map only if they do so. Except where otherwise noted, the char-
heavy growth of trees and brush surrounds Pelcolb the Pious, fifth king of Pellham, acters must actually enter a burial mound to
a small clearing before the cave, and to hit upon this formalized burial scheme. He have an encounter; remember to shift to
either side of the entrance are mounds of caused the construction of the central indoor movement and ranges when the
rocks and boulders on the slope. temple/mausoleum to house the remains of characters enter the mounds. The denizen of
Six more satyrs are in the cave guarding the dead kings of the dynasty then in power. a mound generally does not attack until the
the captives; the survivors of the eight origi- When the dynasty changed, the old line was party enters its mound, nor does it pursue
nally encountered are divided equally on removed and buried in mounds in a circle unless stated otherwise in the encounter key.
the slopes to either side of the cave. around the temple, which now was to house If the party does not complete their investi-
those of the new dynasty. This pattern con- gation in time, they are attacked by the
Satyrs (6): AC 5 or 1; MV 18"; HD 5; hp tinued, resulting in the present layout. Undead Army of Dolmen Moor. The party
14, 15, 17, 19, 20, 20; #AT 1; THACO The first mounds were simple affairs, but,
15; Dmg 2-8; MR 50%
arrives about two hours before dark. The
as the centuries passed, the new mounds Undead Army arrives in 15 turns.
The rocks, boulders and trees provide them became larger and more opulent. They may
50% cover, thus raising their armor class to be classified in three types:
KEY TO THE
1. They hurl spears (1-6 points) and small Type III (outer circle): These are the largest
rocks (1-4 points) if the characters approach mounds, some even planted with trees that BURIAL MOUNDS
within range, but do not come out to melee. have grown into sizable copses. All have at 1. Central Temple. The limestone building
Those in the caves throw spears. The cave is least two chambers, some with under- is an equilateral triangle, 150 feet long per
small, so if a fireball is thrown into the cave, ground levels. The doorways are ornately side. Each point is truncated to form a 30-
any captive characters within take damage carved, most with carvings dedicated to the foot-long wall. These walls contain double
as well. dead king within. doors constructed of bronze; each door
On the third melee round, three centaurs panel being 5 feet wide and 15 feet high.
summoned by the horn will charge from the Type II (middle circle): These mounds are
Flanking each set of double doors is a pair of
woods. larger, most single-chambered but some
pink granite statues, 8 feet tall, of armored
with two. All are lined with stone instead of
Centaurs (3): AC 5; MV 18"; HD 4; hp 16, dwarven warriors.
logs, though the covering is the same. The
18, 22; #AT 2; THACO 15; Dmg 1-8/1-6 door ways of many are inscribed stone The statues, similar to caryatid columns,
were a late addition to the structure by
Each fights until he takes half or more dam- slabs.
Blaine to protect those lying within. They
age, then flees. Type I (inner circle): These are small, single come to life to attack any would-be grave
Once the centaurs and satyrs are chambered mounds, lined with logs and robbers. A long-forgotten dwarven phrase
defeated, the lair may be searched. Inside covered with stones and a layer of earth. would prevent their attack, allowing the
are the captives, unharmed by the satyrs, The doorways are wooden, with an in- temple to be safely entered.
and a scroll of protection from undead (all). scribed stone lintel.
5
The statues animate if any character 4. Fenton the Foolish. This door is jammed The Middle Circle
comes within 20 feet of the door they guard, badly, such that attempts to open it are at -1
11. Karnac the Cairnlord. His name is
shrinking to dwarf size and taking on a to the normal die roll. If the coffin is
inscribed on the door. This mound is very
fleshy appearance when activated. opened, the skeleton of Fenton, attired in a unstable. Any who enter and tamper with
jester's costume, is found within.
Statues (8): AC 3; MV 6"; HD 5; hp 25 the coffin within causes a collapse, taking 3-
each; #AT 1; THACO 15; Dmg 1-12; SD 5. Heimwell the Haughty. The stone slab 30 (3dlO) points of damage.
half damage from normal weapons, no door is slightly ajar. Inside is a lidless stone
12. Agneus Expander. The doorway is col-
magical weapon bonus damage, 25% sarcophagus. Heimwell is now a ghost that
lapsed, but climbing to the top of the mound
chance of weapon breakage -5% per plus returns here to its material body's final rest-
shows that the roof has been blasted away.
for magical weapons ing place.
Inside the tomb of the "lover of horses" is a
They move to stand before the portal to pre- Heimwell (ghost): AC 0 (8); MV 9 "; HD 10; nightmare.
vent entrance. If destroyed, they turn to hp 40; #AT 1; THACO 10; Dmg age 10-
Nightmare: AC -4; MV 15 "/36 "; HD 6 + 6;
stone; if the intruders perish or withdraw, 40 years; SA magic jar; SD need silver or hp 44; #AT 3; THACO 13; Dmg 2-8/4-
they return to their former condition. magical weapons to hit
The interior of the temple is of smooth, 10 (2d4 + 2)/4-10 (2d4 + 2); SD oppo-
Heimwell does not use his magic jar ability nents save vs. spells or attack at -2 to hit
finished stone work. Inset panels, carved in
in this encounter. and damage.
bas-relief, are placed around the walls, sep-
arated by the remains of tapestries. These 6. Pelcolb the Pious. His mound mimics the 13. Loring the Lost. While the outside of
are dedicated to Alendus Crebus, Pelcolb shape of the temple in honor of his establish- the mound is very weathered, the interior is
the Pious, Lascron, and Llywelyn. ment of that structure. The interior is white- oddly clean and dust free. A stone sarcoph-
Inside are a central altar and 12 granite washed, and symbols of all the Celtic gods agus, its lid leaning against one side, has the
sarcophagi. Each sarcophagus has a flat abound. appearance that the stone cutters have just
granite top, inscribed with the name of the left it. Obviously, this tomb has never been
7. Voltar the Victorious. The interior of
deceased within. Empty ones have no used.
Voltar's tomb is an aberration of Type I con-
inscriptions. All are empty except for 1, 2,
struction, in that it is totally lined with pav- 14. Marcus the Marshal. Outside, above
and 3. They contain the remains of Kolm ing stones, in honor of Voltar's initiation of the door, are four deep depressions in the
the Quick, Cemor the Valiant, and Blaine the Kingsway. soil above the door, arranged in a diamond
(respectively). Piled unceremoniously at the shape. These were the positions of the four
foot of 4 is the jumbled skeleton of Alendus 8. Royberno the Bloody. The tomb is stones mentioned in Loring's song, but the
II, the last king and the tyrant overthrown tightly sealed, but may be opened. A sickly
Galeb duhr at mound 20 has removed them.
by the people. sweet smell emanates from the stained
The interior of the mound is unremarkable.
Sarcophagus 1 contains a necklace of earthen floor. A moaning sound, coupled
5,000 gp value, 2 contains a matched set of with blood dripping from the ceiling, begins 15. Suradel the Scholar. Suradel was the
bracelets of 4,000 gp value and a long sword if any living creature remains in the tomb first king to dabble in the black arts, thus the
+ 2, and 3, a velvet sack of 1,000 ancient for more than three melee rounds. There is references to his being a scholar and the first
gold coins and a hammer +3, dwarven no encounter here. of the Witchkings. Unknown to his subjects,
thrower. It is unlikely that the characters Suradel was cursed with vampirism before
9. Tornum the Terrible. This unfortunate
will desecrate the tombs by taking these his death.
son of Royberno has become a skeleton
items; if they do, take note of this action. warrior. The tomb's door is closed, but opens very
easily. The coffin inside is a simple wooden
The Inner Circle Royberno (skeleton warrior): AC 2; MV
box, the lid of which is unlatched. Upon
6"; HD 9 + 4; hp 50; #AT 1 at +3;
2. Alendus Crebus. The mound is very old, opening it, the vampire attempts to charm
THACO 10; Dmg 1-10; SD cause fear in the nearest target.
as all are in the first circle. A doorway on creatures of 5 dice or less; MR 90%
the south side bears an inscription in the Vampire: AC 1; MV 12 "/18 "; HD 8 + 3; hp
common tongue that says "Alendus Crebus, Magically bound to remain in his tomb, the
35; #AT 1; THACO 12; Dmg 1-6 + 4; SA
the Great and Glorious Founder of Pell- opening of the door releases him. He does
energy drain, charm (save at -2); SD +1
ham." If the party desires to enter they find a not pursue into the sunlight. or better weapons to hit; SD regenerate 3
simple coffin that holds the bones of the 10. Lascron the Last. Standing within 10 hp per round, assume gaseous form,
king, along with a sword and mace. A shield feet of the door of the tomb gives a feeling of sleep, hold and charm spells have no
lies atop the coffin. well-being. The interior is very plain, and effect
3. Ciron the Hearty. The doorway is unin- the good feeling is much stronger. Charac- Suradel assumes gaseous form to get out of
scribed. Opening the door reveals a circular ters entering this mound are blessed (as the
the coffin, then rematerializes and attacks.
interior with a large, sealed oaken cask clerical spell) through their next encounter.
coated with pitch. The air is very stale and This effect can only be had once by each 16. Argunth Elf-friend. Loring did not men-
scented with hops. Opening the cask reveals character. tion which elves Argunth dealt with; unfor-
a corpse floating in ale with a smile on his tunately they were drow. There are ten
face. drow in the tomb, which is a secret gateway
to one of their underground cities.
6
Drow (10): AC 4; MV 12"; F2; hp 9 each; Boulder: AC -2; MV 3"; HD 9; hp 35 each; THE UNDEAD ARMY
#AT 2 (one at +1); THACO 20; Dmg 1-4 #AT 1; THACO 12; Dmg 4d6
(dagger) or 1-6 (short sword) or 1-3 + Once a day an army invades Dolmen Moor.
save vs. poison at -4 (crossbow); SA After two such attacks, the Galeb duhr It is composed of the following:
dancing lights, faerie fire, darkness; SD moves in itself. The Galeb duhr does not
Headless horseman wraith: AC 4; MV 15 ";
+ 2 to all saves; MR 50% bother to use its spells here or animate boul-
ders for melee. HD 5 + 3; hp 28; #AT 1; THACO 15;
Dmg 1-6; SA energy drain; SD silver or
17. Rikar the Roarer. The seal on this tomb Once this creature is dealt with, the party
is still intact; even grave robbers respect may approach the tomb. Anyone touching
magic weapons to hit, immune to sleep,
charm, hold, and cold-based spells
Rikar, a gifted king slain early in his reign. the doorway takes 10 points of electrical
Inside are two sarcophagi, one for Rikar damage and the following phrase appears Ghouls (8): AC 6; MV 9 "; HD 2; hp 8 each;
and the other containing the skeleton of the on the stone, "Beware the Wards of Ishcabe- #AT 3; THACO 16; Dmg 1-3/1-3/1-6;
Lady Lara, Rikar's wife who died of grief ble!" The wards extend to the walls of the SA paralyzation; SD immune to sleep
over the death of her lord. mound and underground as well; they can- and charm spells
not be breached at this time.
The Outer Circle Zombies (18): AC 8; MV 6"; HD 2; hp 7
Tournament Note: The bard, or the charac- each; #AT 1; THACO 16; Dmg 1-8; SD
18. Lightmal the Dark. The stone door lies ter with the highest intelligence, remembers immune to sleep, charm, hold, and cold-
flat on the ground and the interior is inky the mage Ishcabeble (see next scenario), and based spells
black. Inside Lightmal is assuredly "awake the round ends.
Skeletons (24): AC 7; MV 12"; HD 1; hp 4
for all time," as he is a spectre.
21. Logar the Loved. The tomb is unre- each; #AT 1; THACO 19; Dmg 1-6; SD
Lightmal (spectre): AC 2; MV 15 "/30 "; HD markable except for a shepherd's crook take half damage from sharp and / or
7 + 3; hp 35; #AT 1; THACO 13; D 1-8; incised into the door. This is a clue, taken edged weapons, immune to sleep,
SA energy drain; SD +1 or better weap- from the Lineage, to aid in orienting the charm, hold, and cold-based spells
ons to hit, unaffected by sleep, charm, party.
hold or cold-based spells The wraith is mounted on a heavy war
22. Damocles the Wizard. He is named sec- horse.
19. Dalenial the Light. Dalenial was as ond of the Witchkings for his interest in
good as his father Lightmal was evil. On his War horse: AC 2 (barded); MV 15"; HD
magic, not always for the cause of good.
3 + 3; hp 18; #AT 3; THACO 16; Dmg 1-
deathbed Lightmal cursed Dalenial, and Any character of good alignment examining
8/1-8/1-3
though the latter succeeded his father to the this tomb can almost smell the evilness.
throne, his father's curse withered him and Damocles attempted to become a lich and The wraith is headless, hence its name. The
his reign was short. The coffin holds only failed. The coffin holds his skeletal remains, Headless Horseman of Dolmen Moor. Liv-
dust, rather than the bones found else- draped in robes marked with arcane sym- ing beings are its prey, for it may not go to
where, but if a handful of it is thrown at bols. The coffin itself is crudely painted Arawn's hall without a head. The ghouls,
Lightmal, the spectre is blasted from this with similar markings. zombies and skeletons are commanded by
plane. Anyone tampering with the dust 23. Rotkoddam the Strong. The mound's
the wraith, so they cannot be turned unless
must save vs. spells or receive the appropri- the wraith is. For tournament play, an
portal stands open, and broken rocks (one
ate suggestion (how to use the dust). attempt by Jenelle turns the wraith. The fol-
resembling a rabbit) litter the ground before
20. Llywelyn the Just. This tomb is the par- it. A strong, musky odor comes from the lowing go with it: 6 ghouls, 8 zombies, and
ty's goal. The only unusual exterior feature mound. Rotkoddam's tomb is now the lair 12 skeletons, turned or disintegrated. Those
remaining are subject to further attempts.
of this tomb is the group of large boulders of a gorgon.
atop the mound. One of these is a Galeb The Undead will not pursue into a mound.
duhr. Gorgon: AC 2; MV 12"; HD 8; hp 40; #AT
1; THACO 12; Dmg 2-12; SA breath turns
Galeb duhr: AC -2; MV 6"; HD 9; hp 42; to stone
#AT 2; THACO 12; Dmg 3-18; SA cast
It attacks if anyone comes within 20 feet of
move earth, passwall, wall of stone,
stone shape or transmute rock to mud the doorway.
once per round as L20 magic user, ani- 24. Claudius the Cautious. Claudius was a
mate boulders; SD unharmed by light- prudent, if not paranoid, ruler and his bur-
ning or normal fire, save at +4 vs. ial specifications reflect it. He is entombed
magical fire; takes double damage from within a coffin within a coffin within a cof-
cold-based attacks and saves at -4 vs. fin, and so on. Ten boxes must be opened to
cold attacks find his remains.
It takes great umbrage at anyone invading 25. Dacquiri the Witchking. Dacquiri car-
its territory. The Galeb duhr attacks by ani- ried his studies of magic to an extremely
mating the boulders atop the mound to roll high level. However, he and Ishcabeble
down on the party. One boulder is animated destroyed each other, so this tomb is empty.
per round.
7
Scenario 6: The Incants of Ishcabeble
PLAYERS' BACKGROUND proper door is the odd color out. For exam- pear back to their respective rooms and all
ple, on Level Two the doors are purple, guardians are replaced. Non-magical gems
brown, red, and yellow. The party must are worth 500 gp each.
The wards the great wizard Ishcabeble complete the encounter behind the red door
placed must be lifted before the tomb can before going to Level Three. The encounters TOWER EXTERIOR AND LEVEL ONE
be entered, and you are now charged behind the other doors waste their time and
with recovering the Incants of Ishcabeble strength.
to aid this end. So many of the situations The journey upstream from Widdershin
that you have had to deal with have been The Light Beam: Levels Three through is dull and monotonous, and Ishcabeble's
hampered by the lack of knowledge of Eight are accessed by a magical light beam. Tower is easily found, sitting on a hill
Pellham's past, but Ishcabeble is not such When the gem of the proper color is inserted overlooking the river. The only excite-
a shadowy figure. A wizard of undoubt- into the stone collar of the beam, the beam's ment was the brief sighting of a party of
edly immense power, he is best remem- color changes to that of the gem, and the bugbears near the river some miles back,
bered for his good humor and a penchant character can rise to the next level by step- though there is no sign of them now.
for puns and practical jokes. Indeed, his ping into the beam. Likewise, the character The tower is octagonal, about 30 feet
death at the hands of King Dacquiri was may descend by thinking "DOWN" or its per side, and rises to a height of at least
the result of a jest at the expense of his equivalent. 120 feet above the hilltop. It is con-
majesty, who had no sense of humor. structed of close-fitted, mortared stone.
Note that Dacquiri and several members Doors: On Levels Two through Eight, all The workmanship is masterful, its like
of his court accompanied Ishcabeble to doors open easily. The spaces beyond them seldom seen nowadays except in homes
Arawn's Island, for the wizard, faced are extra-dimensional. When a door is of the extraordinarily wealthy, like the
with extinction, shattered his staff. The opened, the view beyond is blurred such members of the council. The base of the
resultant explosion is still remembered in that no details are visible. Spells cannot be tower is an unbroken expanse of stone,
folklore as "Ishcabeble's Last Laugh," and cast through the barrier, nor does sound except for a single ironbound door in the
one is said to "beble" if one manages to pass the barrier in either direction. Thus, south face.
avenge his own death. stepping over the threshold is the only way
Ishcabeble lived at the top of a tall to find out what lies beyond. A slight tin- This door is the only entrance. It is not
tower about 100 miles northeast of Wid- gling is felt when stepping through, though trapped, and opens easily despite indica-
dershin in hilly country overlooking the no damage is taken nor are there any after- tions that no one has entered in many years.
river Damrosil. Ishcabeble valued his effects. Unless otherwise stated, all extra- The tower is warded against magical pene-
privacy, the tower was constructed to dimensional rooms are 50-foot cubes. tration (dimension door and blink, for
prevent uninvited guests from disturbing As was previously mentioned, the doors example). Characters trying these methods
him. A series of tests had to be passed to on each level are color-coded. Only the cor- of entry receive 2-12 points of damage and
reach the top; Ishcabeble figured that rect room is described for each level. If the are stunned for 1-4 rounds at the point of
anyone smart and strong enough to run wrong door is selected, one of the Extra departure. As soon as anyone enters, pro-
this gauntlet was worth talking to. It is Encounters at the end of this section is used ceed below.
not known if the magic still works, but instead. The party faces the first encounter
you will find out soon enough. Once at on the list upon entering their first incorrect
the top of the tower, the Incants (written choice, the second encounter for their sec- The door swings easily inward and
on parchment) should be easy to find. ond mistake, and so on. There are only 10 barely halts its movement when a
such encounters because the players will column of flame erupts from the floor
probably be out of time before they reach just inside the portal. A huge head,
Tournament Note: Prior to setting out, the end of the list. (For campaign play, encased in flame, thunders:
Jenelle has cast continual light on a small repeat the list or make up something suit-
gem. If you seek me on the stair
able.) You must find one that isn't there.
The gems from the correct rooms are Woe will find you linked by threes;
DM INTRODUCTION magical, the gems from the incorrect rooms
Twice three alone will lead to me.
The tower is a puzzle in itself, and must be are not. The latter does not function in any
solved if the party would arrive at the top of Ishcabeble's magical beams or teleport- Then it disappears along with the flames.
without undue damage and loss of time. ers. The ground floor is dominated by a
The door in the base is the only entrance. huge, circular stone stairway upward, 30
Tournament Note: In each hostile en- feet in diameter. Surrounding it is an ele-
On Levels Two through Seven, each floor counter, the party has one chance to use
has four color-coded doors. The party must gant mosaic of a six-pointed star, blue
missiles, wands, and so on before the mon- outline on a white background, and cov-
locate and open the correct door on each sters can close for melee unless specifically
floor to find the key to the next level. ering nearly the entire floor. At each
stated otherwise.
The mosaic design on the floor of the first point of the star is a circle of color; start-
The characters should not be allowed to
level is the party's best clue. If the six- regain spells during this adventure. ing with the one immediately facing the
pointed star is viewed as two overlapping door and going counterclockwise they
triangles (the points of one being colored are black, purple, green, brown, red,
Campaign Note: At midnight each night,
red, green, and black and the points of the and yellow. The points are joined by a
the tower resets. The magical gems disap-
other being brown, purple, and yellow) the faint blue line.

8
Repeat the poem on request. The colors of As characters reach Level Three, their cannot aid them more than this, though he
the mosaic are given out of the order that is upward progress stops, and they have no may aid them less if they are careless. The
required, forcing the players to solve the alternative but to step out of the beam onto party should agree on the wish before the
puzzle. A clever party might deduce that the the new level. The beam remains red until djinni acts.
lines joining the points gives the star the the next gem is inserted. Otherwise, the The request must be carefully worded.
appearance of a large gem, a clue that gems descriptions remain the same from here on; For example, if someone says, "Make me a
are what the party is looking for. the only differences are the colors of the purple gem," the djinni transforms that
beam and door stars, the gem required, and character into the gem. After the djinni has
LEVEL TWO the encounter that yields the gem. obeyed one command, he withdraws into
the lamp.
LEVEL THREE When the purple gem is inserted, the light
The stairway ends at the second floor. beam changes to purple and the party can
The flooring here is plain stone, and in The door stars are: northwestblack,
proceed to Level Four.
place of the stairs, a beam of white light northeastgreen, southeastpurple,
three feet across projects from the floor southwestred. The beam is red. A purple
gem is needed to ascend to Level Four. The LEVEL FOUR
upward through a three-foot-diameter
hole in the ceiling. Encircling this beam gem can be obtained in the encounter The door star colors are: northwestblack,
at waist-height, without visible means of behind the purple door (3). northeastbrown, southeastpurple,
support, is a stone ring, solid except for a southwestyellow. The party needs a
ROOM 3: The party enters a 30-foot-
two-foot-wide gap in the south side. To black gem to proceed to Level Five. The gem
square room with a 20-foot-high ceiling. A
the left of this opening a one-inch- can be obtained behind door 1; the light
table three feet wide and five feet long beam turns black.
diameter hole has been incised into the stands against the east wall, and on the table
ring, looking like a faceted gem carved in is an oil lamp. The lamp is one foot long ROOM 1: The room is 30 feet square. In
"reverse relief." In each of the diagonal from tip to handle, and six inches high. The the middle of the room, a normal-sized
walls of the room is a door. Each door oil reservoir is attached to a short pedestal. black cat lies on a cushion. A black sapphire
has a translucent six-sided star inset in it The lamp is not lit. hangs on a collar around its neck. The cat
at eye level. The stars are colored: The lamp is magical, and contains a growls menacingly if approached and if
northwestbrown, northeastpurple, djinni. pressed, grows to panther size and attacks.
southeastred, and southwestyellow. The cat is a guardian familiar.
Djinni: AC 4; MV 9 "/24 "; HD 7 + 3; hp 40;
Nothing can enter the beam of light until the #AT 1; THACO 13; Dmg 2-16; SA Guardian familiar: AC 0; MV 26"; HD 9;
proper gem is inserted into the stone ring. To whirlwind for 2-12 points of damage hp 49; #AT 3; THACO 12; Dmg 1-6 + 8/
proceed to Level Three, the party needs a 1-4+ 8/1-4+ 8; MR 80%
If the lamp is rubbed, the djinni appears and
red gem, which can be obtained by going says that he will grant the party one wish This cat is living the last of its nine lives. If it
through the door with the red star (3). within his power. All the party has to do is is killed, it is not reborn.
ROOM 3: In the center of the room is a ask him to create a purple gem. The djinni
glass-topped pedestal enclosing a large
ruby. Standing around the pedestal are three
salamanders.
Salamanders (3): AC 5/3; MV 9"; HD
7 + 7; hp 35, 40, 44; #AT 2; THACO 12;
Dmg 1-6/2-12; SA 1-6 heat causes 1-6
points additional damage per attack; SD
+1 or better to hit, immune to fire,
sleep, charm, and hold
They are the guardians of the ruby, and
immediately attack.
If the party enters an incorrect room (in
this case 1, 2, or 4), turn to the Extra
Encounters section and use the first
encounter. If they enter more than one
incorrect room, use the extra encounters in
the order listed.
The ruby precisely fits the hole in the
floating stone ring, and when it is inserted
the light changes from white to vivid red.
The gem falls out of the hole and can be
taken with the party. Anyone who steps into
the red beam levitates to the next level.

9
LEVEL FIVE red and violet and are directly opposite each ROOM 4: The room is 30 feet in diameter
other. The leprechaun says the emerald lies and filled with murky water two feet deep.
The door star colors are: northwestblack,
within "Ishcabeble's Rainbow." The characters stand on a 10'x10' ledge. In
northeastbrown, southeastgreen, These are prismatic bands within a metal the center of this pool stands a flesh golem
southwestred. The party needs a brown enclosure. There are seven bands of color with a topaz in his navel.
gem, which can be obtained behind door 2; within the box. Each band is approximately
the light beam turns brown. four feet thick and functions as in the pris- Flesh golem AC 9; MV 9"; HD 9; hp 40;
#AT 2; THACO 12; Dmg 2d8/2d8; SD
ROOM 2: The room is 40 feet square and matic sphere spell.
+1 or better weapons to hit, electrical
20 feet high. The floor and ceiling have disc- attacks restore hit points
shaped curves, 30 feet in diameter. The floor Prismatic Barrier Effects
is curved upward; the ceiling is curved Unseen in the water are 25 electric eels.
downward. The room holds two brown Color Negated by Effect Electric eels (25) AC 9; MV 12 "; HD 2; hp 8
tiger-eye gems. One gem floats in mid-air six (if not negated)
each; #AT 1; THACO 16; Dmg 1-3; SA
inches above the center of the curved floor; electric jolt; SD immune to electrical
the other floats six inches below the center red Cone of Cold 10 points of
damage attacks
of the curved ceiling.
The two "gems" are actually reflections orange Gust of Wind 20 points of
damage Five discharge every other melee round,
caused by the two large parabolic mirrors in healing the golem of 5 points of damage and
the ceiling, as well as a small parabolic mir- yellow Disintegrate 40 points of
damage doing 20 points of damage to anyone stand-
ror set into the floor. The real gem is magi- ing in the pool (which is the only way to
cally suspended in mid-air between the two green Passwall Death
blue Magic Missile Petrification melee the golem if magical flight is not avail-
ceiling mirrors. The reflections are unsolid; able).
objects can pass through them. The mirrors indigo Continual Light** Insanity
are unbreakable. violet Dispel Magic Diminutized*
If a character tries to grasp the reflection
LEVEL EIGHT
*Any character diminutized will be 6 real
above the floor, he is able to see the curved inches tall and all attacks (melee or magical)
mirror in the floor. If that character then will be one-sixth as powerful. This effect The yellow beam of light does not extend
looks straight up, he sees a small hole in the will end when the party reaches Level Eight, above the floor on this level, the floating
ceiling, through which the real gem can be and affected characters will return to their stone ring is absent, and the ceiling has
seen. A character must stand directly previous size and abilities. no openings. The area is the same size as
beneath the hole in the ceiling to see the real previous floors of the tower, with
gem; from all other angles only the upper **Including the continual light gem carried smooth stone surfaces throughout. To
reflection can be seen. by Jenelle. the east and west are ornate wooden
If a character gets to the ceiling and The appropriate saving throws apply to the doors, deeply carved with flowing geo-
reaches through the hole, the gem can be effects of the green, blue, indigo, and violet metric designs of exquisite beauty.
easily removed. bands. For additional information, see the
description of the prismatic sphere spell. Room 1: Ishcabeble's Bedroom
LEVEL SIX None of the walls can be pierced by weap-
The door stars are: northwestbrown, ons, etc., except the green, and no wall can
be seen until the one before it is stepped The floor is highly polished and silvery
northeastgreen, southeastpurple, in color. Directly in front of the door lies
southwestyellow. The green gem the through or negated. Once the emerald is
removed from the green wall, all walls not a multi-colored carpet of wondrous
party needs is behind door 2; the light beam
negated vanish. weave. In the center of the floor sits a
turns green. wheel-shaped fixture, five feet in diame-
The emerald sits atop a pedestal in the
ROOM 2: The party is greeted by a forest center of the green wall. Note that only ter with eight lamps equally spaced
setting. After they have gone a short dis- three walls need to be brought down to about its rim.
tance, they find a glum-looking leprechaun reach the green, and that a spear with a hel- To the left and 20 feet above (on the
sitting on a mossy boulder. If questioned met attached or some other reasonable con- ceiling) is a combination lamp/table sit-
about his sadness, he says that the king of trivance can be used to knock the gem from ting next to an overstuffed chair. The left
the leprechauns is ill and needs a potion of the pedestal and drag it out of the green wall to the far corner is covered by three
healing. He tells the party of a fine emerald wall. cabinets; from their carved tops it is
they may have in exchange for the potion. If apparent that they are upside down. On
the party doesn't have a potion (or pretends LEVEL SEVEN the ceiling, butted against the far wall is a
not to), the leprechaun helps them anyway. large, four-poster bed, again upside
The leprechaun leads the party on a short The door stars are northwestblack, down. The headboard is a bookcase,
walk through the woods, where they find a northeastgreen, southeastred, and filled with bound volumes. Flanking the
strange box, 30 feet square and 10 feet high. southwestyellow. The beam remains head of the bed are two nightstands,
The bottom, top, and two sides are of solid, green. A yellow gem (behind door 4) is each with a lamp. These, too, are upside
impenetrable metal. The other two faces are required from this level to ascend to Level down.
Eight and the beam turns yellow.
10
Read the following when any character
The right wall at the ceiling is lined Offset back from the center of the room moves to the east end of the bar or the north
with inverted cabinets, the center one is an arrangement of comfortable uphol- side of the sofas.
having transparent glass doors. stered furniture set in a C-shaped pat-
tern. In the center of the "C" is a tray,
The furniture on the ceiling is not bolted to holding a samovar, a glass bottle and six On the floor in the left corner is a four-
it; rather, a finial on one of the bedposts is a cups, on a low wooden table. A collec- foot-diameter six-pointed star, of the
reverse gravity device with a 12-foot verti- tion of twelve, life-sized statues occupy same design as the huge one on the
cal range. Thus the carpet and lamp wheel the far right corner. ground floor of the tower. At each point
on the floor, as well as anyone less than is a small indentation.
eight feet tall, are unaffected. Anyone jump- The book on the lectern is a magical item. If
ing or climbing so that any part of his body any of the characters talk, the quill records The indentations are the same size and carv-
enters the area affect of the finial falls to the the conversation automatically. A special ing as those in the floating stone rings in the
ceiling for 1-6 points of damage. The best command word is required for anyone to center of the tower. The characters should
way down is to climb one of the cabinets. leaf back through the book to read previous have the six magical gems they recovered in
Once the character's feet pass the 12-foot- entries. getting to the top. Placing these in the holes
mark, he falls to the floor, though without The furniture and table are of the ordi- in the pattern activates a teleporter to
damage. nary sort, though Ishcabeble, as a practical Ishcabeble's laboratory.
There are no magical items in this room joke, placed whoopee cushions under sev- When the first gem is placed the pattern
except the finial, which cannot be removed. eral of the cushions; allow a 50% chance for lights. The teleporter is fully activated when
The cabinets on the south wall contain ordi- anyone sitting on the sofas to hit a whoopee all gems are in place. Once activated, one
nary clothing (robes, cloaks, tunics, under- cushion. The tray and the items on it are person at a time may teleport. All party
garments, etc.), while those on the north immovable, though if anyone says "Care members may go, if desired. The final order
wall hold various mundane weapons (dag- for some coffee?" or words to that effect, the of the stones is crucial, and must be red,
gers and quarterstaves). The glass-doored samovar and bottle, which contains fine brown, green, purple, black, and yellow.
cabinet houses Ishcabeble's handsome col- whiskey, levitate and mix piping hot irish The order may start at any point or with
lection of cameos and bottles of rare spirits. coffee into the cups until all are filled or told any gem, but if the exact order is not
Some of the brandies are 600 years old. to stop. The magic and coffee have no ill observed, characters using the pattern are
These may be drunk without ill effects, and effects. teleported to a sealed room that glows an
the imbiber should be told that the beverage The bar is well stocked with quality spir- angry red and contains the next Extra
far surpasses any he or she has previously its, though not as good as Ishcabeble's pri- Encounter. They are immediately teleported
had in regards to smoothness and palatabil- vate stock in his bedroom. No ill effects are back to the study at the end of the
ity. The overall impression the players experienced if any are drunk in moderation. encounter, the pattern is unlit, and the gems
should receive is that Ishcabeble was afflu- In a cabinet behind the bar are five metal are dislodged.
ent and most appreciative of fine works of containers with close-fitting metal lids that
art. contain springy snakes; no damage if any Room 3: Ishcabeble's Laboratory
The only other feature of note is the are opened. They are here simply because
bookcase/headboard of the bed. The vol- Ishcabeble was a practical joker. On a shelf
umes comprise the most complete collection in the cabinet are four dribble glasses. Unadorned stone walk enclose the 30' x50'
of joke books ever seen, as well as tome The statuary is unbelievably life-like, area. The middle portion of the room is
after tome of puns, riddles, practical jokes carved with such skill that it is easily imag- dominated by two eight-foot-square work
and limericks. ined they could talk and move at any tables, covered with scraps of parchment,
moment. Six represent musicians and hold books and scrolls, a 10-foot-diameter fire
Room 2: Ishcabeble's Study pit, a barrel, and a lectern similar to that in
the following instruments, all sculpted in
fine detail: lute, harp, flute, rebec, drum the parlor. To your left and down the east
This room has the appearance of a well- and tambourine. The remaining six appear wall are floor-to-ceiling shelves crammed
to be dancers, three male and three female. with books, scrolls, glassware and glass
appointed parlor. Stone walls have been
covered with elegant wood paneling, Upon command (any phrase requesting jars. Another set of shelves, 18 feet long, is
music will do) the musicians play and the set in the far right corner. Centered on the
and the floor carpeted wall-to-wall with
a thick, spongy sky blue carpet. Lighting dancers dance with style and grace. If west wall is a work bench, and in the near
desired, the animated statues dance with a right corner is a rude cot and stool. Near
is provided by six opaque white panels in
the ceiling eight feet above. Many paint- player character. Any type of music (suit- the stool is another pattern like the one in
ings hang on the walls, all of good qual- able to the milieu) is played upon request. the study.
ity and depicting a diverse selection of The characters suffer no ill effects from
themes. Immediately to the left is an L- these magics. The two tables hold nothing remarkable, just
shaped bar, and to the right is an open The fireplace is loaded with fresh wood the clutter of an interrupted experiment. The
book and quill pen supported by a lec- and burns on command. In addition, it fire pit shows signs of use, but contains noth-
tern. Near this lectern, jutting from the cleans itself of ashes and produces more fuel ing but cold ashes; the barrel contains sand
right wall, is a large fireplace. as required. used to smother an out-of-control fire. The
lectern is of the same type as that in the parlor.

11
The North and East Shelves: The books color matching that of the colored star on 5. One guardian familiar with three extra
and scrolls on the shelving on the north and the door that was opened. Determine the lives. The gem hangs from its neck.
east walls are not magical, rather reference gem according to which door and level is
materials and old correspondence and notes involved.
in utter disorganization. The glassware These gems cannot be used on subsequent Guardian familiar: AC 4; MV 20"; HD 5;
includes alembics, retorts, beakers, and so levels, even though the color is correct. For hp 28; #AT 3; THACO 15; Dmg 1-6 + 4/
on, and the glass jars contain various pow- example, a yellow gem from Level Two, Four, 1-4+ 4/1-4+ 4; MR 80%
ders, roots and liquids (now dried out). or Six does not satisfy the requirement for 6. The party enters a large, well-lit, ice
Level Seven; the characters must get the magi- cavern. The air is chill, and there are many
The Workbench: The workbench is like- cal gem from the flesh golem on Level Seven.
wise a cluttered mess, though three books of huge icicles hanging from the ceiling. The
puns lie amid the piles of torn and crumpled sound of water dripping into many small
THE ENCOUNTERS pools is quite evident. The floor is slippery
parchment. The cot and stool are of the
ordinary type; Ishcabeble catnapped in his 1. One guardian familiar with one extra due to this water dripping onto the ice floor.
laboratory when wrestling with a knotty life. Sixty feet away a gem can be seen lying in
problem. The pattern is a teleporter to the one of the pools.
Guardian familiar: AC 2; MV 24"; HD 7; There are 18 ice piercers on the cavern
study.
hp 40; #AT 3; THACO 13; Dmg 1-6 + 6/ ceiling, 12 two-die and six three-die above
The South Shelves: The shelves on the 1-4 + 6/1-4 + 6; MR 80% the route that must be taken to get to the
south wall hold what the party is searching gem.
for. The star marks the location of eight For example, it fights once as a 7 die monster
metal cylinders, each marked in flowing then immediately returns to fight as an 8 Ice piercers (12): AC 3; MV 1"; HD 2; hp 9
script "Ishcabubble." They are sealed with die. The gem hangs from around its neck. It each; #AT 1; THACO 16; Dmg 2d6
looks exactly like a black cat and does not
screw-on lids. Inside each is a rolled parch- Ice piercers (6): AC 3; MV 1"; HD 3; hp 13
ment, and together the eight sheets comprise attack unless the party tries for the gem.
each; #AT 1; THACO 16; Dmg 3d6
the Incants of Ishcabeble; where else would 2. The room entered is 30 feet square, all
this punster wizard keep them but "In Cans surfaces being of smooth stone. After all Tournament Note: The piercers attack in
of Ishcabubble?" have entered, an enormous stone block 20 waves of 6 (two 3 HD and four 2 HD): half-
feet square with the lettering "16 T" on its way to the gem, at the gem, and halfway
Searching the shelves: Each turn the party sides hurtles from the ceiling, striking as back, but no more than three to a single
spends searching yields something, though character. Running characters must roll
many characters as possible (save vs. spells
mostly items of no interest. The books and
modified by dexterity, if applicable). The lower than their dexterity on 1d20 or slip
scrolls on the shelves and tables could be and become a prone target for the next
bottom of the block is actually papier-
atlases, old correspondence and alchemical mache, so those hit take but 1-6 points of wave. Each time the ceiling is blasted with
formulas. The powders, roots and liquids
damage, but now they are caught inside the lightning or fire, the next wave is dislodged
could be items like sulfur, salt, arsenate of and misses. Particularly intelligent moves
hollow block. The sides and top are very
lead, dried leaves, aromatics, and sundry (like using the slippery floor to slide through
extracts, elixirs, tinctures and solutions. tough and heavy, making it impossible for
the danger zone quickly) should give an
None are harmful by themselves, but if a those inside to cut their way out or those
armor class adjustment. A prone character's
character desires to ingest several different outside to rescue them.
In the center of the floor is a secret panel AC does not include shield or dexterity
items, follow the guidelines on potion misci- bonuses. The AC bonus for intelligent
over a shallow hole. Once opened, those
bility to determine the effect. entrapped find a gem. Upon lifting the gem moves is + 2.
The Incants are found on the sixth
character/turn the party spends searching from the hole, the inside of the block is tele- 7. One guardian familiar with four extra
ported back to the central area (same level). lives. The gem hangs from its neck.
the shelves on the south wall. That is, one
Those who weren't trapped may return to
character searching for six turns, three the central area by simply walking back Guardian familiar: AC 5; MV 18"; HD 4;
searching for two turns, or any combination through the door. hp 23; #AT 3; THACO 15; Dmg 1-6 + 3/
that adds up to six or more. No more than 1-4 + 3/1-4 + 3; MR 80%
three characters can search these shelves at 3. One guardian familiar with two extra
the same time. lives. The gem hangs from its neck. 8. The area is a 60-foot-square room with a
30-foot-high ceiling. Facing the party is a
Guardian familiar: AC 4; MV 22"; HD 6; 10-foot-wide stairway leading up to a por-
EXTRA ENCOUNTERS hp 36; #AT 3; THACO 13; Dmg 1-6 + 5/ tico flanked by four corinthian columns. All
The following encounters are to be used 1-4 + 5/1-4 + 5; MR 80% the stonework is of white marble. Seated
only if the party opens one or more incor- upon a throne within the portico is a man of
4. Four fire drakes sit upon the raised edge
rect doors on any level or incorrectly places of a dry stone pool 15 feet in diameter, in the noble visage, dressed in a white garment,
the gems in the teleporter in the study. They trimmed with purple, a portion of which is
center of which is the gem.
are to be taken in order: the first encounter draped over his left arm, leaving the right
for the first incorrect choice, the second Fire drakes (4): AC 5; MV 6"/18"; HD 4; bare. His head is crowned with a laurel
encounter for the second mistake, and so hp 12, 14, 16, 18; #AT 1; THACO 15; wreath, and his right hand is adorned with a
on. Each of them is guarding a gem of a Dmg 2d4; SA breath weapon (5) for 2d8 ring set with a large gem.
each The man is a green slaad.
12
Green slaad: AC 3; MV 9"; HD 9 + 3; hp
47; #AT 3; THACO 12; Dmg 2d8/l-
6 + 2/1-6 + 2; SA polymorph self, teleki-
nese (1,250 gp weight), cause fear, THE LINEAGE OF KINGS
continual darkness 15' r., ESP, detect
invisible, locate object and produce I sing for you now of the lineage of kings, Dalenial the Light, Black Lightmal's spawn.
flame; SD +1 or better weapon to hit Of Pellham's mighty and doddering Cursed by his father, he's withered and
It is using its polymorph self ability to Fools that japed and when all were done gone.
appear as a human or, in this case, a caesar Proved worthless at best, all save one. Llywelyn the Just, slain at his dinner.
slaad. The slaad does not use its delayed Alendus Crebus, first of the kings, Gem of all kings, he was no sinner.
blast fireball spell nor gate ability. First of nine by his conquerings. Logar the Loved, a shepherd in youth,
9. One guardian familiar with five extra Ciron the Hearty, lover of ale, Llywelyn's son grew ancient in truth.
lives. The gem hangs around its neck. Son of Crebus, he drinks in death still. Damocles the Wizard, grandson of
Fenton the Foolish, moron well-named, Llywelyn,
Guardian familiar: AC 6; MV 16"; HD 3;
Glutton of mutton, third fool of the famed. Second Witchking, for whom Time was the
hp 19; #AT 3; THACO 16; 1-6 + 2/1- villain.
4 + 2/1-4+ 2; MR 80% Heimwell the Haughty, brother of Ciron,
The fourth he became by the slaying of Rotkoddam the Strong, sixth of the line,
10. One ordinary black cat. The gem hangs Fenton. Lead his troops into battle, lead from
from its neck. behind.
Pelcolb the Pious, bastard of Fenton,
Cat: AC 7; MV 12"; HD 1/2; hp 2; #AT 2; First built the Temple, fifth one gone in. Claudius the Cautious, Rot's son and heir.
THACO 20(2); Dmg 1-2/1-2 Voltar the Victorious, paver of Kingsway, Died in his sleep, though none seemed to
Grandson of Crebus, so they all say. care.
Royberno the Bloody, bastard of Voltar, Dacquiri the Witchking, eighth of the nine,
Grim destroyer of clansmen, seventh so far. Slew Ishcabeble, died the same time.
Tornum the Terrible, tormentor of souls, Kolm the Quick, first of the four.
Grim as his father, may eight bake in coals. Fought without weapons, died at the door.
Lascron the Last, ninth of the nine, Cemor the Valiant, kept up the bard's quest,
Father to no man, last of the line. Tried as he might, but came in second best.
Karnac the Cairnlord, usurper maligned, Dwarven Blaine Shortshanks for Cemor
Lascron's cousin, moved the first nine. went on.
Agneus Expander, true lover of horses, Third quester and king was merely Time's
Sibling of Karnac, nine bairns were of pawn.
course his. Alendus the Second, rogue liar and cheat,
Loring the Lost, foul slayer of eight, Destroyed the kingdom that lies at our feet.
Third of the kings, but a victim of fate. Two hundred years have passed us hence,
Loring the Lost, known for his songs, And foolish rhymes sometimes make sense.
Plays minstrel to devils, as cursed by his That is the lineage of Pellham's kings,
wrongs. Fools, knaves and charlatans, blackguards
Marcus the Marshal, of this line is fourth, and thieves.
Four stones mark his cairn, pink ones, of But the price of the telling's an awful
course. demand.
Suradel the Scholar, first of the Witchkings, Hark to the wage the fiddler commands!
Son of the bard who foresaw many things. For now it is finished, my song is complete,
Argunth Elf-friend, of this line is sixth. Your binding has ended, but you must be
Feared slayer of orc hosts whom none trifled fleet,
with. For the third time you hear the name of me,
Rikar the Roarer, seventh of seven, The third time is when they will come for
Slain young in battle, first one to heaven. thee.
Lightmal the Dark, first of his line.
Cousin of Rikar, awake for all time.

13
Scenario 7: Llywelyn's Tomb
PLAYER'S INTRODUCTION Incants of Ishcabeble (previously recovered addition there are bloody bones, new mon-
by the party). sters that can further reduce a cleric's turn-
Once the wards are removed, a locking ing ability. Although specific tournament
The fulfillment of the Prophecy is immi- mechanism is revealed. The set of nine keys tables detailing the exact numbers of undead
nent. The set of nine keys; Llywelyn's (obtained in an earlier adventure) must be turned by the tournament clerics are given
baldric, helm, and scepter; the Elixir of used to gain actual entry. Thiefly skills will later, these are based on the Extrapolated
Life; a copy of the Lineage of Kings; and not work. Matrix.
the Incants of Ishcabeble are now nestled Once the party is inside, they must deal
securely in an oaken chest. Before you with stone golems (and a hidden iron golem) To use this table, roll the normal turning
looms the burial mound of Llywelyn the and open either of the gates before descend- attempt and subtract all modifiers (for area
Just, and your first task is to lift the ing to the level below. and bloody bones, a new monster). Com-
wards placed on the door by the wizard It may seem that the tomb of Good King pare the adjusted roll to the matrix; note
Ishcabeble. What dangers lie beyond, if Llywleyn is crawling with all sorts of unsa- that adjustments may bring a roll below
any, are unknown to you, though the vory undead. Grellyn, Llywelyn's good zero. A result greater than or equal to the
Brothers of Brie did tell you that this friend and co-ruler, was backed by an evil number on the matrix means the undead are
tomb was likely to be of two levels, and element in Pellham in an aborted attempt to turned, D means they are destroyed, and
the king would be interred companion- seize the throne. Llywelyn and Grellyn died D* means 6 + d6 undead are destroyed.
less on the lower. Finding the sarcopha- within the same hour, and Grellyn's backers
gus that holds Llywelyn's remains is your were galled that Llywelyn received the tra- Optional: If two or more clerics simultane-
objective. ditional burial honors. Before Ishcabeble set ously turn the same types of undead in the
the wards on the tomb, evil priests, in a same group there will be some overlap. Sub-
spiteful act, entered it and summoned the tract 1-4 from total turned/destroyed if two
DM'S INTRODUCTION
Master Bloody Bones. This creature's evil- clerics' attempts overlap. If three clerics,
The party is to find Llywelyn's body by ness attracted the undead hordes. subtract 1-6; if four, 1-8; if five, 1-10; if six
entering the tomb and descending to the sec- A key factor in this scenario is the diffi- or more 1-12. For tournament purposes, the
ond level. The scenario is over when this is culty the clerics experience in trying to turn clerics will not overlap.
accomplished; happenings on the second undead. The tomb is an evil area, with a
level are covered in the next scenario. The penalty of -1 to all attempts to turn undead Casting Fireballs into the Mausoleums
first obstacle is the warding placed by the creatures; this penalty cannot be changed The mausoleums each have a volume of
wizard Ishcabeble that guards the tomb by any act of cleansing or purification. In
itself. This is easily removed by reading the 24,000 cubic feet (60'x40'xl0'), so there

14
Effect of Evil Area
Extrapolated Matrix for Clerics Affecting Undead plus Master and 1 or 2 minions
Level of Cleric Attempting to Turn Level of Cleric
Type of 1 2 3 4 5 6
Undead 1 2 3 4 5 6 7 8 9-13 14 +
Skeleton 2 4 4 6D
Skeleton 10 7 4 -2 -5 -8D -11D -14D* -17D* -23D* Zombie 2 4 4D
Zombie 13 10 7 1 -2 -5D -8D -11D -14D* -20D* Ghoul 2 2 4
Ghoul 16 13 10 4 1 -2 -5D -8D -11D -17D* Wight 2
Shadow 19 16 13 7 4 1 -2 -5D -8D -14D* Ghast
Wight 20 19 16 10 7 4 1 -2 -5D -11D
Ghast 20 19 13 10 7 4 1 -2 -8D Effect of Evil Area Only,
Wraith 20 16 13 10 7 4 1 -5D or Area plus Master
Mummy 20 16 13 10 7 4 -2
Spectre 20 16 13 10 7 1 Level of Cleric
Vampire 20 16 13 10 4 1 2 3 4 5 6
Ghost 20 16 13 7 Skeleton 2 4 4 6 6D
Lich 19 16 10 Zombie 2 4 4 6D
Special 20 19 13 Ghoul 2 4 4
Wight 2 2
Ghast 2

will be some degree of "blow back," depend- does not risk any of them unnecessarily, and The tables indicate the effectiveness of cler-
ing on the target point of the fireball within tries to defeat the party with lesser undead if ics up to 6th level, against types as well as
the mausoleum. possible. In no case should you set up a mass numbers turned or disintegrated (D), rela-
Anyone standing within the area takes assault on the party from all quarters in a tive to the strength of the negative influence
damage from the fireball. If the entire mau- tournament situation. of the area itself and the number of minions.
soleum is not filled by the fireball, a number In play, all the cleric(s) need do is state he is
of undead proportionate to the percentage Tournament Undead Turns attempting to turn. The DM consults the
of the area not affected escape its effects. For table appropriate to the prevailing situation
Hordes of undead must be dealt with in this
example, if there are 24 skeletons and 12 adventure, but the success or failure of a and turns (or disintegrates) the indicated
ghouls inside and only half the mausoleum numbers. If more than one cleric is operat-
team should not hinge on one turning die
is affected by a fireball, then 12 skeletons ing, add the results of the turning attempts:
roll. To standardize the outcome for tourna-
and 6 ghouls are unaffected. e.g., a 4th and a 6th level cleric turning
ment purposes, the following tables are
The doors cannot be held closed after the used. They take into account the evilness of undead on the first table would turn eight
fireball (spell or missile) has been cast the area as well as the strength of the master skeletons, six zombies, three ghouls, one
inside; anyone attempting to do so is hurled wight and no ghasts.
bloody bones and its minions:
backward six squares by the force of the If undead of the affected types are still
blast, parallel to the walls of the tomb area, Effect of Evil Area present at the start of the next round, the
taking 1-6 points of damage and possibly cleric(s) may make successive attempts each
plus Master and 5 or 6 minions
(rolling greater than dexterity on 1d20) fall- round. In an enclosed area that the undead
ing into a ghoul pit. Level of Cleric cannot actually leave (like the mausole-
1 2 3 4 5 6 ums), they move as far away from the cler-
The Bloody Bones ic(s) as possible. If subsequently engaged in
Skeleton 2 2 4 4D melee with the cleric(s), they attack to
The scenario features a new monster: the Zombie 2 2 4D
bloody bones. This evil team consists of a defend themselves, and if another character
Ghoul 1 2 2 approaches within melee range they initiate
"master" that cannot leave its lair and tele- Wight
pathically linked "minions" that are highly the attack.
Ghast
mobile. For the most part, the minions stay
in the secondary mausoleums and only mar- The Outer Door
Effect of Evil Area
shal their forces against those who directly plus Master and 3 or 4 minions The wards are easily removed by reading
disturb them. They flee the round after they the Incants of Ishcabeble. As their power
are wounded in melee, provided their Level of Cleric fades, a design appears in fine, silvery lines
undead forces have been largely neutral- 1 2 3 4 5 6
on the plain stone that seals the tomb; give
ized. The master redistributes them such Skeleton 2 4 4 6D the players Players' Handout 1.
that each mausoleum has at least two. The Zombie 2 4 4D The characters must use the nine keys in
excess return to room 10 for two turns, then Ghoul 2 3 3 the proper order to unlock the door. Start-
are dispatched back to their mausoleums to Wight 2 ing at the bottom hole and working along
rally any remaining undead. The master Ghast the hypotenuse of the inverted triangle (fin).

15
a gold key is inserted in the first hole and Ghouls (2): AC 6; MV 9"; HD 2; hp 9, 9; Skeletons (24): AC 7; MV 12"; HD 1; hp 5
turned clockwise once. The hole and the key #AT 3; THACO 16; Dmg 1-3/1-3/1-6; each; #AT 1; THACO 19; Dmg 1-6; SD
disappear. The second gold key is put in the SA paralyzation; SD immune to sleep half damage from edged weapons,
fourth hole and turned clockwise four and charm immune to sleep, charm, and cold-based
times, and the third gold key is inserted into spells
These pits are covered by an illusory floor
the seventh hole and turned seven times. indistinguishable from the rest of the stone Zombies (24): AC 8; MV 6"; HD 2; hp 9
Then an iron key is placed in the second hole paving, though a detect magic or detect illu- each; #AT 1; THACO 16; Dmg 1-8
and turned twice, another in the fifth hole sion will reveal the pits, and once broken by
and turned five times, etc. If multiple turns Ghouls (18): AC 6; MV 9"; HD 2; hp 9
physical touch the coverings are gone. For
are required, each turn will produce a loud tournament purposes, when the characters each; #AT 3; THACO 16; Dmg 1-3/1-3/
click, with the key and hole disappearing on 1-6; SA paralyzation; SD immune to
near their first pit, one character from the
the last turn. sleep and charm
Each time the procedure is correctly fol-
front rank falls in, unless suitable precau-
tions are being taken. Drop the characters Wights (3): AC 5; MV 12"; HD 4 + 3; hp
lowed (correct key in the order, correct
into additional pits only if they fail to take 16, 21, 24; #AT 1; THACO 15; Dmg 1-4;
hole, correct number of turns), the holes
adequate precautions. Such a fall causes 1-6 SA energy drain; SD immune to sleep,
and the key used disappear. On keys requir-
ing more than one turn (all but the first), points of damage and puts the character charm, and cold-based spells, need
right next to the ghouls. magic or silver weapons to hit
none of the holes disappear until the final
turn. If the correct key in the order is The Tunnels: The dashed lines connecting Ghasts (3): AC 4; MV 15"; HD 4; hp 15,18,
inserted but not turned, any other key the pits are an underground tunnel network, 25; #AT 3; THACO 15; Dmg 1-4/1-4/1-
inserted, even if the next one in the order, the tunnels being 5 feet wide and 6 feet high. 8; SA save vs. poison or attack at -2, par-
will result in an electrical shock. If the characters make a major effort alyzation; SD immune to sleep and
If the characters perform any of the through the tunnels, the ghouls under each charm
actions incorrectly, the character handling pit will move toward them at their full
The undead move to attack when the doors
the key receives 4 points of electrical dam- movement rate. The master bloody bones are opened. There is no surprise for them or
age. The keys may only be turned by hand. summons four ghasts (one from each mau-
the party under any circumstances. Two
soleum) into the pits as well. Movement and
combat must be in single file. Weapons ghasts and two wights are up front. The sec-
The doors open into a 20-foot-wide cor- ond rank is composed of the remaining
requiring a space of more than 5 feet cannot
ridor. Daylight flooding into the corri- ghast and wight and ghouls. The skeletons
be used in the tunnels (no tournament char-
dor reveals the west wall, defaced by a and zombies are milling behind them, and
acters have such weapons).
crude mural depicting Llywelyn and occasionally a few work themselves to the
another kingly figure joined by a white front, just for variety. When a ghast or
THE MAUSOLEUMS (Areas 1-4)
smear. On the east wall, near large dou- wight is slain, the one in the second rank
ble doors at the corridor's end 50 feet The mausoleums are similarly constructed. steps in to take its place.
away, lies the rubble of a broken statue, There are 10-foot-high double doors open- Turned undead move to the back of the
apparently toppled from a carved gran- ing outward, each panel being 5 feet wide. mausoleum, but the minions must be
ite throne. In its place sprawls a crude Thus the opening is 10 feet wide when both attacked to remove them as they are unaf-
caricature of a man, stuffed with straw, are opened. Inside are two rows of six fected by turning attempts.
robed in chintz, and crowned with a carved stone platforms, each supporting the
paper coronet. shrouded remains of the dead. These plat- KEY TO THE TOMB
forms are hollow, and may be opened by
1. Mausoleum of Clan Morinal. Morinal
These are clues for the party that perhaps shifting the stone slab upon which the dead
was Baron of Morganth, a forested area of
Llywelyn was not liked by everyone. The lie. Each mausoleum is that of a different
Pellham now totally felled and cleared for
other figure in the mural and the straw king family, all important to King Llywelyn dur-
ing his reign. farm land. In this area" are the standard
represent Grellyn, the totally unknown co- undead and two bloody bones minions, one
ruler during Llywelyn's reign. Grellyn is Each is occupied by a large group of
atop platform #4 and the other on platform
fully explained in the final scenario. The mixed undead, as well as minions of the
#7.
doors open easily into the tomb proper. master bloody bones. The undead are mill-
There is no illumination in this area, so ing randomly about the area, but the min- Bloody bones minions: AC 4; MV 12"; HD
pay close attention when describing what ions are placed specifically on indicated 3; hp 24 each; #AT 1; THACO 16; Dmg
the party can see, considering how large an platforms in each area. Certain platforms 1-6; edged weapons do half damage,
area can be illuminated with torches or vari- contain treasure and magical items, but one immune to sleep and charm; MR 5%
ous light spells. Read the section on Ghoul of the bloody bones in two of the mausole- Platforms #1, #3, #4, #5, #9, #10, #11 and
Pits before play starts. When the characters ums is standing atop an item that proves
very helpful to the party. While the undead #12 are empty. Platform #2 contains 6,000
come with the circle of activation for the sp and a battle axe +2, #6 a jeweled chalice
golems, see area 5. move to start melee, the minions stay sta-
worth 1,000 gp, #7 an alabaster wand that
tionary, even if attacked.
Ghoul Pits: The circles on the map denote deactivates the southernmost stone golem
ghoul pits, each 8 feet across, 10 feet deep, (see 5), and #8 a quiver of 6 arrows + 3.
and containing two ghouls.
16
2. Mausoleum of Clan Taravol. Lord same as mausoleum 1, and there are two bottom of a pit. The carving is to scale, so if
Taravol was Baron of Camelard, a southern minions here, one on platform #6 and the the players have seen a minion and know
province of Pellham lost to neighboring other on #9. how deep the pits are, they can determine
Forlard in the Battle of Camden's Ditch dur- Platforms #3, #4, #5, #7, #8, #10, #11 that this skeleton is larger than normal.
ing the reign of King Damocles. The undead and #12 are empty. Platform #1 contains a Two stone golems guard the locked gates,
occupants are the same as in mausoleum 1, broad sword +3, #2 a set of armbands one standing immediately before each.
and a bloody bones minion stands on plat- worth 200 gp, #6 an alabaster wand that
form #8. deactivates the northernmost stone golem Stone golems (2): AC 5; MV 6"; HD 14; hp
Platforms #1, #2, #3, #6, #7, #9, #10, and (see 5), #9 a cask of 1,500 gold pieces and a 60 each; #AT 1; THACO 8; Dmg 3d8;
#11 are empty. Platform #4 contains two footman's flail +2. SA cast slow spell every other round; SD
necklaces worth 500 gp each, #5 a bejeweled + 2 or better weapons to hit, immune to
sword scabbard worth 600 gp, #8 a long THE CENTRAL MAUSOLEUM (Area 5) all spells except transmute rock to mud
sword + 2, and #12 a coffer containing 50 (and its reverse) and stone to flesh
5. Central Mausoleum. Read the following
pieces of electrum.
when someone faces the west end of the cen-
tral mausoleum. The dashed circles demarcate the area
3. Mausoleum of Clan Rupp. Sir Rupp the within which the golems move. Any charac-
Merciful was Llywelyn's Earl of the Eastern ter stepping over the boundary causes the
Marches. The family had a distant relation- This end of the enclosed building is 40 nearest golem to move toward him. The
ship to the royal line and was subsequently feet wide. On either end is a heavy metal golems do not cross the boundary, and if
exterminated during the reign of Rotkod- gate. Standing in front of each gate is a someone attempts to slip behind him and
dam the Strong to prevent any claim to the stone statue. Behind each gate, a stair- open the gate, the golem turns and moves to
throne by the Rupps. The undead mix is the way leading down can be faintly seen. attack him. When all characters have left
same as in mausoleum 1, and there is one On the wall between the two is a carving the marked area, the activated golem
minion standing on platform #6. of a skeleton, clad in a coweled robe and returns to its original station. The party
All platforms but #10 are empty, and it holding a wand in its left hand, standing must get by the golems in order to descend
contains 1,000 gold pieces and a footman's at the base of a cylinder. to the second level.
mace +2. The gates are a heavy metal that cannot
This stone building reaches to the ceiling (20 be bent, and the locks are pickproof and
4. Mausoleum of Clan Gisteng. Lord Gis- feet high). It houses the staircases that buried deep within the stone such that dam-
teng was Earl of the Lakes, the northern descend to the second level. The carving is aging spells do them no harm. The key to
province of Pellham. The undead mix is the of the master bloody bones standing at the opening the lock is the right hand from the

17
stone golem guarding that particular gate. female, unarmed. The inscription on the If not bypassed, anyone touching the
The gates are triple lockedif a knock spell end of the sarcophagus reads "Lady Arian, pouch takes 24 points of electrical damage
is cast upon one, its golem moves to it and Great-Granddaughter of Suradel and (save vs. spell for half damage). Inside the
relocks it. An examination of the gate Beloved Wife of Lord Rupp." Her statue pouch are an iron wand that deactivates the
reveals a hole that is flat on the lower edge may be activated by a phylactery from iron golem (see 5), and four parchment
with five rounded ridges on the upper edge. room 10 as well. strips. The writing on the strips is magical,
It fits the proper golem's right hand. The coffin rests upon a false bottom of the except for one word in the common tongue
An iron golem is hidden behind a secret sarcophagus, which can be easily located if on each: Morinal, Rupp, Arian, and Gis-
door between the two stone golems. checked for. Removing this bottom reveals teng.
a tunnel by which the ghoul pits or room 10 The parchment strips are phylacteries
Iron golem: AC 3, MV 6"; HD 18; hp 80; can be entered. that animate the statues lying on the sar-
#AT 1; THACO 7; Dmg 4dl0; SA
9. Sarcophagus of Lord Gisteng. The statue cophagi in the main tomb area. This is done
breathe poison gas every seven rounds;
by simply tying the appropriate parchment
SD need + 3 or better weapons to hit, is armed with a battle axe, and the inscrip-
to the right wrist of the statue. The names
magical fire repairs damage tion says "Lord Gisteng, Earl of the Lakes
must match, of course; or nothing happens.
and Son-in-law of Llywelyn." Interred with
For tournament purposes this door is unde- A read magic spell reveals the proper proce-
the coffin is a hardened leather case that dures.
tectable by the characters. It appears when contains eight crystal cups, valued at 10,000
the stone golem guarding either gate is gp. As with the previous three statues, this
All the animated statues are immune to
destroyed or deactivated with a wand. It paralyzation and energy draining (ideal for
one may be activated as well.
does not leave the bounded area. The carv- fighting undead), poison, and all types of
ing on the wall is the party's clue to look in fire attacks. Once activated, each statue
THE LAIR OF THE MASTER (Area 10)
the pits for the deactivation wand for the (except Arian) follows the party's direc-
iron golem. 10. Lair of the Master Bloody Bones. This tions; Arian follows directions only if it
area can only be reached through the tunnel suits her purpose (see below). If ordered
Deactivating the Golems: The golems may into the ghoul pits they fall and are ruined.
network. The ceiling is 15 feet high, and the
be deactivated with the wands in areas 1, 4, master bloody bones sits upon an ancient If sent into combat with the golems, a "to
and 10. The wand must be pointed at the
wooden throne. hit" score of 14 for a stone golem or 12 for
golem and the command word spoken. The the iron golem irrevocably batters the statue
command word is inscribed on the wand Master bloody bones: AC 2; MV 12"; HD
into uselessness.
itself. The golem may be reactivated the special; hp special; #AT 1; D 2d6; SD
same way, by pointing the wand and speak- immune to sleep and charm, edged Morinal: AC 1; MV 6"; HD 6; hp 25; #AT
ing the command word. The actions and weapons do half damage; MR 10% 3/2; THACO 12; Dmg 1-10 + 2 (vs.
orders of the golems may not be changed, man-size) or 3d6 (vs. large); fights as a
Its hit dice and hit points must be deter- 9th level fighter
they may only be turned on or off. Note that mined according to the prevailing condition
using the wrong wand on a golem has no of his minions: Rupp: AC 1; MV 6"; HD 6; hp 25; #AT 3/
effect. 2; THACO 14; Dmg 1-6 + 3 (vs. man-
The master cannot leave room 10, but it cer- size) or 2d4 + 2 (vs. large); fights as an
THE SARCOPHAGI (Areas 6-9) tainly fights. It summons all the remaining 8th level fighter
6. Sarcophagus of Lord Morinal. Lying ghasts (and possibly some minions as well).
Beneath the seat of the throne is a compart- Arian: AC 1; MV 6"; HD 6; hp 25; #AT 1;
supine atop this stone box is a metal statue THACO 19; Dmg 1-4 (dagger); fights as
of a fighter clad in chain mail and armed ment that contains a leather pouch, pro-
tected by a glyph of warding. If detected, a 9th level magic-user
with a two-handed sword. The end of the
box facing the center of the room is either cleric may identify the glyph as one First level spells: affect normal fires, light,
enscripted in common tongue "Lord causing electrical damage. The glyph may push, shocking grasp
Morinal, Baron of Morganth." be bypassed by uttering the name of the
glyph (assume this knowledge for tourna- Second level spells: darkness 15' radius,
The stone lid may be shifted aside to stinking cloud, web
reveal the coffin inside. Nothing of value ment play), or removed with a dispel.
lies within the sarcophagus. The statue is
magical, in that it can be animated by a phy- Number Master's Master's Minion
lactery found in area 10. of Hit Hit Locations
7. Sarcophagus of Lord Rupp. Lying on Minions Dice Points
this stone box is the metal statue of a fighter 0 5 30 two in mausoleum 1
armed with a military pick. The inscription 1 6 38 one in mausoleum 2
reads "Lord Rupp, Earl of the Eastern 2 7 46
Marches and Loyal Vassal of Llywelyn the 3 8 54 one in mausoleum 3
Just." This statue may also be activated with 4 9 62
a phylactery from room 10. 5 10 70 two in mausoleum 4
8. Sarcophagus of Lady Arian. The statue 6 11 78
on this stone sarcophagus is of a comely
18
Third level spells: fireball, hold person, Bloody Bones Minion at will as an 8th level magic-user (up to 24 ")
slow to move within the area, but the master
Frequency: Rare
Fourth level spells: dimension door, minor No. Appearing: 1-6 must remain in the area it was originally
globe of invulnerability Armor Class: 4 summoned to.
Move: 12" The master loses hit dice and hit points
Fifth level spell: transmute mud to rock when its minions are slain, one die and one
Hit Dice: 3
This statue becomes a sorceress. She uses % in Lair: 100% third the hit points the minion had for each
her spells to the detriment of the party, if Treasure Type: Nil one slain. Thus an 11 die master who loses a
No. of Attacks: 1 minion of 24 hit points will become a 10 die
activated (remember, she's the great-
granddaughter of Suradel the Witchking). Damage/Attack: 1-6 monster and lose eight hit points. If the mas-
Her powers are best used if the party com- ter is slain, any surviving minions are gated
Special Attacks: Nil
bats the golems, such as light cast into a Special Defenses: See below back to the Nine Hells. Note that reductions
fighter's eyes to blind him and reduce his Magic Resistance: 5% due to loss of minions are taken against the
chance to hit, push to cause someone to Intelligence: Normal master's original hit pont losses from
stumble and fall, thus reducing his armor Alignment: Lawful evil destroyed minions exceed 30. It will lose
class, web to incapacitate someone, thus Size: M(5'-6') levels as the minions are destroyed, how-
giving the golems an easy target, hold or Level/X.P. Value: IV/125 + 4/hit point ever.
slow on a character, fireball into melee to These monsters are skeletal, thus edged
heal the iron golem while simultaneously Bloody bones are summoned from the Nine weapons do half damage.
damaging the party, transmute mud to rock Hells by evil clerics to aid in the protection Description: Bloody bones appear as
to heal a stone golem of all damage sus- of evil shrines from the depredations of human skeletons clad in fine textured,
tained, etc. good clerics. The summoning results in the heavy robes of a black, charcoal grey or
She attempts to not make her spell casting appearance of a master and from one to six dark brown color. The bones are a deep red
obvious, preferring to remain motionless in minions. The master has the ability to draw from the blood that flows through them.
the background, hoping that the party all undead within a 20 mile radius to its serv- The eye sockets are jet black, but bloody
thinks her useless and forgets about her. If ice. Once installed in an evil area, the bones are quite capable of sight.
the opportunity presents itself to seriously bloody bones exert influence on any undead
hamper the party through a series of spells, therein, resulting in a negative modifier
she casts minor globe of invulnerability fast applied to a cleric's attempt to turn undead.
to protect herself. This modifier is additive to any other pen-
alty for the evil shrine or temple. The
BLOODY BONES strength of this effect and the number of hit
dice the master has depends on the number
Master Bloody Bones of minions:
Frequency: Rare
No. Appearing: 1 Number Turn Bonus
Armor Class: 2 of Undead to
Move: 12" Minions Modifier Master's HD
Hit Dice: 5-11
% in Lair: 100%
0 -2 0
1 -3 +1
Treasure Type: Nil 2 -3 +2
No. of Attacks: 1
3 -4 +3
Damage/Attack: 2-12 4 -4 +4
Special Attacks: Nil
5 -5 +5
Special Defenses: See below 6 -5 +6
Magic Resistance: 10%
Intelligence: Very
Alignment: Lawful evil In addition to the modifier, the number of
Size: L(8') undead turned or disintegrated, if any, is
Level/X.P. Value: VI/350 + 6/hit point to reduced by 1-4.
VIIl/2,850 +16/hit point Control of undead can be done by the
master itself or any of its minions. Only one
need be in the presence of the undead being
controlled for the modifier to be applied,
but if none are in the same area as the
undead, turn attempts may be made nor-
mally. A telepathic link with its minions
allows the master to send a minion where it
is needed. The minions may dimension door

19
Scenario 8: ...and the Gods Will
have Their Way
DM INTRODUCTION though he had to wait centuries for its frui- mortal in a parallel world, mortals must rec-
tion. tify the situation by removing her. Dian-
This adventure resolves the Prophecy of
Before Llywelyn's burial, Diancecht vis- cecht and other gods provide indirect aid,
Brie, and the history of Llywelyn may be
ited the body and removed a dollop of flesh but the characters must think things
discovered. This background information from an old sword wound on Llywelyn's left through for themselves, for the most part.
should be carefully studiedyou must
forearm, which was covered by the burial As previously mentioned, Llywelyn's
know what is going on to run the end of the
shroud. He entrusted the flesh to Oghma's clone (hereafter referred to only as Marna)
adventure properly.
care, requesting him to keep it safe until is on the same parallel world as Ardel. After
Llywelyn had a co-ruler, Grellyn. They such time as it was needed. the first part of this scenario, the party may
were life-long friends, with an unusually
Diancecht caused the prophecy to be feel that Llywelyn is forever lost, but this is
intense and close relationship. Llywelyn
written through divine inspiration, seeing to not the case. All information they receive
and Grellyn shared a soul, though neither of
it that it was preserved through the centu- from Diancecht points to Ardel as the ruler
them realized this fact. Thus, years later,
when Grellyn had Llywelyn poisoned in an
ries and eventually came to light at this per- they must bring back, but the existence of
attempted coup, Grellyn died as well.
iod of time. Six months ago, he instructed Marna makes it possible for Llywelyn to be
Oghma to make a clone from the piece of returned to the throne, thus realizing the ini-
Their split soul was the accidental result
flesh in his possession and place it on the tial goal. The parallel world is detailed later,
of the efforts of King Dacquiri to protect his
daughter, Ardel. Heretofore, succession to
same plane as Ardel. On the parallel plane, but you should be aware that Marna is a
the kingship was limited to the nearest male Ardel is queen of one part of a split-tribe of woman, and the party is required to puzzle
heir, but Dacquiri was intent that Ardel
amazons, the clone (called Marna) is queen her role out through clues they are given
of the other, in fulfillment of another proph- and identify "her" as Llywelyn. A complete
would sit the throne of Pellham after him.
ecy. This strange course of events is success can be achieved by bringing both
He, adept in magic, thought to place Ardel
explained more fully later. Ardel and Llywelyn back to their home
on another plane until the situation had
Read "The Lineage of the Kings" thor- plane and presenting Llywelyn as the king
cooled, then bring her back to succeed him
oughly. Notice that Dacquiri is referred to as reborn.
as the first queen in Pellham's history.
"...the eighth of nine," then the next couplet
Dacquiri's planar travel attempt worked,
identifies Kolm as "...the first of four." Campaign Note: In the Pillars of Nimra
though he and Ardel were caught in a time
Obviously the dynasty changed, though it encounter, it is important that the party
loop that took them back to the hour of alludes to a ninth ruler who never reached have three characters of the clerical or druid
birth of Llywelyn before Dacquiri was able
to break free. This abberation in Time
the throne. This, of course, is Ardel. classes. If not, use characters of LG, NG,
caused the split soul of Llywelyn and Grel- About the prophecy. "With six hands of CG, and N alignments in that order, adding
Loring the Lost upon the Wheel of Time, at NPCs to the action if necessary.
lyn. the moment Bazel mounts his chariot to do
The wizard Ishcabeble and King Dacquiri
battle with the Seven Daughters..." refers to PLAYER INTRODUCTION
were often at cross-purposes, and unfortu-
the astronomical time that the prophecy will
nately the matter came to a head shortly
be fulfilled. This was accomplished in the
after Ardel was placed in the parallel world. first scenario. "...The dead king shall rise to At last you have entered the tomb of Lly-
As recounted in Ishcabeble's Tower, welyn, whom you seek to place upon the
seize the Triad with hands that cannot grasp
Ishcabeble slew King Dacquiri, stranding throne of Pellham. With the golems,
and eyes that cannot see..." refers to the fact
Ardel forever on the other plane. undead, and the strange bloody skele-
that Llywelyn is not in the coffin, but hid-
Grellyn, born at the same time as Llywe- den (as is explained shortly). "All wards tons vanquished, the way is clear to
lyn, though some distance away, received broken..." refers to the guardian wards descend to the lower level of the tomb.
the other part of the soul. The two met when The stairway drops steeply to a depth 40
Ishcabeble placed on the tomb.
they were young men, serving Pellham and feet below the upper level, and opens to a
The incants to lift the wards were recov-
having the usual heroic adventures. Their 40 foot cubic chamber. In the center sits a
ered in scenario six and the wards lifted in
closeness made it natural that Grellyn number seven. "...The mystic barriers 10-foot high timber catafalque, its cloth
should play a major part in ruling the king- draperies long ago rotted in the stale,
pierced with mating swords..." are the magi-
dom, though by tradition only the king dank atmosphere of the tomb. Access to
cal locks on the door of the tomb and their
could actually rule. Grellyn's public respon- the top is provided by a broad, wooden
keys. The keys were recovered in scenario
sibility was command of the army, though two and the locks opened in number seven. stairway of stout timbers.
Llywelyn allowed him certain covert "...Three saints and sinners will struggle in The chamber walls are smooth stone,
powers that whetted his appetite for more decorated with painted wooden plaques
the dust, both and neither to triumph..." is
and subsequently led to their mutual that may have depicted events from King
an event that occurs in this scenario.
demise. "...And while the sundered earth spews Llywelyn's reign, though the paint has
Diancecht, Physician of the Gods, was flaked so badly that verification is
forth the dregs of centuries, a new order
intensely interested in the split soul phe- impossible.
shall come upon the land..." refers to an
nomenon and tried to retrieve it upon Lly-
erupting volcano on the parallel plane that
welyn's and Grellyn's death, but Arawn is the gate back to the home plane, and the Read the following only when the party
beat him to it, the only time such a thing had ascends the catafalque's stairs.
end of this adventure.
ever happened. But Diancecht devised a
plan that would gain him this soul, even
Since a mortal caused the problem in the
first place by stranding (inadvertently) a
20
Grellyn is rather dazed by the whole experi-
The coffin atop the catafalque is of ence and does not interfere with an attempt floats down to stand beside you on the
smooth, flawless marble. No effigy to break into the catafalque. This can be catafalque, facing Arawn. Though none
reposes on its lid, though a crown easily done by prying loose a few of the tim- of you have seen this being before, an
engraved in its east end signifies the head bers. Llywelyn makes his own exit if the inner voice identifies him as Diancecht,
of the coffin, and that of the body inside. party chooses not to help. This is the part of Physician of the Gods. A faint smile gra-
Each side and end is sealed with a wax the prophecy referring to "...the dead king ces his face, though he says nothing to
emblem bearing the crossed sword and will rise and seize the Triad with hands that you nor his brother deity.
eagle insignia of the ancient kings. cannot grasp and eyes that cannot see," as he Arawn fixes his penetrating gaze on
physically cannot reach the items and is the nearest cleric and, in a voice cold and
The seals can be easily broken and the cof- enclosed in the darkness of the catafalque. final as the grave, demands, "Mortal,
fin's lid removed. On his rescue, Llywelyn climbs to the top of explain your meddling. By what power
the structure to stand beside Grellyn. and for what purpose do you recall souls
from my domain? Answer me now!"
The ancient bones of the king, wrapped
in a seamless linen shroud, lie in repose Two beings stand beside the now empty Refer to the detail map to see how the NPCs
on purple silk cushions. The signet ring, coffin, both gazing dazedly at you and are placed; 'D' is Diancecht, 'A' is Arawn, 'L'
bearing the same design as the wax seals, one another. He who until recently lay is Llywelyn, and 'G' is Grellyn. This
is still worn on the right hand, and a inside the catafalque identifies himself as arrangement cannot be altered. Someone in
necklace of fine wrought gold graces the Llywelyn, and the other as Grellyn. The the party should offer an explanation of
neck. A plain gold circlet still crowns the shock of resurrection makes further their quest in as much detail as possible. It is
sparsely-haired skull. Aside from these questioning pointless for the moment. of the utmost importance that Llywelyn
items, the skeleton and the rest of the Both men are tall of stature and robust hears that he is being brought back to rule
coffin is unadorned. in their new life. They appear to be about once again. You, playing Arawn, should ask
35 to 40 years of age. Although they are questions as necessary so the entire story is
These are the remains of Grellyn, not Lly- by no means identical, they share red- told. If a character chooses to lie to Arawn,
welyn. Grellyn's followers entered the tomb dish hair, blue eyes, and even a small the god knows and you may use his death
before it was sealed and placed Grellyn's mole on the right hand. While facially spell ability only in this instance. A saving
body in the coffin, in the belief that Grellyn dissimilar, they radiate the impression throw is applicable. Once the whole story is
should have been king in life, but since he that they belong together. Strangely, Lly- out, proceed with the following.
was not he should lie like a king in death. welyn bears a bleeding wound on his left
They put Llywelyn inside the catafalque. forearm, perhaps the result of his strik-
There is no way for the party to tell that the ing the rough timbers when he emerged. Llywelyn has listened in dumb amaze-
remains in the coffin are not those of Llywe- As you watch and wait, both normal ment to the tale of the quest, and casting
lyn. and magical light sources dim, and a low a smoking glance at you and Diancecht,
The party has with them Llywelyn's sym- rumbling noise emmanates from the sur- begins to speak:
bols of sovereignty (the TriadLlywelyn's rounding stone and earth. Llywelyn, Out of the night that covers me,
baldric, helm, and scepter) and the Elixir of eyes blank as if staring into the Void Black as the Pit from pole to pole,
Life from adventure C4, To Find a King. The says, "Diancecht ward us! He comes! He I thank whatever gods may be
elixir should be poured over the skeleton, comes!" For my unconquerable soul.
while the remaining items are held in readi- A tall humanoid form coalesces from
ness for the lost king to assume. Coach the the stone floor. He is a man of seven feet In the fell clutch of circumstance
players on these procedures if necessary; in height, clad in breeches, boots, tunic, I have not winced or cried aloud.
there is no need for them to waste a lot of and hooded cloak, all in black. His face Under the bludgeoning of chance
time trying to fathom exactly what must be is deathly pale, a drooping mustache My head is bloody, but unbowed.
done. decorating his otherwise hairless face. Beyond this place of wrath and
But his eyes reveal his true identity; it is tears
impossible to deny that you are in the Looms but the Horror of the
The magic of the elixir is potent, for the presence of Arawn, The Dark One, God
ancient bones are clad once again in liv- shade,
of the Dead. He strides atop the cata- And yet the menace of the years
ing flesh. The dead eyes open, gazing falque, standing on Llywelyn's left. Grel-
blankly upwards for a time. Then the Finds and will find me unafraid.
lyn seems frozen on Llywelyn's right.
king sits up in the coffin and beckons to Arawn surveys all with a haughty, arro- It matters not how strait the gate.
you to lend him a hand. gant glare. How charged with punishments
Simultaneously, a cry for help and a The tinkling of many bells can now be the scroll,
pounding noise breaks the tense silence. dimly heard, as if far in the distance. It I am the master of my fate:
The cry and pounding are repeated. grows louder as a glow appears near the I am the captain of my soul.*
They come from inside the catafalque. ceiling overhead. In the glow appears a (*see Credits)
young, handsome man. His body glows
with vibrant good health as he slowly

21
If they haven't picked out the missing THE PILLARS OF NIMRA
Upon finishing his speech, Llywelyn ruler after another five minutes, Dian-
grabs Arawn's club with lightning cecht shakes his head and explains it.
speed and smites Grellyn a mortal The rock is a fist-sized lump of pum-
blow to the head. Then he staggers, ice. As you ready yourselves, Dian-
and sinks lifeless to the floor of the "Dacquiri the Witchking is numbered cecht closes his eyes, spreads his arms
catafalque. as the eighth of nine kings, yet the and mutters an arcane phrase. A feel-
very next ruler is Kolm the Quick, the ing of weightlessness descends on
Diancecht planted the speech in Lly- first of four. Where is the ninth ruler? you, your vision obscured by whirl-
wellyn's mind, more for dramatic effect Dacquiri had no male heir, but he did ing, swirling colors. Regaining stabil-
than anything else, and also the revela- have a daughter, Ardel. Succession ity, you find yourselves in a dusty
tion that he could free himself from fur- was traditionally limited to males cleft, at the end of which are two mas-
ther such attempts by killing Grellyn only, but Dacquiri was intent that sive pillars, each 30 feet in diameter
(and himself). With Grellyn's head Ardel would be the first Queen of and at least 100 feet tall, spaced 40 feet
destroyed, even Diancecht is powerless Pellham. Fearing for her life, he used apart. Between them is a scintillating
to raise him, and if Grellyn cannot be res- his magic to transport her to another curtain of colors.
urrected, neither can Llywelyn. plane of existence for safekeeping The transport has caused no ill
until the time her succession would be effects for most, but the three clerics
allowed by law." are suffused with a white glow.
Arawn smiles. Casting a triumphant "But Dacquiri's magic was flawed The dull ring of metal on stone
glance at Diancecht, and one of con- and he and Ardel went back in Time brings the realization that something
tempt on foolish mortals, he swirls his before reaching their destination. The is nearby. A gold coin lies on the rocks
cloak about him in a flourish and, loop was broken at the instant of Lly- before the gate, and a vision straight
with a deep laugh in that dead voice, welyn's and Grellyn's births, the aber- from the pit of Hell steps through the
he sinks through the floor to greet the ration causing a soul to split and be magical curtain; three seven foot
arrival of the souls that even now are shared between them." monstrosities of scaly orange hide,
traveling toward his island kingdom. "Dacquiri never saw Ardel again, barbed hands, and tails.
Diancecht sighs as he examines the for his old enmity with the wizard
corpses. "Grim tidings, these, for the Ishcabeble culminated in their mutual The gate works by throwing some item
lack of this head prevents me from deaths, and Ardel was forever that originated on the destination plane
bringing either back to life. Unknown stranded on another world." through the gate, then stepping through.
to you, Llywelyn and Grellyn shared a "I counsel you to seek Ardel, for she The coin the barbed devils pitched
split soul, thus the life of one yet lives. A witch of great power is through the gate is of a mint familiar to
depended on the other. The crude she, and has managed to maintain her the characters, if they think to look at it.
mural in the entrance to this tomb was youth and beauty. My powers there
drawn by someone who was aware of are dross, but I can aid you on your Barbed devils: AC 0; MV 12"; HD 8; hp
this, though it was a closely held way if you are willing. I will transport 38 each; #AT 3; THACO 12; Dmg
secret in Llywelyn's time and such you all to the Pillars of Nimra, where 2d4/2d4/3d4; SA fear (as wand) from
knowledge followed him to the grave. lies a Gate through which one may melee blow, pyrotechnics, produce
Alas, Llywelyn's blow has now ren- enter other worlds. I entrust to you flame, hold person, and summon
dered my arts useless." this piece of rock; hurl it through the another barbed devil (30%); MR 35%
"But all is not lost. You have in your gate to set your destination, then step The barbed devils each attack a cleric if
possession a clue that will allow you through to continue the quest. Seek possible, but their illuminated visages
to complete your quest, to some the light. Your gods are ever with cause the devils to attack at -2 and render
degree. Think you hard on what you you." their fear and hold person abilities inac-
know." tive against the clerics, though normally
Diancecht has tricked Arawn. The dual effective against the others.
Diancecht wants the party to notice the soul has gone, not to the Isle of the Dead, This encounter references "Three
missing ruler in "The Lineage of the but to a clone of Llywelyn that Diancecht saints and sinners struggle in the dust,
Kings." If they haven't gotten it in five has concealed on the parallel plane. At both and neither to triumph..." When a
(real) minutes he says, this point the ultimate resolution of their devil hits a cleric, it is blown back to its
game rests with the characters, but if home plane, the cleric is rendered uncon-
Diancecht's plans work out, Llywelyn scious, and that cleric's glow disappears.
"Look to The Lineage of the Kings' for
and Ardel are recovered, marry, and Thus both win and lose, in that the devils
help." found a new dynasty for Pellham. are displaced, but not vanquished, and
the party loses the direct protection of
If they still haven't picked up on it after Diancecht. After the fight, the uncon-
another five (real) minutes he says, scious clerics recover quickly. If the
party bypasses the devils, the clerical
"The answer lies with Dacquiri." glow disappears on the new plane.

22
Once the characters are ready, the 2. 2 Cockatrices: AC 6; MV6"/18"; HD WILDERNESS ENCOUNTER KEY
piece of pumice must be thrown through 5; hp 22, 24; #AT 1; THACO 16; Dmg
the curtain. The gate's destination is now 1-3 + touch will turn to stone 1. THE JUNGLE TRAILS
set, and the party may pass through
without ill effect. Once through, the cler- 3. 2 Giant scorpions: AC 3; MV 15";
ics' illumination is gone, and the party HD 5 + 5; hp 24, 32; #AT 3; THACO You are on a jungle trail. The gate has
13; Dmg 1-10/1-10/1-4 + poison left you on the banks of a tropical
finds the pumice lying on the ground on
the other side. 4. 3 Su-monsters: AC 6; MV 9"; HD river, the wild, dense jungle growth
5 + 5; hp 24, 28, 31; #AT 5; THACO rampant all about. It's hot, very hot
THE PARALLEL PLANE 13; Dmg 1-4(x4)/2d4 and humid, and a visceral rumbling
washes through the earth beneath
The plot thickens, as it were. The players These creatures will not use their psio- your feet. Huge trees arch above,
gain several clues in the encounters nic abilities, however they will hang blocking out the sun. Many trees lean
detailed hereafter; their job is to put by their tails from trees to use all 5 over the river. There is no trace of a
them all together and realize that not attacks. gate here, making it impossible to
only can Ardel be returned to the prime return the way you came.
5. 2 Tiger flies, male: AC 4; MV6"/18";
material, but that Marna can as well, HD 6; hp 27, 27; #AT 2 or 1; THACO In the jungle's gloom, two trails can
thus fulfilling their initial objective. 13; Dmg 1-8/1-8 or 4d6 + poison be discerned, one on this side of the
Most things point to Ardel, so it takes a river following its course both up and
sharp group to discern that there is more The sting attack follows a round in downstream and another leading
here than meets the eye. which both forelimbs attack to grasp from the far bank deeper into the jun-
The party appears on the jungle trail at (no damage), and strikes automati- gle to the north. The river is about 200
encounter area 1. All clear hexes on the cally each round thereafter. The sting feet wide.
map represent thick tropical jungle, with can be used eight times per day. One
the exception of the area to the east, fly will use each attack mode. Read the following only if someone
which is a plain covered with volcanic 6. Shambling mound: AC0;MV6";HD decides to climb a tree to get a look
ash. Divot's Ditch is a deep volcanic fis- around. Such climbing may be done at no
10; hp 47; #AT 2; THACO 10; Dmg
sure 200 feet across and at least that 2d8/2d8; SA suffocation; SD immune risk of falling.
deep. It is meant to be difficult, if not to fire, half damage from weapons,
impossible, to cross. Note that there is no half or no damage from cold, light-
bridge over the fissure on the path From this lofty vantage point, a faint
ning adds 1 die
between encounters 4a and 8. wisp of smoke can be seen, rising
The thickness of the jungle growth is If both the creature's attacks hit the lazily to the west. Across the river, far
such that it is impossible to see more than same target, the victim is entangled to the northwest, squats a rude stone
20 yards. Thus the party does not know and will be suffocated in 2-8 melee tower on a low hill. Directly north-
what lies in the next hex until they enter rounds unless the mound is killed. ward looms a volcano, its smoking
it. From the top of a tree they can see the 7. 2 Minotaur lizards: AC 5; MV 6"; crater rising high above the interven-
landmarks and close details of one hex in ing jungle, and another volcano lies to
HD 8; hp 36, 38; #AT 3; THACO 12;
all directions. They cannot see the ferry- the east-northeast, apparently inac-
Dmg 2d6/2d6/3d6; SA surprise on 1-
man until they enter his hex (encounter 4, gripping bite
tive.
2).
Movement rate on a path is 10 hexes a A roll of 20 for the bite indicates the Continue with the description:
day. In the jungle, this becomes 5 hexes lizard has seized its prey. The victim is
per day. If moving through trackless jun- helpless and takes the bite damage
gle, they have one encounter for every 5 each round until it or the lizard is As you pause to adjust to the extreme
jungle hexes they enter. The hex count is dead. conditions here and decide what to do
to be cumulative: if they move 3 hexes next, a sudden gust of wind sways the
8. 2 Phororhacos: AC 6; MV 15" ( +1" tops of the trees around you. A prime-
through the jungle to a path, then move jump); HD 7 + 7; hp 42, 38; #AT 3;
on a path for 20 hexes, then back into the val cry shatters the oppressive still-
THACO 12; Dmg 1-4/1-4/2-12 ness as a gigantic winged reptile skims
jungle, they have an encounter in the sec-
ond jungle hex they enter. Consult the When it jumps, as it will always do on the roof of the jungle canopy, its leath-
Extra Encounters Section, using the its initial attack, the claw damage of ery wings carrying it relentlessly to
encounters in order as required. If the this large flightless bird is doubled (2- the northeast. It has not seen you.
party is moving on a path, the extra 8/2-8).
encounters are not used. The reptile is a pteranodon and does not
attack; it is here to give the party some
Jungle Encounters idea of the creatures they will encounter.
The party must decide whether to cross
1. 2 Rhinoceros beetles: AC 2; MV 6"; the river here or follow the path along
HD 12; hp 35, 35; #AT 2; THACO 9;
Dmg 3d8/2d8

23
the river. Proceed to encounter la if they 2. THE FERRYMAN the tower), give them two encounters
choose to cross the river here (or any- from the Extra Encounter List, then
where except via the ferryman at 2), encounter 6. It is imperative that they
encounter 2 if they proceed along the Around a wide bend in the river, you meet Ardel before Marna.
path to the west, or encounter 3 if they find a campfire in a clearing by the
walk the path to the east. Of course, the bank of the river. A middle aged man, 3. THE FORGOTTEN TEMPLE
party must go far enough to enter the hex clad only in a loincloth in deference to
containing the encounter in the latter the oppressive heat, stoops over a raft This is a time-waster that does not
pulled up on the bank, repairing the advance the quest. To be here indicates
two options.
lashings on the logs. Across the river the party has failed to see the campfire
is a trail northward. smoke, or has ignored it.
la. RIVER CROSSING
"Strangersfor strangers you are,
by the mode of your dressI bid you
The river looks about 200 feet wide. welcome. The ways of this land are
The barely passable jungle path
divides, one branch heading due
The water is clouded with silt, and the quick and violent, for dangerous
north and the other southeast, as if
bottom cannot be seen. From the look beasts roam the jungles and this river
of the current and a few protruding split by the massive bulk of the ruins
itself holds terrors unimaginable. If
crossing it is your desire, I am your hunkered in the gloomy jungle ahead.
boulders, you estimate the water to be
Wild foliage partially obscures the
no more than 3 or 4 feet deep. Tall servant, but be warned that all the
stone building, a ziggurat (step-
trees laden with vines arch out over land north of this flood is the war
ground of amazons."
pyramid) 100 feet on a side at its base
the water, cutting the distance to be
and four levels higheach level 10
crossed to not more than 100 feet if the
feet high and inset 10 feet. A black gap
vines are used. This man is Oghma, God of Knowledge, 6 feet by 8 feet provides entrance into
and is here to aid the party. In his role as the lowest level.
This description applies to any point on ferryman, he takes the party across the
the river the characters choose to cross river for whatever is offered him in
return. He also answers questions, but If the players desire to investigate this
other than the ferry, though the trail
only the following information can be structure, continue below.
leading into the jungle on the far bank
only occurs at encounter la. The water is gained from him:
waist-deep, but each person wading The base of the pyramid is highly
across is attacked by a school of 1. The river is named Silvertide. carved in decorative swirls and spi-
piranhas. It takes 3 rounds to cross the 2. There are many paths through the rals, similar to the artwork of your
river, and the damage done by the school jungle, but one must find his own own history. The angry chatter of
is 1 point of damage for each armor class way. baboons in the trees around you
the victim has (rear armor, no dexterity 3. There is another volcano to the east, increases as you approach the ziggu-
bonus). Thus a character in AC 5 takes 5 the area around it is uninhabited. rat.
points of damage each round he or she is 4. To the south lies trackless jungle.
in the river. 5. The local deity is Divot, goddess of There are 20 baboons of this tribe of 40
These piranhas are amphibious, and the volcano. that will fight.
follow characters onto the land. The 6. There was once only one tribe of
characters take another round of damage amazons, but it split after the arrival Baboons (20): AC 7; MV 12"; HD 1 + 1;
as they discover the piranha are amphibi- of a new queen. hp 7 each; #AT 1; THACO 18; Dmg 1-
ous, but thereafter can easily outdistance 7. The queen of the "old" tribe lives in a 4
them by running. The piranhas do not village near the base of a volcano to Five of the 20 are large males that do 2-5
pursue more than 60 feet from the water. the north, and is rumored to have (1d4 + 1) points of damage. They do not
Swinging on vines is a better alterna- witch-like powers. attack unless the party enters the ziggu-
tive, though each player has a 50% 8. The old queen has been here for more rat, and then only when they come out. If
chance of grabbing a viper vine. than two hundred years. the players choose to enter, continue
9. The new queen is said to be but six below.
Viper vine: AC 8; MV 3"; HD 4; hp 17;
months old, yet is fully a woman,
#AT 1; THACO 15; Dmg 1-4; SA poi- and lives in a rude stone tower to the
son west of the same volcano. The interior of the pyramid is plain,
Tournament Note: For tournament pur- 10. The tower was built by the new the steps on the outside providing a
poses, every second vine touched is a queen after the tribe split. corbelled roof for the inside. Near the
viper vine, and because of the tangle of 11. The tribes can be told apart in that eastern wall is a statue of a huge feline
foliage it is not possible to swing a nor- the new tribe rides winged reptiles creature with overgrown incisors.
mal vine back across the river to help the and wields metal weapons.
remaining characters.
If, after crossing the river, the party
decides to ignore the trail and strike off
due north through the jungle (straight for
24
a ledge about
25 feet below the rim. The antrod
The statue is a sabre-tooth tiger. If the Encounter 4a is a continuation, used only
characters spend one turn inside the tem- if the players wish to enter the volcano. you. For the past eight miles, the track
ple, they encounter a real sabre-tooth has followed the edge of a monstrous
tiger three rounds after leaving the tem- 4a. FIRENEWT LAIR crack in the earth, averaging 200 feet
ple. in width. Its depth is anyone's guess,
The remainder of the firenewt colony as the bottom is shrouded in noisome,
Sabre-tooth tiger: AC 6; MV 12"; HD lives in the fissures of the volcano, sulfurous clouds of steam and gas.
7 + 2; hp 40; #AT 3 (bite at +2); detailed as follows: The sides of the fissure are rough,
THACO 13; Dmg 1d4 + l/ld4 + l/ with many ledges and other protru-
Warriors (20): AC 5; MV 9"; HD 2 + 2;
2d6; SA rear claws for 2d4/2d4 berances. Periodically the earth
hp 10 each; #AT 1; THACO 16; Dmg
The baboons attack immediately when 1-6 (stone pikes); SA breathe fire; SD shakes, like a gong hammered by the
the party leaves the temple, but flee when + 3 bonus vs. fire-based attacks gods themselves. The past half hour
the tiger appears. If the party spends two has been punctuated by the sounds of
Elite warriors (6): AC 3; MV 9"; HD a tremendous battle occurring some-
or more turns in the temple, there are two 3 + 3; hp 20; #AT 1; THACO 15: Dmg
tigers (the second is exactly the same as where ahead, now quite near.
1-8; SA breathe fire; SD + 3 bonus vs.
the first).
fire-based attacks; two of these act as The characters have little choice but to
leaders for the 20 warriors; the other go on. However, they should have some
4. THE FIRENEWTS four form the guard for the firenewt idea of what is happening, and can make
overlord whatever preparations they deem pru-
Another time-waster. The players have
either failed to gain information about Overlord: AC 3; MV 9"; HD 4 + 4; hp dent at this point. Continue when they
the area from the ferryman, or have 30; #AT 1; THACO 15; Dmg 1-8 are ready.
ignored his advice. (stone broad sword); SA breathe fire;
SD + 3 bonus vs. fire-based attacks
In the middle of the path the following
The air seems hotter here, even the Priests (2): AC 5; MV 9"; HD 3 + 3; hp scene unfolds. A bipedal lizard about
ground is hot and uncomfortable to 15, 17; #AT 1; THACO 15; Dmg 30 feet long and 12 feet tall stands in
tread, as each step carries you closer 1d6 + 1 (stone mace); SA breathe fire, triumph over the carcass of an armor-
to the volcano. The vegetation looks spells; SD + 3 bonus vs. fire-based plated beast, the scars of battle plain
blasted, a broad, ash-covered plain attacks; both can cast the following on each. The victor, sniffing the air,
stretching to the base of cone. To your once per day: faerie fire, produce suddenly turns in your direction, bel-
left, at a distance of 100 yards, flame, heat metal, pyrotechnics, ani- lows, tears a great mawful of flesh
approaches a band of six reptilian mal friendship, and predict weather. from its victim, and plunges towards
riders on bipedal mounts. you, blood dripping from its jaws.
Giant striders (15): AC 4; MV 15"; HD
2; hp 9 each; #AT 1; THACO 16, (12
The creatures are a hunting party of elite for fireball); Dmg 1-8 or 1-10, fireball The antrodemus is intent on dessert and
firenewt warriors armed with stone bat- 1-6; SA fireball; SD + 2 on saves, pursues the characters. Only the monk
tle axes, mounted on giant striders. They immune to fire, flame cures damage; can outrun it.
attack without hesitation. If the charac- two fireballs per hour can be thrown: Antrodemus: AC 5; MV 15"; HD 15; hp
ters flee, the hunters give chase, overtak- range 50', radius 10' 60 (out of 80); #AT 3; THACO 8; Dmg
ing the party in four turns. 1d4/ld4/6d4
A group of 10 warriors, 1 elite and 1
Elite firenewts (6): AC 3; MV 9"; HD priest meet the characters at the Exactly what happens depends on the
3 + 3; hp 20; #AT 1; THACO 15; Dmg entrance. If the party persists in entering, characters' reactions. The dinosaur can
1-8; SA breathe fire; SD + 3 bonus vs. they may advance to the four-way, where be blown away with a tremendous volley
fire-based attacks; one breath attack they are attacked from three sides by the of magic, but this depletes precious
can be used per turn: range 5', dam- remaining firenewts. There is nothing resources. The party can split up and run
age 1-6 against one target only, save here for the characters except a long, into the jungle, but they assuredly
vs. breath for half; fire-based attacks time-consuming melee. become separated and suffer a one-day
against them are -1 point of damage delay while regrouping.
per attack die The best way for the party to handle this is
5. DIVOT'S DITCH to use the monk as bait, running back down
Giant striders (6): AC 4; MV 15"; HD 2;
hp 20; #AT 1; THACO 16, (12 for fire- the path while the rest stay together and hide
ball); Dmg 1-8 or 1-10, fireball 1-6; The path is easy to walk. Although in the jungle until the brute is gone. Berta can
SA fireball; SD + 2 on saves, immune you have heard thrashings in the bush then allow the beast to close a little while she
to fire, flame cures damage; these can and many cries and bellowings of heads straight for Divot's Ditch. At the edge
cast two fireballs per hour, range 50', great beasts, nothing has molested she can do a slight tumble and use her ability
radius 10' to slow her fall; she'll land on a ledge about
25 feet below the rim. The antrodemus fol-
lows her and falls to its death.
25
6. THE WARRIOR-QUEENS Fourth level spells: fear, wall of fire
you would live to see the morrow." She
This is perhaps the most vital encounter of Ardel admits her identity under question- turns without waiting for a response and
all, for the characters meet both Ardel and ing. Also, the men in the party should orders four women to carry their fallen
Marna. quickly adopt subservient roles. Hereafter, leader. The amazons melt into the rank
in the presence of amazons, any attempt at vegetation.
male dominance is punishable by death.
The trail has lead in a north northwest The men in this society are little better than
direction all day, the smoking cone of a The scar on the left arm and the fact that
slaves, though the women are practical these amazons are armed with technologi-
volcano being visible some distance to enough to allow them to fight in an emer-
the northeast. It is near dusk when 20 cally superior weapons are clues that Marna
gency. is more than she appears. If the party
dark-haired young women, clad in Joining Ardel's band is really academic,
short-skirted hunting clothes, step onto chooses to remain here, Marna's troops
but the offer is made to put the party at ease. attack repeatedly, eventually landing to
the path, barring your way. Half of them No combat is initiated by the amazons,
hold drawn bows, the stone-tipped melee. The party is doomed in such a case.
though they certainly fight if attacked. Marna herself flies off to the west with five
arrows trained in your direction, while
the other half hold heavy, curved sticks of her warriors after her first attack. For
in a ready throwing position. They Suddenly, the growing dusk is made tournament purposes, she cannot be shot
pause. darker by shadows cast by gigantic down. The characters are only to see Marna
wings. Forty winged reptiles, each rid- in this encounter, not talk with her.
den by a warrior maiden, have glided It is most likely that the party will follow
The women are amazons. The characters
silently to the attack. The leader is a the fleeing amazons; if so, read the next par-
should not attack, but run the melee if they
stauesque woman, crowned with a mag- agraph, then proceed with encounter 8. If
do.
nificent headdress of bright feathers and the characters choose to fight, skip the next
Amazons (20): AC 7; MV 12"; F1; hp 5 consumed by battle lust as she com- two paragraphs and run the melee.
each; #AT 1 (at +1); THACO 20; Dmg mands her mount to dive. The fresh pink
1-6 (arrow) or 1d6 + 2 (boomerang) of new scar tissue gleams hotly in the As you turn to follow Ardel's band,
If the characters do not attack, proceed fading rays of the sun from a wound on something lying in the path catches your
below. her left arm as the plummeting creature eye. It is a crude medallion, fashioned
pulls out of its mad rush. A wicked- from pottery and still bearing a broken
looking throwing stick is held poised for loop of twisted grass. The obverse is
A blonde woman steps from the jungle release in her right hand as the whistling engraved with two crossed stone-tipped
thicket to stand in front of the other wind of her attack straightens her spears with one of the winged creatures
women. Her clothing does not distin- auburn tresses behind her. A metal long hovering over the juncture. The reverse
guish her from the others, but her regal sword hangs from her belt; her other is smooth and unadorned.
mein brands her a person of some impor- warriors are equipped with short swords
tance. She stares tight-lipped at the men, in addition to their curved throwing
then directs her glance to Silevran. This is Marna's seal, and any of Ardel's
sticks. amazons can identify it as belonging to
"The peace of Divot be with you, fair The weapon is hurled, the deadly
one. Your presence troubles me, for your Queen Marna. The players must note its
whirring of its flight marking its location similarity to the crossed-sword-and-eagle
race is strangely familiar, as are your as the increasing darkness makes visual
dress and weapons. But I sense you mean insignia of the ancient kings of Pellham
sighting difficult. The aim was true, for described at the beginning of this scenario
no harm, and your male serfs will be a Ardel cries in pain as the wicked weapon
welcome addition to my village. But you on their own!
strikes her skull and she collapses,
are in danger here, for we go to raid unconscious, to the jungle floor.
Marna's rebel village. Though small, her Marna's Attack Force
The remaining warriors throw as well,
band is mighty, and invincible unless some striking with effect but others miss- Amazons (40): AC 7; MV 12"; F3; hp 14
totally surprised. Are you with us?" ing. Miraculously, the latter finish their each; #AT 1; Dmg 1d6 + 2 (boomerang)
flight by magically flying upwards into or 1-6 (short sword); each carries a metal
She is Ardel. the air, to be caught by the maidens who sword and four boomerangs; after four
Ardel: AC 6; MV 12"; F9/MU8; hp 32; threw them. The formation is some dis- boomerang attacks they will land and
#AT 3/2; THACO 12; Dmg 1-6 (staff) or tance away, wheeling to come back for melee
1d6 + 2 (boomerang) another attack. Pteranodon (40): AC 7; MV 3"/15"; HD
First level spells: burning hands, charm The second-in-command stoops over 3 + 3; hp 15 each; #AT 1; THACO 15;
person, detect magic, shield Ardel and quickly gives orders for a Dmg 2d4; they will engage in melee
retreat. Turning to you she says, "We are
Second level spells: mirror image, ray of undone, and Queen Marna returns to the Marna: AC 5; MV 12"; Fl0; hp 65; #AT 3/
enfeeblement, web attack. She gives no quarter to any of 2 at +1; THACO 12; Dmg ld6 + 5
our people, and these circumstances (boomerang) or 1d8 + 3 (long sword)
Third level spells: fireball, haste, hold per-
son place you in our company. Follow us if

26
7. THE WARRIOR-QUEENS 3. She has learned to fight out of necessity,
derive their sustenance from hunting and though she uses her magic as necessary
This is the same as encounter 6, just in a dif- gathering from the wilds. There appears to maintain her position of power.
ferent location. Refer to encounter 6 for to be little order to village life, though 4. When Marna came, only six months ago,
details. any men seen are all slaves. The amazons Ardel fought to hold the tribe together,
After a good march (depending on where bow in obeisance whenever they pass preferring the old ways to the new
the previous encounter takes place) the Ardel's hut. The volcano is about a mile advancements in warfare proposed by
characters come to Ardel's village. On the north of the village. Marna.
march, Ardel is kept from them by the other Several hours pass. A lithe young
amazons. Ardel is the ruler of 200-300 fight- woman enters your hut and says that the Concerning Marna:
ing amazons and their families. Marna has queen has recovered and desires your 5. Marna appeared in the temple in Divots-
taken about 100 of the best fighters and their attendance. bane, the volcano that looms over the
families westward, after she emerged from
village. The priestess in the temple said
the volcano temple, Divotsbane, about six The conversation with Ardel depends, for that the goddess appeared to her in a
months ago. the most part, on questions the characters vision and foretold the coming of her
ask. They will probably identify themselves daughter, and that though she was a
8. ARDEL'S VILLAGE as travelers from her home plane, explain- woman, she was a mere babe of six
ing what they know of her and her father, months.
A haphazard scattering of grass huts King Dacquiri, and also that they have 6. She brought with her metal weapons,
marks Queen Ardel's village, and she is come to bring her home to rule from the heretofore unknown, and preached
taken to the largest of these to be tended throne of Pellham. She gives them the fol- against Ardel and the old ways.
by healers. Her second directs you to be lowing information in response to their 7. Many amazons were swayed by her
taken to a vacant hut, food and drink questions: speech, and eventually an open rift split
being served you by slack-faced male 1. She has magical powers, and has used the tribe. Marna and her new followers,
slaves. them to rule these women after disposing 100 amazons possessed of great fighting
Left on your own for a while, there is of their old queen. skill, moved west.
an opportunity to observe the village. 2. Time apparently has little meaning here, 8. Their settlement is marked by a stone
There is minimal cultivation in the form for neither she nor the others have aged. structure, totally unknown in this area.
of small garden plots; the amazons

27
If the party explains their quest, Ardel into the glyphed area without saying the
agrees to go with them, as she is tired of this mimics the shape of the altar. "Ardel, glyph's name sets it off, which also sets the
conflict and ready to go home. Since no one queen and mother of Divot's children, pearl. For tournament purposes, the fireball
has any idea of how to get back, she sug- why have you committed sacrilege by does 20 points of damage, half if the saving
gests they go to the temple and ask guidance bringing outsiders to this place?" throw is made. Note that whoever sets off
from the goddess Divot. Proceed to Ardel answers, "I and these wanderers the glyph takes damage from both.
encounter 9 (see temple map). from a far place seek guidance from the If the party insists that Ardel go first, she
If the characters choose not to reveal their great god. I seek to commune with her in gives the salutation "Hail Divot, Goddess of
purpose, the women are adopted into the the holy-of-holies. Let us pass." Fire," which contains the glyph's name. If
tribe and the men stripped of all their pos- A grim look on her face, the priestess this is repeated by each party member in
sessions and penned in with the other thrusts forth her arms, palms towards turn as they enter the glyphed area, they do
slaves. Escape from this sad state of affairs is you in a gesture of impedence. "I forbid not set off this trap. Ardel knows nothing of
possible, though the characters are now it! None shall pass!" She strikes the altar this glyph; she is acting from habit and is
truly alone in a hostile land and are attacked with the flat of her right palm, and bursts quite surprised if the trap goes off! If some-
on sight by both tribes of amazons, not to into a writhing column of white hot one uses find traps, thus revealing the
mention the prehistoric jungle denizens. flame, looking for all the world like a fire glyph, Ardel can identify it if she is asked.
elemental. For tournament purposes, a dispel spell
9. DIVOTSBANE THE TEMPLE removes the glyph.
Divot's temple in this volcano is the end of Priestess: AC 10; MV 12"; C9; hp 50; #AT
none; S 12, Int 11, W 18, Dex 10, Con 9, 9b. THE HALLS OF FIRE
the adventure. Though the characters must
get Llywelyn/Mama from encounter 10 to Ch 14 These two corridors each contain three trig-
totally complete their objective, they may First level spells: bless, command (x3), cure ger plates, any one of which activates a
decide to leave now with Ardel only. The light wounds, sanctuary trap. The trap causes two walls of fire to
pumice given them by Diancecht matches appear and move slowly toward one
that in this volcano. At the rear of the tem- Second level spells: augury, chant, hold another, trapping all in between. The start-
ple is another gate, suspended over the bub- person (x2), know alignment, resist fire ing positions of the walls are designated on
bling magma of a lava pit. There the party Third level spells: cure disease, dispel the map as FWl and FW2, and are not flam-
gains their last clue, if they pay heed to it. magic, glyph of warding, prayer ing until a plate is depressed, of course. FWl
Ardel has never been beyond the first cham- moves north and FW2 moves south until
ber of the temple. Fourth level spells: cure serious wounds, they meet, causing 9-19 (2d6 + 7) points of
divination, tongues (reversed) damage per wall. The movement rate is 1'
9a. THE HIGH PRIESTESS Fifth level spells: true seeing per turn (10 feet per round), and they extin-
guish one melee round after they meet.
She is totally protected from immolation,
Ardel has lead you to an adorned open- the "writhing flames" being her arms as she Tournament Note: For tournament play,
ing in the side of the volcano's cone. Sur- makes spell casting gestures. The effect lasts dispel magic drops a wall (in such a case the
rounded by massive hardened lava six rounds. She casts a tongues spell wall continues to move until another wall of
flows, it is apparent that the molten rock (reversed) on the first round, thus prevent- fire is contacted, thus it is possible to have
split above the entrance, by nature or by ing communication between characters for one one constantly circling the octagonal
divine intent, garlanding the doorway 10 rounds, then command (to "flee") on area if only one wall remains of the four),
with solid rock. The natural flow has each of the next three rounds at random tar- and the secret doors are automatically
been crudely worked so that a huge, gets (except Ardel). She automatically found if the proper location is searched.
roughly humanoid head rises above the makes all her saving throws during this per-
entrance, and the creature's massive iod. She then attempts a hold person spell 9c. THE STONE KEY
arms embrace the opening. on each of the next two rounds (on three tar- The circular area is a lava pit. Hanging from
A short passage bores straight into the gets per round, but not on Ardel). On round the 10-foot-high ceiling above the pit is a
volcano's cone, opening into a 40-by-50 seven, Ardel casts a hold person (see stone key, needed to unlock the door at 9d.
foot chamber. The heat is very oppres- encounter 6 for her spell capabilities) on the It is not directly over the center, being five
sive, the area being redly lit by ribbons priestess, who fails her save. feet in from the west side and five feet above
of lava somehow contained in the walls. Note: The reversed tongues will not inter- the lava. Any object touching the hanging
A 20 foot wide opening on the far side fere with spells involving communication key summons a fire elemental form the mol-
points deeper towards the volcano's command, suggestion, message, etc., nor ten rock.
heart. with spell verbal components. It will cancel
In the center of this chamber is a trian- the bard's charm and suggestion abilities, as Fire elemental: AC 2; MV 12"; HD 12; hp
gular shaped altar, carved from solidi- these are not spells per se. 50; #AT 1; THACO 9; Dmg 3d8; SA + 2
fied lava, its peak pointing towards the The 20-foot-square area north of the or better weapons to hit
far opening. At this peak stands a chamber has been magically trapped with a A find traps spell indicates that the key itself
women, wearing a loincloth of red fabric pearl from a necklace of missiles (5 HD) and is trapped.
and a medallion about her neck that fire glyph (18 points of damage). Stepping

28
The key can be had by grasping and cut- originates on the home plane; thus, in this
ting its suspending cord without touching case, a character's body serves the purpose. are of a style familiar to you, though of
the key itself. Once removed from the cord, It is a 10-foot broad jump to the gate, antique design.
the key cannot summon an elemental and though in the tournament anyone who Marna is seated in a chair formed of
no longer appears trapped to the caster of a jumps makes the gate and does not fall into the tusks of some great beast. She is sim-
find traps spell. the lava. As soon as the gate destination is ply clad in hunting leathers, her sword
fixed, the volcano begins to erupt: ground leaning against the side of the chair. Her
9d. THE STONE DOORS shaking, magma spurting, rocks falling, etc. magnificent headdress/crown of bright
feathers makes her appear very tall, even
Heavy stone doors block further progress though she is seated.
10. MARNA'S TOWER
here, and are unopenable except by the key "Confederates of Ardel," she says,
in 9c or a knock spell. In addition, there are The party has the opportunity to face expectorating as if the very name is dis-
three more trigger plates here, any one of Marna in this final encounter if they have tasteful, "you risk much coming here.
which cause both FW2s to move through deduced that Marna is Llywelyn, have a You may leave here now in safety, or
this area toward one another. strong hunch, but no proof, that Marna is state your purpose quickly, for I will
Llywelyn, or decide that, since Marna is an waste little time on you."
9e. THE SECOND PROPHECY important NPC, they will take her along.
Oghma has blanked the clone's memory of Marna/Llywelyn wears a headdress of dis-
The wide chamber opens into the holy-of-
Llywelyn's life, mainly to protect it on this guise, which creates the appearance of a
holies (9f). In the center of the floor is an
plane. The party must reawaken these mem- woman. It, of course, is magical, but if
engraved stone plaque which reads (see
ories to return with Marna/Llywelyn. someone attempts to cast detect magic
Player Handout for the plaque):
Once met by the guards, the party is before convincing Marna that she is some-
escorted to the tower and an audience with one else, that character is struck immedi-
From the fires of the past a new queen Marna, who demands they tell her why they ately by a guard, disrupting the spell. The
shall be born, from grave to grave in six are here. Then it is up to the party to party may note that Marna has auburn hair
months' time. The new is older than the explain, for they are in peril of their lives if and blue eyes. If the players specifically ask
old has been for time untold, and sun- they haven't a good reason for being here. if she has a small mole on her right hand,
ders old, the Mother rent in twain. The they see one. These are clues that Marna has
past shall be lost, but no future gained, strong links to Llywelyn.
As you approach Marna's tower, a dozen
for He and She shall perish in Divot's hot The party has this one chance to back
of Marna's amazons step onto the path
embrace as Her wrath devours all. out. If they choose to do so, Marna lets
from the surrounding jungle. They look
like they are expecting you, and motion them leave peaceably. If they decide to stay,
you in the direction of Marna's village. Marna summons her guard and everyone
The new queen is, of course, Llywelyn/
The village contains about 30 grass huts goes to the roof of the tower. A character is
Marna, "...from grave to grave in six
like those in Ardel's settlement, but your selected at random, tied, and placed in the
months time..." refers to the growth of the
escorts ignore them and lead you to the bowl of the catapult arm.
clone, the first grave being Llywelyn's and
the last being his exit from this plane via tower. It is not very imposing, simply a
(hopefully) the gate in 9f. "The old" is roughly circular tower of undressed, The tower roof is made of lashed logs,
Ardel, and Llywelyn is indeed older than unmortared granite and lava. the cracks stuffed with grass to keep out
she, having been long dead before she was The tower is 30 feet in diameter and 30 the rain. Behind the tower is a clear
born. "...Sunders old, the Mother rent in feet high. Atop the roof is a primitive space, bordered by tall trees that serve as
twain..." means the one tribe (Mother) shall catapult, a war engine with which you rookeries for the winged creatures the
be split by the new queen. "The past shall be are familiar. The guards lead you to a amazons ride. The reptiles appear agi-
lost..." refers to Ardel's leaving, "...but no hide-covered gap in the side of the tower. tated with excitement and anticipation at
future gained..." means that the new queen the appearance of humans on the tower,
does not assume control. "He and She" are The party is ordered to turn over their and several take to the air and begin cir-
Llywelyn and Ardel, "...perish in Divot's weapons before being admitted to the cling.
hot embrace..." describes what it will look tower. The amazons recognize only obvious "You are brave, and now that bravery
like when they leap through the gate over melee or missile weapons as dangerous (also will be tested. If I am displeased by what
the lava pit in 9f. "...as His wrath devours the bard's instrument if she has used it you say, you will be flung into the air, to
all..." means that there will be a volcanic against them). Armed combat at this point be snatched by yon pteranodons, for
eruption when the gate is used. is fatal, as up to 80 amazons and their such is how we train and reward them
mounts can come to the aid of Marna. for their alacrity. You may begin."
9f. THE FINAL GATE
The circular room is dominated by a huge The interior is very plain, implements of Any statements that do not serve as con-
lava pit, over which flashes the scintillating war much in evidence. Now that they vincing Marna that she is Llywelyn result in
colors of the interplanar gate, just as at the can be seen close up, the metal weapons the character being the clay pigeon in this
Pillars of Nimra. The gate destination can
be set by throwing any item through that

29
prehistoric skeet shoot. If the characters are ENDING THE ADVENTURE NEW MONSTER
on the right track, Marna lets them continue
When the party decides to go through the
and does not give the order to fire the cata- Viper Vines
gate, the volcano erupts violently: describe
pult. the earth shaking, the temple falling down Frequency: Rare
For the purpose of convincing Marna, the around their ears, etc. This is simply for No. Appearing: 1-10
following bits of evidence and their point Armor Class: 8
dramatic effect; no one will be hurt.
values are listed below. Marna agrees to Move: 3"
accompany the party back to Pellham if Once back in Pellham, the epic quest can
they get at least 10 points, though do not end in several ways. The best result is to Hit Dice: 4
stop at that point. A tie break in this case is recover both Marna/Llywelyn and Ardel, % in Lair: 0%
who then marries and founds a new Treasure Type: Incidental only
how much evidence the party has amassed, No. of Attacks: 1
dynasty. The next best is to return with the
reflected in their total points here, so let Damage/Attack: 1-4
them continue until they can think of noth- clone, for this completes the original quest.
The third best is to recover only Ardel. Special Attacks: Poison
ing else. If they have 10+ points, Marna Though the council grumbles about having Special Defenses: Immune to blunt
orders her guard to leave. When she is alone
a queen instead of a king, they make the best weapons
with the party, she removes her headdress,
changing simultaneously into Llywelyn, of it in the end, and Ardel is a splendid Magic Resistance: Standard
queen, indeed. Intelligence: Low
whom of course the party recognizes.
Alignment: Neutral
If the party does not have 10 points,
Marna simply banishes them, sans anyone Size: L(20' to 50' long)
Level/X.P. Value: III/110 + 4/hit point
who has become pteranodon food.

Evidence and Point Values_________ Viper vines are a type of carnivorous, poi-
sonous plant indigenous to tropical forests,
1. Similarity of Marna's seal to that of the and 90% indistinguishable from normal
kings of Pellham ............... 4 pts vines. They hang from trees, trailing their
2. Scar on left arm where Llywelyn had a ends on the ground to snare unwary ani-
bleeding wound ................ 6 pts mals. They have two forms of attack, the
3. Use of metal weapons in a culture that first being constriction as they wrap around
uses only stone and wood ....... 3 pts their victim much like a snake, doing 1-4
4. Constructing a stone tower in a culture NEW WEAPON points of damage each melee round. The
that only lives in grass huts ...... 3 pts second is a paralyzing poison exuded from
5. Marna is a clone because she was fully Boomerang, war: the skin onto the ensnared creature (save vs.
grown in six months ............ 6 pts Encumbrance: 30 gp Damage: 3-8 poison applicable). Viper vines can control
6. Any mention of details from Llywelyn's (1d6 + 2)/l-6 this poison, generally not using it until hav-
past (had a son named Logar, a co-ruler Rate of Fire: 2 Range: 2/4/6 ing constricted their victim for 1-4 melee
named Grellyn, etc.)............ 2 pts rounds.
However, only a maximum of 4 points is The war boomerang is a heavy throwing
possible from this categorymentioning stick that will return to a proficient thrower Description: Viper vines are thick (3 " diam-
five items from Llywelyn's past will net the if the target is missed. It will not return if eter), ropy vines, brownish green in color.
party only 4 points, not 10. thrown by a non-proficient character, in
7. Similarity of hair and eyes to addition to the normal non-proficiency pen-
Llywelyn...................... 4 pts alties.
8. Spotting the mole............... 4 pts

When this encounter is resolved, the charac-


ters (with or without Llywelyn), must
return to Divotsbane (encounter 9) and go
through the gate. The priestess will be gone,
though the walls of fire will still be there. If
the party has managed to find all the trigger
plates in one corridor (either 9b) they may
pass without activating the walls; otherwise
they still have a chance of setting off the
trap. The triggers in 9d are a moot point, as
the door is unlocked and the party can get
out of the way long before the walls pass
through the area.

30
PLAYERS' SHEET: TEMPLE PLAQUE
THE LINEAGE OF KINGS
I sing for you now of the lineage of kings, Dalenial the Light, Black Lightmal's spawn.
Of Pellham's mighty and doddering Cursed by his father, he's withered and
Fools that japed and when all were done gone.
Proved worthless at best, all save one. Llywelyn the Just, slain at his dinner,
Alendus Crebus, first of the kings, Gem of all kings, he was no sinner.
First of nine by his conquerings. Logar the Loved, a shepherd in youth,
Ciron the Hearty, lover of ale, Llywelyn's sort grew ancient in truth.
Son of Crebus, he drinks in death still. Damocles the Wizard, grandson of
Fenton the Foolish, moron well-named, Llywelyn,
Glutton of mutton, third fool of the famed. Second Witchking, for whom Time was the
Heimwell the Haughty, brother of Ciron, villain.
The fourth he became by the slaying of Rotkoddam the Strong, sixth of the line,
Fenton. Lead his troops into battle, lead from
Pelcolb the Pious, bastard of Fenton, behind.
First built the Temple, fifth one gone in. Claudius the Cautious, Rot's son and heir,
Voltar the Victorious, paver of Kingsway, Died in his sleep, though none seemed to
Grandson of Crebus, so they all say. care.
Royberno the Bloody, bastard of Voltar, Dacquiri the Witchking, eighth of the nine,
Grim destroyer of clansmen, seventh so far. Slew Ishcabeble, died the same time.
Tornum the Terrible, tormentor of souls, Kolm the Quick, first of the four,
Grim as his father, may eight bake in coals. Fought without weapons, died at the door.
Lascron the Last, ninth of the nine, Cemor the Valiant, kept up the bard's quest,
Father to no man, last of the line. Tried as he might, but came in second best.
Karnac the Cairnlord, usurper maligned, Dwarven Blaine Shortshanks for Cemor
Lascron's cousin, moved the first nine. went on,
Agneus Expander, true lover of horses, Third quester and king was merely Time's
Sibling of Karnac, nine bairns were of pawn.
course his. Alendus the Second, rogue liar and cheat,
Loring the Lost, foul slayer of eight, Destroyed the kingdom that lies at our feet.
Third of the kings, but a victim of fate. Two hundred years have passed us hence,
Loring the Lost, known for his songs, And foolish rhymes sometimes make sense.
Plays minstrel to devils, as cursed by his That is the lineage of Pellham's kings,
wrongs. Fools, knaves and charlatans, blackguards
Marcus the Marshal, of this line is fourth, and thieves.
Four stones mark his cairn, pink ones, of But the price of the telling's an awful
course. demand.
Suradel the Scholar, first of the Witchkings, Hark to the wage the fiddler commands!
Son of the bard who foresaw many things. For now it is finished, my song is complete,
Argunth Elf-friend, of this line is sixth, Your binding has ended, but you must be
Feared slayer of orc hosts whom none trifled fleet,
with. For the third time you hear the name of me,
Rikar the Roarer, seventh of seven, The third time is when they will come for
Slain young in battle, first one to heaven. thee.
Lightmal the Dark, first of his line,
Cousin of Rikar, awake for all time.

9109XXX1501

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