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Official Gar.., .
Advanced Dun3eon
OFFICIAL GAME ACCESSORY

ADVENTURE
PACK I
CREDITS TABLE OF CONTENTS
How to Use Adventurn Pack I .......................................................... 2
Editing: Deborah Christian
Typography: Kim N. Lindau DECEIVING APPEARANCES
Keylining: Stephanie Tabat The Circus of Gandolfo (WS) ......... .... 14
Cartography: Colleen OMalley, David E.
Sharla's Zoo (E) .................................................................. 53
The Weird Woods of Baron Orchid (HJ) ............................................... 83
Martin, Steve Sullivan
Cover Art:Jeff Easley A walk in the woods, a trip to the zoo, a day at the circus-harmless enough, right? Wrong, as
Interior Art: Jeff Butler, Valerie Valusek players will discover when things are not as they appear to be.

INTRIGUE
Distributed to the book d e in the United States by To Kill a Kraken (SB) ............................................................... n
Random House Inc., and in Canada by Random House of Titles and lands are the reward, a watery death the penalty for failure in this swashbudding
Canada, Ltd. Distributed to the toy and hobby trade by adventure of intrigue and danger on the high seas.
regional disuibuton. Distributed in the United Kingdom
by TSR UK Ltd.
HELP W I T H A PROBLEM
This adventureis protectedunder the copyright laws of the Reign of Triumph (AGM) ........................................................... 36
United States of America. A n y reproduction or other Terror in Skytumble Tor (PJ)......................................................... 66
unauthorized use of the material or artwork contained
herein is prohibited without the expresswritten permission Two head-strong sisters and a dying giant all have something in common: they need help only
of TSR Inc. adventurers can give. It seems there's this little problem.

OCopyright 1987 TSR Inc. All Rights Reserved MYSTERY


Steaks (AV) ....................................................................... 61
TSR, hc. TSR UK Itd.
POB 756 "he Mill,Ratbmorc Road Adventurers who care where their next meal is coming from will enjoy sinking their teeth into
Lake Genen CambridgeCB14AD this mystery.
WI 53147 United Kingdom
GOOD GUYS & BAD G W S
The House of Long Knives (SP).......................................... .... 23
TheLaurosRoadBandits(DC) ....................................................... 32
Characters strike a blow against evil when they take on orcs and assassins in these scenarios.

COMPETITION
ScavengerHunt(AB) ............................................................... 45
Blood and Laurels (RW)............................................................. 4
A little friendly competition can be fun now and then- unless, of course, the competition isn't
TSR, Inc. friendly at all.
PRODUCTS OF YOUR lMAGINATIONn

Adventure Index ................... .2

Author Credits see Adventure Index ...... ..... 2

ISBN 0-88038400-X
9202XXX1501
CN: Constitution encompasses the char- being to hit Armor Class 0. To determine etc.), roll Id20 against the character’s
acter‘s physique as it affects his resistance to whether the attack hits another Armor appropriate ability score. A roll equal to or
hardship. Class, subtract the target’s Armor Class less than the appropriate score means the
CH: Charisma is a combination of a char- number from the THACO to see what num- action succeeded; a roll greater tha.n the
acter’s persuasiveness and personal magnet- ber needs to be rolled for a hit. If a creature ability score indicates failure, and the char-
ism and is used if a character gets the chance with a THACO of 15 attacks a PC with an acter suffers whatever dire consequences
to talk. Armor Class of 4, the creature needs to roll await. Sometimes an Ability Check enables
C M : Comeliness is a measure of a charac- an 11(15 -4) to hit. If the PC is Armor Class a character to avoid all or some of the dam-
ter’s physical attractiveness, and can have a -3, however, the creature needs to roll an age from an attack. Some actions are espe-
negative or positive influence on Charisma. 18 (15-31 = 15+3). cially easy or difficult and add bonuses or
A C : Armor Class is a measure of how dif- This number eliminates the need to con- penalties to the ability score to reflect the
ficult it is to hit a creature. It reflects the sult tables or keep charts tells you whether level of difficulty.
type of protection worn or inherent protec- the attack hits. You will find that this calcu- The Ability Check is a wonderful mecha-
tion a creature has due to its physical or lation quickly becomes automatic. nism for resolving the results of almost any
magical nature or its speed. SA: Special Attacks detail such things as action. The DM needs to decide which abili-
Move: Movement represents the usual dragon breath, magic use, and similar spe- ty applies to the situation, whether there
speed a monster is able to maintain for cial abilities of creatures. should be any modifiers due to circumstanc-
lengths of time. Short bursts of greater SD: Special Defenses detail things like es, and then roll way.
speed are possible. If more than one speed is defensive magic, camouflage abilities, etc.,
listed, the monster can travel via two or that must be factored into a fight with that
more different methods. type of creature. Saving Throw
MX: Magic Resistance is the percentage A Saving Throw reflects the character’s abil-
X“ = ground speed
chance that a creature is able to ignore the ity to avoid dire consequences based on his
/X = flying speed
effects of a spell cast at it. character class and experience level. The
//X = swimming speed
AL: Alignment indicates the behavior of appropriate number is found on the
( X ) = burrowing speed the monster, whether it is of good or evil
*X” = climbing in a web Dungeon Master’s Guide Saving Throw
intent. table. A Id20 is rolled and any result equal
@ X = climbing in trees X.l?:X.P. stands for experience points, to or greater than the saving throw number
HD: Hit Dice are used to calculate the the points awarded to characters for their is successful. This type of roll is also referred
number of hit points a monster has. This defeat of monsters and winning of treasure. to as a save, and when used includes the
number also determines the THACO of the Recommended experience points to be name of the saving throw column to roll
creature (see below) and saves of a creature. awarded are included in some of the mon- under (e.g., ”save against paralyzation”).
hp: Hit points is the amount of damage a ster descriptions.
creature can take before it is killed. Typical gp: gold pieces
monsters have 1-8 hit points per Hit Die. cp: copper pieces
AD&W Rulebooks
#AT: Number of attacks shows the num- sp: silver pieces Most of the modules in Adventure Pack I
ber of physical attacks the creature is able to ep: electrum pieces can be played with a minimum of AD&D
make during a given melee round. A listing p p : platinum pieces rulebooks. The DM should have the
such as 3/2 means a creature can attack Dungeon Master‘s Guide and the Player‘s
three times every two melee rounds: i.e., Handbook; the Monster Manual is desirable
one attack on the odd melee rounds, and
Ability Checks as well, but not strictly necessary for all
two attacks on the even melee rounds. In an effort to simplify life for both players encounters, since monster statistics and
Dmg: Damage per attack indicates the hit and DMs, and to give a character‘s abilities behavior are outlined in the text. DMs will
point range a creature can inflict after a suc- the importance they deserve, recent TSR find the Fiend Folio@ Tome, Monster Man-
cessful strike. products have made use of a mechanism for ual 11, and Unearthed Arcana helpful; The
THACO: This is an acronym for ”To Hit resolving actions called the Ability Check. Dungeoneer’s and Wilderness Survival
Armor Class 0 (zero).” This gives the num- When asked to make an Ability Check Guides are optional, but may be used if
ber that needs to be rolled on Id20 for that (e.g., a Wisdom Check, a Dexterity Check, desired.

3
sdr

This adventure has been specifically Meleus and the Contest of Worthiness” in an
designed to allow easy integration into an ancient tome. If you choose this option yoii
ongoing campaign, and is short enough to should photocopy the myth and allow the
be played to conclusion in one or two nights players to read it themselves. Reading aloud
gaming. Although intended for a party of long passages to the players slows the game
three to five adventurers of 5th to 7th level, down considerably. The myth is as follows.
it is possible to alter the events and encount-
ers herein to provide a challenging adven- ,ong ago, in an age before the birth of
ture for almost any party. mr grandfathers’ grandfathers, there
The Dungeon Master’s Guide, the Play- vas a wise old king name Meleus, who
er’s Handbook, Monster Manuals I and 11, uled over the distant island of Achea. In
and the Fiend Folio@Tome are necessary for lis younger days, Meleus was a great
play. Unearthed Arcana, Legends and Lore, iero who scoured the land looking for
and the Dungeoneers and Wilderness Sur- ieroic deeds to perform and foul beasts
vival Guides are not necessary, but may be o vanquish. The good king’s heroism
used as desired. Jrought prosperity to the people of
4chea, and won him the favor of the
;oddess Athena, from whom he often
DM’s Information lsked advice. In-the most famous of his
In Blood and Laurels the players compete in nany heroic outings, Meleus, with the
the Achean games described below. The win- 3dvice of Athena, was able to best the
ner of the games is entitled to one request of headed gorgon, a hideous man-ox nal gorgon felled by Meleus, and that he
the Achean king. This provides a device to Nhose breath could turn a man to stone. iad been hiding in the deep catacombs
link the adventure to many campaigns. If the When Meleus was beginning to enter mtside the main city waiting for such an
players are ever in need of a particular item his fourth score of years, he began to iccasion and a chance to avenge his
or service, make it known that the Achean grow weary of his kingly burden and ‘ather’s death. In further retribution he
king possesses the item, or is capable of ren- resolved to groom Arymachus, his x-omised to continue to plague the peo-
dering the service, and relate to them the leg- young son, to become his successor. d e of Achea until Meleus had been dead
end of the games given below. For example, Arymachus had the good fortune to ‘or two hundred years, and then left
suppose the players are told by a powerful inherit a very peaceful kingdom. Long mchallenged.
wizard, whom they hired to help them con- ago Meleus had rid the island of most of Meleus was gravely shaken by his son‘s
struct a magical item, that a wand of fire is its fierce monsters and aggressors, and kath at the hands of this old enemy. He
needed for the item’s completion. The players the prosperity he brought to the land knew he could not rest until this gorgon
can be involved in the adventure by passing won the love of the people for both him- was slain, his son avenged, and his people
along the ancient legends of the games, and self and his family. Achea had not been d e . Though eighty years old, the king
of a peculiar flame-throwing wand that was involved in a foreign war for almost picked up his sword and pilum once again
possessed by an old Achean hero and is now twenty-five years, and the reverence of and tried to prepare to do combat with the
rumored to be in the hands of the Achean its inhabitants won the gods’ favor, beast. No matter how hard he strained,
king. By including exact dates with the leg- bringing them bountiful harvests and however, he just could not find the strength
ends, the players will be able to figure out plentiful fishing waters. in his old bones for fight. In despair, he
that the games are coincidentally scheduled On the day that Arymachus was to called upon Athena for advice.
to take place in this same year. Now all they assume the throne, the people of Achea He cried, ’What am I to do in such dire
need do is find Achea, win the games, and prepared a celebration like no other. straits? My people are again threatened
request the item of the king- probably not there was a huge feast followed by the by the menace of the gorgon, my son and
as easy as it sounds. As another example, revelry and dancing of the townsfolk, only successor is dead, and every day I
suppose the players’ home territory is about and a special sacrifice to Athena, Meleus’ grow nearer and nearer to joining him. If
to be overrun by orcs. Relate to the players patron. Late in the evening, after the Achea is to prosper again, Lady Fortune
the information about the games. In this Acheans were exhausted from their will have to be kind, indeed.”
case, they may decide to travel to Achea, win merry-making, the King finally took the Athena answered him with the radiant
the games, and request that the King send rostrum and prepared to proclaim his splendor reserved for the gods them-
Achean troops,to support them in their strug- son the next king of the land. selves. ”The answer is simple, m y aged
gle. At that moment, the celebration was, friend. You must find a champion, wise
interrupted by a terrible tragedy. A foul and true. Such a man could slay the gor-
The Myth of King Neleus gorgon, identical to the one slain decades gon and inherit your kingdom, bringing
before by Meleus himself, burst into the prosperity to your people.”
There are several methods you can use to mead hall and promptly turned Ary- ”But tell me, great goddess, essence of
relate the legend of the games to the players. machus and several of the king’s own wisdom, where am I to find such a man?
An old sage or bard can tell the tale of the guard to stone. In a thundering voice the The Acheans are a peaceful people. None
Achean games, for example, perhaps for a gorgon claimed to be the son of the orig- are bred for battle.”
small fee. Another option is to have the
players discover a copy of ”The Myth of

4
far the island of Achea lies from your regu- larly dramatic moment the Sybil, or proph-
”Again,the solution is readily at hand. lar adventuring frontier. The island can be etess, closes the banquet by predicting that
Announce throughout the land and grafted onto the milieu as part of a distant, the games will be marked by tragedy.
across the sea that you are to hold a great obscure league of city-states, or part of a rel- The next day begins with encounter 2, the
contest o f worthiness. The winner of atively close democracy, depending on your trial of strength, in which each of the com-
such a contest will earn the right to call campaign needs. Note that Achea is only
himself the most noble man in all the
petitors wrestle each of the others. The
one of a number of small city states in the players face stiff competition in this event
realms, and will be allowed to wear the area. Most of the others are located on small from Theracles, a strong-man from Achea’s
laurel as a symbol o f his chivalry. Such a islands in the vicinity and along a continen- mountainous coast. Later in the afternoon is
noble creature would certainly be willing tal coast. Based on the culture of the ancient encounter 3, the trial of speed, in which
to relieve your people of the burden of Greeks, the lands around Achea should pro- competitors run a twenty-five mile foot
the gorgon, and after he does so you can vide a rich new area for adventuring, and an race. The second day ends with encounter 4,
adopt him, allowing him to inherit your adequate setting for countless adventures in the nightly banquet, in which the players
kingdom.“ the Greek and Roman traditions. have a chance to partake in the celebration
”An excellent proposal, milady, but I The island itself is accessible only by cer- and witness an event that will later provide
feel ill at ease putting my people in the tain sea routes, and you should feel free to an important clue.
hands of a total stranger.” make the voyage as perilous as you like. The third day begins with encounter 5,
“My dear Meleus,“ replied the god- DMs who wish to develop detailed adven- the trial of stamina, in which the competi-
dess, “who better to rule over your pre- tures that take place en route to Achea are tors must scale a dangerous mountain to
ciow subjects than the most noble man encouraged to read Homer’s Odyssey, retrieve a rare plant. During the trial of
in the realms?“ which should provide inspiration for a num- stamina Theracles disappears. The strong-
“Very true. I shall see to it at once.” ber of seaborne adventures in the ancient man has actually been the victim of the
With that, Meleus sent his criers to all the Greek tradition. secret machinations of Drussus, a competi-
city-states of the realms, announcing tor from the nearby Alexandrian Empire.
Athena’s contest. The competition Drussus sent some of the members of his ret-
attracted the bravest and worthiest The Games
inue to ambush Theracles under a rock slide
heroes from all the lands, and Meleus put The Achean games consist of six contests, during the event because of the strong-man‘s
each and every one of them to the test. and take place over a period of seven to impressive showing early in the competi-
The process of selecting a winner was eight days. Anyone is eligible to enter the tion. Drussus, on a mission for his emperor,
laborious, but at last only one competi- games, and a competitor need not compete plans to win the games using whatever steps
tor, Anatius, remained. in all the contests himself. Each competitor necessary, allowing him to request of King
After winning the games, noble Ana- may be accompanied by a retinue of up to Melinore the Princess Emily’s hand in mar-
tius set out to slay the foul gorgon with- five companions, each of whom may be riage. After he has married Emily, the villain
out question, and was able to end the appointed to compete in one or more of the will kill Melinore, ascend to the Achean
creature’s reign of terror by bringing individual contests in the competitor’s throne, and sign the island and all its territo-
back the beast’s head, which was then stead. ries over to the Alexandrian Caesar, who
mounted in the grand banquet hall of The six contests test the competitor’s (and will then have a strong base to use in an
Meleus’ palace. The King found Anatius his retinue’s) strength, speed, stamina, skill, upcoming war against the city-states. The
to be a noble successor, and was more wisdom, and valor. The competitor (or fac- usual nightly banquet will be foregone dur-
than happy to adopt him and step down tion) that wins each of the contests is award ing the evening in favor of a religious cere-
in his favor. Before doing so, however, a noble, or point. The competitors that mony in honor of Theracles.
he made one final decree. In gratitude to come in second or third are each awarded a The games continue on the fourth day
the goddess Athena for her special favor, crown, or half-point. At the end of the with encounter 6, the trial of skill, in which
3 similar competition was to be held in games, the competitor with the most points the competitors fight mock battles with
the land every twenty years in her honor. is declared the victor, and is entitled to wear broadsword and shield. Again the players
The winner of the contest would receive the laurel and make a request of the King. face stiff competition, this time in the per-
the right to wear the laurel and, as a spe- son of Polinexes, a skillful combatant from
cial gift, would be entitled to any one
request of the people of Achea. This is
The Adventure a nearby city-state. Later in the afternoon is
encounter 7, the trial of wisdom, in which
how the great Achean games came to be. Synopsis the players must try to answer a riddle
Since the time of Meleus, the contest has posed by Meno, the king’s philosopher and
been held every twenty years, and has Blood and Laurels begins with the pl.ayers
arrival in Achea, and their presentation of high priest. During the evening there is the
been won by some of the worlds most nightly banquet (encounter 8 ) , during
noble champions and heroes. one or more of themselves as competitors in
the great games. In encounter 1, the players which the competitors are each assigned a
attend a special opening banquet thrown by task of nobility to perform for the trial of
valor. After the banquet, Polinexes will be
the Achean king, Melinore. In addition to
Getting to Achea providing them with a hearty meal, the ban- discovered dead, the victim of a poisoner
quet gives the players a chance to meet their hired by Drussus to insure that the swords-
Blood and Laurels takes place entirely on man‘s fine showing in the trial of skill will in
the island of Achea. Before running the competition and become acquainted with
some of the Achean customs. In a particu- no way upset his own chances for victory.
adventure you should determine just how O n the fifth day encounter 10, the trial of

5
valor, begins as the players set off to slay 15; #AT 1;Dmg by weapon; THACO 20; AI4 from the Alexandrian emperor, and plans to
Maldrach, a foul beast that has been block- LG. Melinore has a broadsword + 1. win the games using whatever means neces-
ing access to a religious shrine-an oracle Melinore is the reigning monarch of sary. If victorious he plans to use his one
located on Achea's southern coast. The Achea and a direct descendant of Anatius, request of King Melinore to secure Emily's
journey to and from the south should take the winner of the first Achean games. hand in marriage, putting him next in line
about two days, and during this time the Melinore is a kind, passionate man, and for the Achean Throne. While in Achea,
players will have to outwit assassins sent by cares for little more than the welfare of the Drussus will do his best to act noble and civ-
Drussus to make sure the players do not Achean people. He has acquired great wis- il, though at times his true cold-hearted per-
challenge him for the laurel. Located on the dom through his long life (he is now more sonality will bleed through.
persons of these assassins is a valuable clue than seventy years old), though his benign Drussus' Retinue: Drussus is the only
which, when pieced together with some- nature makes him, perhaps, too trusting. competitor (with the probable exception of
thing the players witnessed earlier, will tip Emily: AC 10; Move 12"; HD 0 - level the players) to invoke his right to have a
them off to Drussus' plans. human; hp 3; ST 10 IN 13 WS 13DX 13 CN group of followers accompany him.
After all the competitors return from the 10 CH 16; #AT 1;Dmg by weapon; THACO Though he plans to compete in all the events
trial of valor, Melinore adds up the points 20; AL LG. himself, some of Drussus' followers will
and determines a winner. At this time, the Emily is Melinore's fair young daughter, accompany him during the Trial of Valor.
players will be able to accuse Drussus of and the future queen of Achea. She is sel- Also, Drussus will use members of his reti-
treachery, and may have to face the villain dom seen without a smile on her face, and nue to ambush Theracles during the Trial of
in a trial by combat in encounter 11 in order her basic likability has made her the target Stamina, and to pursue and hopefully
to determine the outcome of the games. of marriage proposals from many young destroy the player characters during the Tri-
Drussus, however, still has one more trick Achean nobles. Emily enjoys studying liter- al of Valor. Drussus has ten followers.
up his sleeve.. . ature with Meno, and hopes to one day Assume they all have the following statis-
enter the priesthood. tics.
Timeline Meno: AC 10; Move 12"; CLE 4; hp 24; Assassins (10): AC 7; Move 12"; ASN 4;
ST 9 IN 15 WS 17 DX 10 CN 9 CH 13; #AT hp 20; ST 13 IN 13WS 11DX 16 CN 12 CH
Day 1 1;Dmg by weapon; THACO 18; AL LG. 10; #AT 1; Dmg 2-8; THACO 20; AL LE.
7:OO PM - Encounter 1: The Opening Ban- Meno is the court philosopher and the Assassins have leather armor, shields, and
quet. The Sybil delivers her prophecy. high priest of Athena, the patron goddess of broadswords.
Achea. His wizened appearance is often Theracles: AC 8; Move 12"; FTR 6; hp
Day 2 misleading, and it is not uncommon for visr- 54; ST 17 IN 12 WS 11DX 12 CN 16 CH 15;
1O:OO AM - Encounter 2: The Trial of tors to the city-state to mistake him for a #AT 1; Dmg 2-7; THACO 16; AL NG.
Strength beggar or waif. While performing his reli- Theracles has leather armor and a footman's
3:OO PM - Enlcounter 3: The Trial of Speed gious functions, however, he is always mace.
7:OO PM - Encounter 4: The Evening splendidly attired. Meno likes to spend most Theracles is the powerful son of a shep-
Banquet of his free time discussing philosophy with herd from Achea's mountainous district.
the Achean nobles on the steps of the tem- His entering the Achean games has made
Day 3 ple, and has built himself quite a following. him the pride of his village, and many say he
9:OO AM - Encounter 5 : The Trial of He is a great friend of King Melinore and his is one of the favorites to win. Theracles is
Stamina daughter Emily. Meno owns a pearl of wis- jovial and good-natured, and he will imme-
7:OO PM - Religious Mourning Ceremony dom which was given to him as gift by one diately try to form friendships with the oth-
of his more adventurous students. er competitors. Unfortunately, he will be
Day 4 Typical Achean Hoplite (guard): AC 3; killed by Drussus' men during the Trial of
1O:OOAM - Encounter 6: The Trial of Skill Move 9"; FTR 1;hp 7; ST 13 IN 11WS 11 Stamina.
3:OO PM - Ertcounter 7: The Trial of DX 13 CN 13 CH 11;#AT 1;Dmg by weap- Polinexes: AC 2; Move 9" ; FTR 7; hp 48;
Wisdom on; THACO 20; AL LN. Hoplites carry ST 13 IN 12 WS 10 DX 16 CN 12 CH 12;
7:OO PM - Encounter 8: Evening Banquet banded mail, shield, broadsword, and a #AT 3/2; Dmg by weapon; THACO 15;AL
12:OO AM - Encounter 9: A Discovery pilum (spear). LN. Polinexes has chain mail, shield, broad-
The Hoplites are the elite Achean guard. sword, and pilum (spear).
Day 5 They take their orders directly from King Polinexes is a valiant warrior from Par-
9:OO AM - Encounter 10: The Trial of Valor Melinore, and there are more than fifty of tha, a nearby city-state. The Parthans have
them protecting the main city. a reputation for being very skilled warriors,
Day6-7 and Polinexes is no exception. Like many
Trial of Valor continues. The Competitors Parthans, he has been trained since birth to
become a soldier, and his exceptional train-
Day 8 DNSSUS:AC 2; Move 9" ; FTR 7; hp 42; ST ing and discipline have made him one of the
Reward Ceremony 14 IN 14 WS 13 DX 12 CN 13 CH 9; #AT 3/ finest swordsmen in the land. While not on
2; Dmg 2-8 + 2; THACO 14; AL LE. Drussiis the battlefield he is stoic and reserved, bl.lt
NPC Capsules has banded mail + I and a broadsword + 2 . the players should find him likable enouglh.
Drussus is the players' main adversary in Polinexes will be poisoned by one of Dru S-
King Melinore: AC 10; Move 12"; FTR 2; this adventure. As explained in the DM sus' hirelings just after the Trial of Skill.
hp 13; ST 11IN 13 WS 16 DX 12 CN 12 CH Synopsis, Drussus is on a secret mission

6
AUeyn: AC 4; Move 9’’ ; RGR 4;hp 30; ST where they are going or why, they won‘t King, and Meno. The townspeople then
13IN 13WS 14 DX 11CN 14 CH 13; #AT 1; hesitate to answer cheerfully. If the players take their places at long tables arranged in a
Dmg by weapon; THACO 18; AL NG. ask how they can compete in the games they circle around the main banquet table.
Alleyn has chainmail, shield, longsword, are told simply to follow. The food at the banquet is of the highest
and dagger. The parade finally arrives at the king‘s quality, and the players will be quite satis-
Alleyn is a ranger from the regular cam- palace where Meno, Emily, and Melinore fied with it. After the meal, the entertain-
paign area that was shipwrecked on a small are waiting at a balcony. With a flourish, ment begins. The women of the town will be
island just south of Achea. After arriving on King Melinore declares the games open to led in dance by Emily herself, and some of
the island, Alleyn fell in love with the way all and asks any would-be competitors to the best Achean poets come forth and deliv-
of life, and decided to give up any chance to step forward. The five competitors er their epics. Eventually the banquet
return home. Lately, he has become the self- described above then declare their nnten- decays into general revelry, with the women
appointed guardian of a small farming com- tions, one by one. The players should feel laughing and swapping stories while the
munity, and has won acclaim by defeating a free to jump in whenever they wish. As each men gamble.
number of horrible monsters and invaders. competitor comes forward he is greeted by During the banquet the players are seated
Alleyn is kindly and solemn, and there is a cheers from the crowd, and hoisted off his next to Theracles, who introduces himself,
certain air of the romantic about him. he is feet by the townspeople. If role-played well, describes his background, and asks that the
really only entering the games for the joy of this scene can be very dramatic. It is recom- players do so as well. It is very important
competition, and does not expect to win. mended that only one PC be allowed to that you have Theracles reveal to the play-
Phaedythro: AC 4; Move 9”; FTR 4; hp compete in the games directly, but experi- ers that he is from the mountains, as this
24; ST 12 IN 12 WS 13DX 13 CN 13 CH 14; enced DMs that are willing to expend a little provides them with a clue for later.
#AT 1; Dmg 1-6+l; THACO 18; AL CG. time and effort can allow as many players as
Phaedythro has banded mail and a spear desired to enter. A Friendly Dart Game
+1. After all the competitors have announced While the festivities are going on, the
Phaedythro is a prince of Corthia, a near- their intentions, King Melinore orders his players should feel free to participate. If
by city-state. He is competing in the games guard to open the gates of the palace so that they wish, they can gamble with some of the
to represent his people, though he doesn’t the opening banquet can commence. In the local townsfolk (see DMG, Appendix F) or
expect to win. His regal background is obvi- courtyard a huge feast is already laid out. some of the other competitors. Theracles
ous, and he is a master of protocol and man- The townsfolk carry each of the entrants to produces something akin to a dart board
ners. In battle he is brave and unrelenting. a special table at the head of the banquet; it and challenges all the competitors to a game
seats the competitors, their retinues, the he calls “Coyns.” The object of coyns is to
Encounter Key ICHEA
1. The Opening Banquet
Read this to the players as they approach
the island.

Ahead you can see land: a large, rocky


island. Surrounding it is a light mist
which seems to set it apart from the rest
of the world. There is something differ-
ent about the island that just can’t be
pinned down. It is a foreign island, an
alien island. It is an island of legends and
heroes.
What sort of hearty people could have
build those splendid structures high on
the coastal mountains? This is it, all
right. You have finally come to Achea.

The players will have no problem landing


their vessel on the beach near the main city,
and once they do so and debark they find
themselves caught up in the middle of a
large parade in celebration of the games.
The parade goes from the harbor and up the Path
steps of the Acropolis to the royal palace.
There are more than three hundred Acheans Villages
participating in the parade, most of them
U= 2 miles
singing, laughing, and playing musical
instruments. If any of the Acheans are asked

7
Mountain Encounters Trial of Stamina. Cave Level
Roll Description

1-4 No Encounter
5 Fierce mountain wind: no move-
ment possible for 1-3 turns.
6 Twist Ankle: move at half speed for
the next 1-3 turns.
7 Volcanic Pressure: Vent of hot
steam bursts forth in character’s
path. ST vs. Breath or take 2-12
points of damage. If character is in
scrub terrain, treat as 8, below.
1 I
8 Amphisbaena: An amphisbaena
rolls down the mountain slope and
attacks. If the player is in an ava- level (see below). only in this particular place. The Lotus is the
lanche zone, treat this encounter as 4. Cave-Ins. The cave-ins are undetectable object of the competitors‘ quest.
an avalanche instead. Amphisbae- areas of loose dirt and rock lying above the
nu: A C 3; Move 12” ; HD 6; hp 18; hollow tunnels of the cave level. For every Cave Level
#AT 2; Dmg 1-3/1-3; THACO 14; turn a character moves on a cave-in area There are four entries to the cave level:
S A two heads, poison; SD unaf- there is a 15% chance of the ground giving areas 3c, 4a, 4b, and 6 above. In all areas
fected by cold attacks; A L N. way below him, causing him to fall 30 feet but 6 the player falls 30 feet down onto hard
to the cave level below. stone (taking the appropriate damage) and
Mount Moriah 5. Mountain Stream. A hollow on the slope finds himself in a long, dark corridor. Each
Each of the special areas on the mountain of Mt. Moriah serves as a natural reservoir of these corridors eventually lead into the
slope are described below. The straight lines for rain water, which flows down the slope two main caves described below. The natu-
represent sheer cliffs. Such cliffs cannot be and into a nearby valley. The water in the ral stairs in Cave #2 that lead up to area 6
climbed by non-thieves unless the DM is pond is superheated by the nearby volcanic are the only natural way of climbing back to
using The Dungeoneerk Survival Guide. All vents and is scalding hot. Any character the surface.
cliffs are forty feet high. that enters this water takes 6d6 points of 1. Ant Cave. This cave is used as a refuse
1. Loose Rocks. On the northeast and bum damage with no saving throw, though area by a colony of giant ants that has made
southwest faces of Mt. Moriah there are anyone with magical protection against fire its nest in a series of small wormholes found
dangerous accumulations of loose rock and is allowed a -2 modifier to each die of dam- on the south wall of the cave. As the player
rubble, that occasionally tumble down the age with a minimum of one point per die. enters the cave he will encounter four work-
slopes. The area depicted on the map By the time the water leaves the pond and er ants and one warrior ant. In the main nest
between the dotted lines is an avalanche enters the stream it is much cooler. The he will find the skeleton of an unfortunate
zone. Any time the player is in such a zone stream area is a spawning ground for giant carbuncle that happened to fall down one of
and the result of the random encounter die crayfish, and it is 60% likely that any char- the cave-ins. Still imbedded in the small car-
roll is an 8, there is a minor rockslide and acter that moves within 30 feet of the stream buncle’s skull is a gem of 100 g.p. value.
the character takes 2-12 points of damage. will encounter 1-2 of them. Worker Ants (4):A C 3; Move 18” ;HD 2;
ST vs. Paralyzation for half damage. Giant crayfish (2): A C 4; Move 6” //12“; hp 7 each; #AT 1;Dmg 1-6;THACO 16; SA
2. Scrub. Such areas represent regions of HD 4 +4; hp 12,12; #AT 2; Dmg 2-12/2-12; sting; A L N. Warrior Ant: HD 3; hp 11;
thick brush and undergrowth. All charac- THACO 15; A L N. Dmg 2-8; all other statistics as above.
ters moving through scrub are slowed to 6. Sinkhole. A set of natural steps leads 30 Scattered about the cave are skeletons
50% of their normal movement rate. feet directly down from this location to the and carrion left by the ants. From time to
The amphisbaena often make their nests cave level. time the ants have victimized the occasional
in the scrub, and any random encounter 7. Volcanic Vents. This is an area of great foolhardy human and anyone digging
rolls made while in such terrain are twice as seismic activity on the mountain. The through the rubble has a 15% chance per
likely to produce an amphisbaena encount- region is covered with scalding steam gey- turn of finding ld8 sp.
er (statistics given in the Mountain Encount- sers and hot volcanic ash. Any character 2. Otyugh Chamber. This cave is inhabited
er table. moving through this area suffers ld8 points by a young otyugh that feeds on the carrion
3. Crevice. The crevice is a large crack that of damageper turn unless he or she can save in the antechamber and the occasional slow
runs along the slope. Its width varies along vs. Breath Weapon. ant. Scattered around the chamber are
its length from 6 to 15 feet. The crevice can 8. Mountain Top. Mt. Moriahs pinnacle skins, bones, scraps of metal and cloth, and
be bridged by inventive players, or jumped offers an ironically beautiful view of the crumple papers. Among the crumpled
by thief-acrobats (or any other class if the Achean wilderness and the main city. Grow- papers is a scroll containing two magic user
DM is using the DSG). Anyone who falls ing all over the pinnacle is a curious root, spells: lightning bolt, and blink.
down the crevice falls 30 feet to the cave the Golden Lotus, which has been found Otyugh (1): A C 3; Move 6”; HD 6; hp 20;

10
#AT 3; Dmg 1-811-812-5; THACi
disease; AL N.
In the south part of the chamber
of natural stairs that lead up to tht
When extremely hungry, the otyuE
out of the cave in search of game.

The Final Fate Of Theracles


After several hours, all of the cor
but Theracles have returned from tl
taintop. After a while Meno sugg
the competitors organize a searc
Drussus agrees and volunteers to 1
players may accompany the tean
wish. Melinore places a party of
lites at the search team’s disposal.
Eventually the team comes across I nera- poses a riddle and the first competitor to
cles’ body buried under a rockslide on the answer is awarded a noble. It is impossible If more than one player is competing in
northwest face. The rockslide was actually to earn a crown in this event. During the the games the DM will have to design one or
engineered by a group of assassins from contest only the competitor himself (or any more additional quests. During the Trial of
Drussus’ retinue who were planted on the one member of his retinue he designates in Valor it is permissible for the competitors’
mountain before the competition began. advance) is able to speak. The competitors retinues to accompany and assist them.
The fact that Theracles was from the moun- are not allowed to consult with their fol-
tains and had a lot of climbing experience lowers or each other in any manner. Meno‘s 9. A Discovery
(which the players learned during the open- riddle is presented below. The players are awakened in the middle
ing banquet) should probably lead them to Easy to carry, hard to hold of the night by a sharp scream coming from
suspect foul play. This thing abounds, a5 it is told. just down the hall. When they rush to the
Weaker than tin, stronger than steel, scene they find a servant boy standing over
6. The Trial of Skill To it the mighty mountains kneel. the body of Polinexes, who is dead in his
It never walks, but often runs, quarters. Melinore, Meno, and the competi-
It has been a mere fifteen hours since the And now it seems I‘m out of puns. tors soon arrive. Meno pronounces
Trial of Stamina and Theracles’ tragic The answer to the riddle is water. Read Polinexes dead of natural causes (“May the
death, but already you are being led out the riddle and allow the player (or players if gods smile upon his soul”).
onto the combat field once again for the more than one of the PCs are competitors) a Actually, Polinexes has been poisoned by
Trial of Skill. The crowds of townspeo- chance to answer. If none of the players are a member of Drussus’ retinue who was able
ple are back, but they seem much more able to respond after a suitable time has to slip the venom into his water jug during
subdued. passed, Drussus will shout out the answer the banquet.
In this event you will face each of the and win the contest.
other competitors in a mock sword and 10. The Trial of Valor
shield duel. The victor is the competitor 8. Nightly Banquet
that amasses the most victories. May In order to successfully complete their
The third day ends with a banquet similar to task, the players must travel to the oracle at
Athena be with you. those held before the games (encounter 1) Pylum and defeat the cruel Maldrach, who
and on Day 1 (encounter 4). The banquet has killed the resident priests and made the
The Trial of Skill is very similar to the Tri- again features excellent food and the danc-
al of Strength from encounter 2. The only oracle’s shrine his home, preventing any pil-
ing of the townsfolk, but the mood i:; som- grims from asking the oracle’s advice. King
exception is that the competitors are now ber due to the passing of Theracles, it local
fighting with sword and shield. The swords Melinore provides the players with any pro-
favorite. Towards the end of the banquet visions they need to make the journey,
are made of wood and have been dulled so Melinore makes the following speech.
that they do no actual damage. Treat them although horses are prohibited by the rules
as short swords, and simulate the combats of the games. Before they leave, Melinore
Noble competitors. Tomorrow begins warns them that they will be traveling
as per AD&D@combat rules. The winner is
the Trial of Valor, the final event in the through a very dangerous area. Just north
the first one to knock his opponent uncon-
scious by reducing him to below zero hit games. I will assign each of you noble of the woods that separate the area around
points. All damage suffered is stun damage, tasks which should occupy yourselves the city from the rest of the island lies an
and is automatically healed at the end of the for the next days. The noble will be uninhabited region which serves as a hunt-
match. During the match the use of armor awarded to the first person who returns ing ground for several strange beasts.
and any equipment other than the swords hence; the crowns to the next two. The players are able to cover approxi-
Polinexes, you are to travel to thc vil- mately thirty miles per day. While they are
and shield provided is prohibited. The
lage of Stmymphalia on the eastern sea- traveling, roll ld4 for an encounter three
results of the bouts between the NPC com-
times per day-once in the morning, once in
petitors are listed below:
the afternoon, and once in the evening. A Clito: AC 7; Move 12”; M-U 5; hp 18; ST
roll of 4 signifies an encounter. Roll again on 9 IN 17 WS 8 DX 17 CN 8 CH 11; #AT 1;
the Achean Random Encounters table. Dmg by weapon; THACO 20; AL CE. Clito
is permanently insane. He knows the fol-
Achean Random Encounters lowing spells.
Level 1: Magic missile (d), shield
Roll Result Level 2: Invisibility, ray of enfeeblement
Level 3: Phantasmal force
2 Tri-flower Fronds (1-4): AC 9; Move There are only two items of any value in
0; HD 2+8; hp 16, 13, 12, 11; #AT Clito’s cottage: his spell book (containing all
Special; Dmg Special; THACO 16; his spells listed above), which is carefully hid.
SA sleep/dissolve/drain (see MMII, den under a loose floorboard under his bed
p. 121). and a 25 g.p. gem fitted into Alpha’s collar.
3 Griffons (1-2): AC 3; Move 12”/
30”;HD 7; hp 35,30; #AT 3; Dmg 1- The Oracle
4/1-4/2-16; THACO 13; AL N.
You come to the top of a gentle slope. Just
4 Mantrap (1):AC 6; Move 0; HD 8; up ahead you see the object of your
hp 40; #AT 3; Dmg Special; THACO quest, the oracle at Pylum. The oracle
12; SA ST vs. Poison or fascinated, shrine was once, no doubt, a very beau-
damage inflicted is points equal to tiful building, though now it has been
victims AC per round; AL N. ahead they make out the outline of a small
cottage. fouled by dirt and refuse. Many of the
5 Giant Scorpions (2): AC 3; Move If the players proceed to the cottage and ornately carved Ionic columns have col-
15”; HD 5+5; hp 25, 18; #AT 3; ask for shelter, they are met by a wizened lapsed, and more of the stuccoed marble
Dmg 1-10/1-1011-4; THACO 15; SA old man wearing spacious robes. The old tiles lie on the ground next to the shrine
poison; AL N. man introduces himself as Clito, and seems than remain attached to the walls.
happy to have the adventurers as guests. As you approach the shrine you hear a
6 Wild Boars (2-5): AC 7; Move 15”; low, rhythmic wheezing. Maldrach, per-
His cottage is a small, two-room affair (bed-
HD 3 + 3; hp 20,18,16,13,8; #AT 1; haps? The flooring of the shrine around
Dmg 3-12; THACO 16; SD fights room and common room) with a fire place
and chimney. In the common room are sev- the entrance is badly scuffed. What
down to -6 hp; AL N. could have come in through here?
eral bookshelves holding many unintelligi-
7-8 Ogres (1-4): AC 5; Move 9”; HD ble books, a table, five chairs, two
4 + l ; hp 25,18,17,13; #AT 1;Dmg cupboards, and two chests. In the bedroom 1. Entry Chamber
1-10; THACO 15; AL CE. are a bed, a desk and a dresser. This area was once the main entrance to
9-10 Giant Wasps (1-3): AC 4; Move 6”/ If asked about the books, Clito claims to the shrine. It was splendidly decorated by
be something of a scholar. He prefers to live elaborate tile mosaics and ornate tapestries.
21” ; HD 4; hp 21, 16,12, 11;#AT 2;
Dmg 2-8/1-4; THACO 15; SA poi- where he does because it is isolated, allow- Now, however, most of the tiles are
ing him more time to himself and his stud- smashed and the tapestries are ragged and
son; AL N.
ies. His only companions are his two dogs
moth-eaten.
11 Troll (1):AC 4; Move 12”; HD 6 + 6; Alpha and Omega. Clito offers the group Maldrach now uses this area as a pen for his
hp 28; #AT 3; Dmg 5-8/5-8/2-12; lodging for the night and converses with cattle. There are currently 75 sheep in the
THACO 13; SD regeneration; AL them for a while. During his conversation chamber. At the first sign of any disturbance,
CE. his mind tends to wander, but he seems lik- such as loud noises, strangers pushmg their
12 Harpies (1-4): AC 7; Move 6” /15”; able enough. way through the room, etc., the sheep slowly
Dogs (Alpha and Omega) (2): AC 6; start making noise, alerting Maldrach.
HD 3; hp 18,13,12, 7; #AT 3; Dmg
1-3/1-3/1-6; THACO 16; SA charm; Move 12”; HD 2 +2; hp 1 4 , l l ; #AT 1;Dmg Sheep (75): AC 8; Move 9“; HD 1;hp 4
AL CE. 1-8; THACO 16; AL N. each; #AT 1; Dmg 1-2; THACO 19; AL N.
After a while Clito asks the players if they Movement is limited to 1”as long as sheep
Space necessitates that the above be pre- are hungry and would like some soup. He are penned.
sented as the mere bare bones of an encounter. goes out behind the cottage, brings in a large Maldrach breeds the sheep as a source of
Enterprising DMs are encouraged to add iron cauldron, and suspends it in the fireplace. food. Every afternoon he takes the sheep out
details to each of the encounters above. In Clito happily begins to add water and vegeta- into the meadow for some time to graze. Their
addition to the above, the players will also bles to the cauldron, chatting with the players presence in the entry area has destroyed any-
face two planned encounters, one on the way all the while, telling them how much he loves thmg of value that was stored there.
to the oracle, the other on the way back. good soup. He finally proclaims, “Thereis just
one more ingredient-the meat!” He rushes 2. Priests’ Quarters
The Mad Wizard the adventurers with his cleaver while setting This room used to serve as the living area
Just as night begins to fall on the first day Alpha and Omega on them. During the battle for the two priests who tended to the shrine.
of the players’ journey, a fierce rainstorm he will comment on what tasty morsels the All the furniture in the room has been
will strike, drenching them. On the path up characters should make. smashed. Maldrach uses the chamber as a

12
refuse disposal area. Scattered around the claiming to be lost and asking for directions. insinuates that the players were involved in
room are several sheep bones, smashed When the players come into range, the assas- Theracles’ death as well. In this case, too,
wine caskets, pieces of rotting meat and sins try to strike with surprise. Their statistics Melinore declares a trial by combat to deter-
moldy cheese, and the skeletons of the two are as listed under Drussus’ retinue. mine the true champion. If the players have
priests whom Maldrach has devoured. The assassins are carrying no clues to not figured out that Drussus was involved in
Mixed into the garbage are 65 g.p., 2 silver their identity, and the only items of value the killings, or can present no real evidence of
necklaces worth 10 g.p. each, and a ring of they have on their persons are 10 g.p. each. this, they will just have to go home and accept
featherfalling which was worn by one of the If the players examine the gold, however, defeat.
priests. Tucked in one corner of the room is they notice that the coins were minted in the
a cask of fine wine (worth 25 g.p.), which by Alexandrian Empire. This, combined with The Duel
some miracle Maldrach seems to have the conversation overhead between I>russus The rules of the games state that nay dis-
missed. and Theracles in encounter 1, should pro- putes must be settled by combat. If either
vide the players with all the clues they need Drussus.or the players accuse one another
3. Oracle Chamber to deduce Drussus‘ treachery. of treachery and the other denies the accusa-
At the head of this room is a tarnished sil- tion (Drussus will), Melinore declares a trial
ver altar which once served those wishing to Winning the Trial of Valor by combat. Drussus then escalates the situa-
make sacrifices to the oracle. This room, No matter how fast the players are able to tion by challenging his opponent to a battle
too, was once decorated with ornate friezes return to the city, Drussus has beaten them to the death. If the opponent refuses he
and tapestries, and they now lie in a condi- back and is awarded the noble. If the play- automatically wins.
tion similar to those in the entry chamber. ers are able to return successfully they auto- The duel is fought immediately, before
Now the decor consists entirely of half- matically come in second place and are the gathered townsfolk and the King. Only
finished casks of wine and haunches of awarded a crown. one member from each faction is allowed to
meat. As the adventurers enter they find the participate in the battle. Drussus fights for
cyclops Maldrach sleeping in the center of 11. Trial by Combat himself. All weapons and equipment are
the room, snoring loudly. permissible. If after three rounds Drussus is
Maldrach (cyclops): AC 3; Move 15”; King Melinore waits for one day after the losing, he reaches into a fold in his armor
HD 8; hp 49;#AT 1;Dmg 3-18; THACO 12; players return from the Trial of Valor, and and produces a small dagger. The dagger is
SA hurl rocks; AL CE. then announces that Alleyn and Phaedythro coated with Type D insinuative poison.
If the characters manage to get past the both failed to return from their assigned Whoever wins the trial by combat wins the
sheep in the entry chamber without alerting tasks and must be presumed lost. He then games, and is awarded with the laurel and
Maldrach, they automatically gain surprise. makes that following announcement before the request. If the player manages to defeat
In Maldrach’s personal chamber there are the townspeople and competitors. Drussus, he confesses his crimes just before
no valuable items save for a dagger +I he ~

the moment of his death and details the


took from a passerby he killed. He is now Alas, the meaning of the Sybil‘s prophecy plans of the Alexandrian caesar.
using the dagger as a toothpick. is all to clear to us now. These games
If the players manage to kill Maldrach, have indeed been wrought in tragedy, The Reward
the room will suddenly be filled with a low with only two of our original competi- If one of the players won the games, he is
humming, and the oracle will burst into life. tors remaining. But let the occasion of indeed entitled to any one request of the
These words seem to come from nowhere: the crowning of a new victor be a happy Achean king. This can range from provid-
“Thank you for liberating me from that one. We must moue ever on in life i f w e ing military support to obtaining some item
foul beast, m y friends. In return for your are to possess virtue. in the King‘s possession. In addition, the
kindness, 1grant you one prophecy.” The winner of the games is indeed a player is entitled to wear the laurel, which is
The players are now entitled to the effects fine and worthy person. Step forward, a sign of great respect in the area around
of one augury spell as though they had cast (victor‘s name), and receive the laurel. Achea.
it themselves. Ask your request of the Achean people
and king. If there are any here who 70ish Glossary
Drussus‘ Assassins to refute the championk nobility, let him Achea - The name the ancients gave to
After leaving the city for Pylum, the par- too come forward. the Greek mainland.
ty is followed at a very discreet distance by a Hoplite - A heavy foot soldier. The Hop-
group of assassins from Drussus’ retinue. There are two situations that can occur at lites usually wore sturdy breast-
There is one for every player character in this point. Either Drussus won, or one of the plates and greaves and fought
the party. Drussus has ordered the assassins players won. If Drussus won, the players have with spears and swords.
to kill the adventurers to remove any a chance to accuse him of treachexy and oracle - A divine manifestation from
chance they have of winning the games, just present their evidence. Melinore then initiates which pilgrims would often seek
as he had Theracles and Polinexes killed. a trial by combat as explained below. If one of advice from the gods.
They will wait until after the characters con- the players won, Drussus comes forward and pilum - A short spear akin to a javelin.
front Maldrach, and will probably attack accuses him or her of murdering Theracks and Treat pilums as javelins as per the
them on the road back to the city. Polinexes. Drussus produces a member of his AD&D@game rules.
The assassins are disguised as foreign mer- retinue that swears he saw one of the adven- Sybil - Prophetesses who were part of
chants, traveling in a caravan. At the appro- turers carry a fresh water jug into Polinexes’ the ancient Greek religious hier-
priate moment they show themselves, room just before laced with poison and then archy.

13
The Circus of Gandolfo is designed for up graveyard to collect bodies and body parts Fun at the Fair
to six characters of 6th to 9th level. It is to be stitched together in the creation of Within hours of the fair's opening, the
playable as a stand-alone adventure or as Gandolfo's freaks-which aren't really grass of the fair-site has been worn away,
the beginning episode in an on-going cam- freaks of nature, but the product of science leaving a hard-packed dirt surface. Rains
paign. Characters of any level can be and magic. which drench the site from the very first day
included without too much trouble; during That same night, the animal trainers let turn the site into a huge mud-puddle, but
the course of play, the PCs will likely be loose their animals, causing panic in the that doesn't faze the revelers: it just makes
stripped of all their abilities and spells, mak- streets, so the acrobats can round up living the reveling a little dirtier.
ing the adventure a test of creativity rather specimens whose minds Gandolfo uses to The fair was thrown together hurriedly,
than firepower. bring his patchwork freaks to life. and walking around in it is like finding one's
The weakened PCs regain their abilities The player characters can confront Gan- way through a large maze. The outer edge
gradually, according to a schedule described dolfo any time they think they've figured of the fair is a dense jumble of booths in
below. If they finish the adventure quickly, out his scheme-and find themselves fight- which merchandise is offered for sale by
when they are weakest, they will get lots of ing his entire circus. merchants-some honest, some decidedly
experience; if they wait until they're back up If the player characters avoid falling into crooked.
to full strength, they get virtually no experi- Gandolfo's clutches, they can follow him to Here the PCs have little trouble finding
ence at all. his fortress and try to free the captives and most any item or service they want, as the
defeat the villain. fair attracts merchants of all sorts from all
In a11 likelihood, however, they will be parts of the country-there are armorers,
DM's Information captured by Gandolfo and awaken in the physickers, food vendors, rug merchants,
Synopsis castle. There, they'll find that Gandolfo has and the like.
turned them into freaks. The players must The DM might want to encourage players
The Circus of Gandolfo begins in a small figure out what has happened to them, how to send their characters to fortune-tellers,
town. This can be any town-the PCs' to reverse the process, or, at the very least, head-bump readers, and other seers. Some
home, a town they happen to be passing how to survive in their new, deformed of the soothsayers give accurate clues about
through, or whatever. The town is prepar- bodies. Only then can they defeat Gandolfo what is to come in the adventure:
ing for its annual Fall Festival, held on a in his stronghold. "You can learn much in the freak show
grassy field nearby. The fair is about the There is one other complication: word is tent. I can say no more."
most excitement the area ever sees, and peo- out all over the kingdom that the Princess "I see a stone... a stone will be your salva-
ple come from far and wide to take part. has been kidnapped. The King has offered a tion.''
That means lots of strangers-and lots of sizable reward for her return. Gandolfo is "Know the difference between reality and
opportunities to get into trouble. responsible for the Princess' disappearance. illusion-such knowledge may be your sal-
Among the newcomers to town is the His plan was to use her to coerce the King vation."
circus-owner and illusionist, Gandolfo. He into granting him the Princess' hand in mar- Other seers get players worrying about
has brought his troupe of clowns, acrobats, riage, making him next in line for the utter nonsense:
animal trainers, and wild animals-and his throne. He transferred her mind into the "Trouble awaits you in the big-top."
freak show-with him. The freak show is body of a freak, and threatened to leave her "Beware of short women."
more hideous than any the PCs have ever trapped in a strange, hideous body unless "Astranger will bring you riches."
seen. the King acceded to his "requests." The Within the outer circle of booths is a circle
Like everyone else in town, the PCs spend King's choice is simple: gain a son or gam a of competitive booths and magical rides.
a day at the fair, checking out various freak daughter. During the course of their Here PCs find ring tosses, archery booths,
attractions and interacting with shop- investigations, the PCs will stumble across and ten-pin games-all crooked. Here is a
keepers and other carnies. That night, they this plot and may be able to do something golden opportunity for a little intra-party
stumble upon a grave-robbing scheme. about it. competition, or some warm-up fighting
Clues point to Gandolfo's involvement in with crooked booth owners (or town police
the robbery determined to prevent bloodshed).
As the PCs deal with the activity in the The Adventure The rides in this part of the fair are quite
graveyard, several circus animals run amok It is fall. The leaves are turning and the marvelous: huge ferris wheels powered by
through the streets of the town. Gandolfo's nip in the air is a welcome relief from the magically-enlarged hamsters; mock train
animal handlers try to recapture the beasts, heat of summer. It's time for the annual Fall rides which, through the use of painted
but PCs notice acrobats from the circus Festival, celebrating the year's good har- backdrops and illusion spells convince
using the confusion to sneak into town and vest. The whole town is abuzz with excite- "travelers" they are passing through the var-
carry off children, drunks, the feeble- ment. ious planes of existence. (An interesting
minded, and any troublemakers (like the The fairground-a grassy field just out- adventure might involve actual magical tra-
PCs) who get in their way. side of town-is hopping. Merchants and vel among the planes-and random
Obviously, Gandolfo is behind all this. farmers from all around have made their encounters with the denizens of those
His scheme goes like this: way to the town in order to sell their wares planes. )
The circus enters town. The show goes at the festival. Fortune-tellers, con-artists, The shops, competitions, and rides can
on, wowing the locals, and Gandolfo makes and thieves arrive, too, ready to fleece the provide random encounters with friend and
some money. Long after everyone's gone to unwary. But most exciting of all is the news scum alike, but the real excitement lies with-
bed one night, his clowns head for the that a traveling circus is on the way. in the inner circle. There, fair-goers find the

14
huge, brightly-colored tents of Gandolfo’s think Gandolfo had something to hide . . .
circus and freak show. A barker works this tent entrance, occa-
sionally calling out freaks from inside to
What the PCs Can Learn parade around on a small platform by the
Allow the PCs to wander around the fair, entrance. (”Here’s a sight you won’t soon
attend the circus, interact with NPCs to forget: Shara the walrus-woman, actually
their hearts’ content. Eventually, they’ll be born of man and woman!“) The crowds-
led to Gandolfo‘s circus by events which fol- and pickpockets-are thick here.
low. If, at any time, the players ask around Inside, customers who surrender a copper
about Gandolfo and his circus, they learn are herded into a section of the tent contain-
very little-he’s a mystery man. None of the ing a dozen figures in costumes of several
carnies know much about him and many countries and several historical periods. A
wonder how he makes enough money to second barker informs the crowd that these
support himself and his troupe. Some think are wax figures of heroes, villains, and
he’s got to be crooked. prodigies from history (in original cos-
Many of the carnies and townsfolk are tume). The common response to this display
convinced Gandolfo is a sorcerer who uses is ”Big deal-where are the freaks?”
magic to keep his troupe in line. His freaks? The freaks are in a section of the tent
They must be magical. He must polymorph A narrow canvas tunnel leads from the immediately behind the display of wax fig-
animals into things resembling men, and animal area into the big top. This tunnel is ures. Passing through a curtained entrance-
men into things Mother Nature never always guarded by three burly animal- way, PCs find filthy pens circling the rear of
dreamed of. handlers armed with whips. They have two the tent. A large stake is driven into the
If the PCs check, most of the freaks are jobs: to keep animals from escaping, and to ground in each pen, close to the canvas of
not what they appear to be-they‘re perma- prevent anyone from sneaking into the big the tent. A rope leads from this stake to a
nent illusion spells. A few, however, are all top. manacle clamped to the neck of the freak in
too real (though by no means natural, as Inside, the audience sits on box section the pen. The freaks sleep on straw-covered
Gandolfo claims). These are the unfortu- bleachers arranged around a single circus 2x2x6-foot boxes. (The boxes, used to store
nate victims of Gandolfo’s ”scientific”inqui- ring. There, three performances a day are tools, ropes, and the like when the circus is
ries. These freaks don’t detect as magical held. The old wizened Gandolfo acts as on the road, are empty during the circus’
and polymonph other, dispel magic, and ringmaster, introducing acrobats, clowns, run.)
other spells players think might help, won’t. animal acts-the usual circus fare. Curi- There are about fifty freaks on display:
The most common topic of conversation ously, Gandolfo’s circus is quite ordinary: minotaur-like creatures, beasts with human
at the fair is the Princess’ disappearance. the clowns are awkward, graceless, and bodies and bloated insect-heads, gigantic
About two weeks ago, she was snatched unfunny; the acrobats are skilled, but lack snakes with human heads, and many, many
from the castle and the whole kingdom is up flair and imagination; the animal trainers more. All are alive, as advertised, and
in arms. She was scheduled to marry the can make their charges jump through patrons can gawk at them, taunt them, feed
Prince of a rival kingdom and, if she hoops, but Bungle, the town drunk, can them, even touch them (if they dare get
doesn’t, war will result. As far as anyone in make his dog do that. The performers seem close enough).
town knows, she disappeared without a to be going through the motions before suit- The freak show is made particularly hor-
trace-some even think she ran off to avoid ably unimpressed audiences. rifying by the constant pleading of the
the marriage. (In fact, Gandolfo’s acrobats If the PCs investigate the big top, they’ll freaks. “Help me,” they cry. ”Trapped,”they
sneaked in later one night and spirited her find nothing of interest beyond the fact that say. ”Evil magic make me like this,” they
away.) Gandolfo’s guards are quite alert. The circus claim.
guards will discover them sneaking about in If PCs want to sneak into the freak show
Gandolfo’s Circus the tent and try to kick them out. If the PCs tent, remember that it is always guarded
resist, play out the fight. If the party wins, and Gandolfo’s guards are ever vigilant.
The Big Top: The larger of the two tents is they can continue their investigations (but Once inside, however, they’ll find them-
home to the circus. The entrance to the big there‘s still nothing to find here). If the party selves in the freak section in back or the wax
top is on one side of the tent (call this the loses, go to You Don‘t Feel Quite Like Your- works in front.
”front“).This entrance is manned by a fast- self, page 18. If they enter from the rear, they emerge in
talking barker/ticket-seller, a couple of The Freak Show and Wax Works: The cir- a pen with one of the freaks. Most of the
clowns, and six acrobats in full costume. At cus of Gandolfo may be ordinary, but the freaks seem oblivious to the PCs’ presence.
the least hint of trouble the barker signals to freak show in the second tent is anything Six of them, scattered around the tent,
the clowns and acrobats, who descend upon but. respond with pathetic gibbering.
rowdies and pound them quite efficiently There is only one entrance, and it is The gibbering freaks are quite stupid, but
into pulp. always guarded by two giants (actual they’ll insist they weren’t always freaks,
Animals are kept in cages and in the tent. giants, if the DMs game world allows them, that Gandolfo is evil, and that lightning and
These can include lions, elephants, gorillas, really big humans if it doesn’t). During the rocks are the source of their troubles-most
and so on, or more unusual creatures like day, a dozen tough guards stand watch of their gibbering sounds like nonsense.
dinosaurs, hydras, or whatever’s appropri- around the perimeter of the tent. At night, (The gibbering freaks are, in fact, the vic-
ate in your game world. half that number guard it. You’d almost tims of experiments conducted by Gan-

15
dolfo. The others are nothing more than the The bottom drawer of the dresser is makeup-and that she was to bring the
results of permanent illusion spells cast by locked and trapped. The lock must be money to one of the circus wagons. If the
the illusionist. 1 opened and then each drawer, from top to groups pursues matters, Jane tells them that
Beyond the fact that most of the freaks bottom, must be opened in that order, or a her mother and father died not long ago,
might as well be dead to the world, search- gas is released which knocks intruders out in and their remains were recently laid to rest
ing the freak show reveals nothing of inter- three melee rounds. The gas dissipates in ten in the town graveyard.
est. Searching the wax works is more minutes. (A save vs. poison aIlcIWS PCS to The players shouldn't have to think too
productive. The "wax" figures aren't wax at escape unharmed, but without iany know- hard to figure out that the men were after
all: they're people who seem alive and yet ledge of what's in the drawer.) the remains of Jane's parents. Why they'd be
not-alive. They can't be revived. Nothing In the bottom drawer, the PCs rina,-. 1 some interested in dead bodies is still open to
the PCs can do will rouse them. A close look very interesting correspondence between question.
reveals a black, triangle-shaped scar on the Gandolfo and the King (or other high offi- The PCs can glean background informa-
forehead of each body. cial of the land). Reading through the tion from Jane: she's been living in door-
The Wagons: The circus workers- the scrolls, PCs learn that Gandolfo kidnapped ways and barns since her parents' death,
clowns, acrobats, animal-trainers, roust- the King's daughter and threatened to turn stealing what little food she needs-but little
abouts, barkers, and so on live in wagons her into one of his freaks. Gandolfo has two else. She'll offer to take the PCs to the grave-
parked behind the freak show tent. One of demands which must be met before he will yard, if they want. (See Everybody Loves a
the wagons-Gandolfo's-is quite a bit return the Princess to her normal self--he Clown, below.)
larger than the rest, and ornately decorated. and the Princess must be wed, and he must A failed Intelligence check means the PC
Gandolfo lives here while the circus is on the be named heir to the throne of the kingdom. didn't notice the little pickpocket until it
road. Investigation of the wagon can be The date on the last letter tells the PCs that, was too late. She eludes the party and runs
revealing. if Gandolfo is true to his word, they have away, heading in the general direction of the
Snoopers find a chest containing 500 cp, but two days before the Princess is turned big top. If they follow, the PCs find her
240 sp, and 5 gp; a rack holding three small into a freak. Further, the Princess' transfor- standing transfixed near Gandolfo's wagon.
vials (in which PCs find potions of animal mation will become permanent three days Gandolfo's voice can be heard quite clearly.
control); and three books: "Principles of after that. Unless they save her, the Princess Jane turns to the PCs as they approach,
Human Anatomy," "Vivelectrica," and is doomed to remain a freak for the rest of gesturing for them to keep silent. If the PCs
"Heart, Mind and Soul." her life. approach Gandolfo's wagon quietly, they
Unless one of the characters is a trained can listen to what Gandolfo is saying.
scientist or alchemist, these books will be A Friend in Need "Well, my fine clowns. Tonight is the
meaningless to the party. A scientist or Okay, so the PCs have wandered around night! Go. Round up your compatriots.
alchemist who makes a Wisdom check the fair, maybe caught the circus and freak Dig. Bring back many bodies. Fresh bodies.
understands that Gandolfo is mucking show, bought some stuff, gotten into a little Yes. Only fresh bodies will do for the Prin-
about with the life-giving properties of elec- trouble. Now what? Well, as darkness falls, cess! She must have a special body . . . my
tricity, but more detailed information can and before the PCs leave the fairgrounds, a finest creation. Bring back fresh bodies or
only be gleaned by reading the books thunderstorm hits the area. As everyone I'll use yours!" At that, Gandolfo begins
thoroughly-something for which there just scrambles for shelter, a young girl sneaks up laughing maniacally.
isn't time. Each book is worth 1 gp to an on the richest-looking PC and tries to snatch The chilling laughter continues as the
alchemist, but they're nearly worthless to his or her purse. door of Gandolfo's wagon swings open and
anyone else. This is Jane, a young girl recently two tough-looking clowns (Grimmas, the
Tucked away among the books are two orphaned. Her primary function is to drag leader of the troupe, and Flatto, his second-
maps: one shows how to get from the town the players into the action if they're unwill- in-command) emerge, shovels on shoulder.
to a fortress in the mountains two days ing (or unable) to jump into the thick of These are the scary-faced men who threat-
away; the other is a map of the fortress things. She can also be used to save reckless ened Jane-and they planned to steal her
itself. The player characters must examine players from themselves, When roleplaying parents' bodies whether she paid up or not,
each book individually in order to discover Jane, make sure she endears herself to the by the way.
the maps. If they simply stuff the books in a PCs (despite getting off to a bad start). She Grimmas: AC 7; Move 12"; M-U 4; hp
bag or ignore them entirely, the maps will can be the key to leading the characters into 13; #AT 1;Dmg 1-6 (pick); THACO 20; ST
remain hiidden. the real heart of this adventure. 10 IN 16 WS 14 DX 12 CN 11 CH 10 CM 10;
There's a small four-drawer dresser in the A PC whose pocket is being picked can AL CE. Grimmas has a ring of protection
wagon as well. In the top two drawers, PCS make an Intelligence check to notice the + 3 , and knows these spells: charm person,
find Gandolfo's clothing. In the third pickpocketing ragamuffin. A successful magic missile, dancing lights, levitate,
drawer down, they find several fist-sized check allows the character to grab her stinking cloud.
rocks. A Wisdom check reveals that most of before she can run away. Once grabbed, Flatto: AC 9; Move 12"; M-U 3; hp 12;
these are ordinary rocks, but one seems Jane will start crying and shaking like a leaf. #AT 1;Dmg 1-6 (pick); THACO 20; ST 10
odd. It doesn't detect as magical, but when If asked, she'll tell the characters that IN 12 WS 10 DX 15 CN 18 CH 5 CM 9; AL
held up to the light at just the right angle, a some bad men with scary faces threatened CE. Spells: magic missile, shield, scare.
glow can be seen within it. (This is the to take her mommy and daddy away if she If the PCs are hidden, the clown-mages
powerstone of Gandolfo's mind- didn't give them money. call out to their compatriots. Together, they
transference device, but at this point, the Astute questioning should reveal that the lead a troupe of five 3rd-level fighters in
PCs know only that it's a strange rock.) men were wearing makeup-clown clown makeup through the rain and muck

16
toward the cemetery. Talk or Tussle #AT 1; Dmg by weapon or spell; THACO
If the PCs are out in the open, and caught If the PCs want to fight Gandolfo's min- 16; ST 11IN 15 WS 13 DX 16 CN 11CH 15
in the light from the wagon, the clowns raise ions here and now, in the dark, in a driving CM 14; AL CE. Gandolfo has a wand of
a cry, bringing five 3rd-level fighters in rainstorm, let them; if they want to talk lightning, adder serpent staff, wings of fly-
clown makeup, armed with picks and shov- their way out of trouble, Gandolfo will ing and a ring of protection + 6 . He knows
els, and ten 3rd-level thief/acrobats armed appear, silhouetted against the light stream- these spells: wall of fog, color spray, change
with clubs also appear. The party is now ing from the doorway of his wagon. He'll be self, light, hypnotism, hypnotic pattern,
surrounded. (See Talk or Tussle, right.) quite charming about the whole affair. He'll blindness, mirror image, magic mouth,
Clowns (5): AC 8; Move 12"; FTR 3; hp even invite them in for a cup of warming rnidsdirection, illusionary script, hallucina-
25 each; #AT 1;Dmg 1-6 (pick) or 1-4 (shov- tea-just the ticket on a cold, wet night. The tory terrain, paralyzation, non-detection,
el); THACO 18; ST 14 IN 8 WS 9 DX 13 CN tea is drugged, however. phantasmal killer, minor creation,
11CH 7 CM 12; AL LE. If the PCs fail to save vs. Poison and suc- improved invisibility, maze, shadow magic,
Acrobats (IO): AC 6; Move 14"; T/A 3; cumb to the drugged tea, go directly to You permanent illusion.
hp 16 each; #AT 1;Dmg 1-6 (club); THACO Don't Quite Feel Like Yourself, page 18. Gandolfo is a scientist and chaotic evil
riolating the graves of the recently deceased
and by stealing the life from unwitting sub-
ects, but this concerns him very little. All
hat matters to him is stitching together
>artsof dead bodies and using electricity to
7ower an arcane magical device which
ransfers the minds of innocents into his
innatural creations, bringing them to life.
-Ie must keep the body of the mind-donor
dive or the consciousness-and the life-
ioon fade from the "recipient's" body.

Everybody Loves a Clown


If the PCs avoided detection by Gandolfo
3r his minions, if they managed to escape
with their lives, or if they avoided the situa-
'ion above entirely, they can check out
lane's story by investigating the graveyard.
There, lightning flashes reveal the eerie briefly and find themselves naked, unarm- lurking about, up to no good.
dhouettes of several clowns armed with ed, and bound in a wagon full of dead No check of any kind is required to see
licks and shovels, digging up grave after bodies. Then, blissfully, they pass out. Go that Gandolfo's ten acrobats are acting
grave. There are seven clowns in all-five to You Don't Quite Feel Like Yourself, pa.ge strangely. In the darkness, it's hard to tell
nunkies plus Grimmas and Flatto (statistics 18. what they're up to, but they're clearly not
given earlier)-but under the circumstanc- helping capture the escaped animals.
IS, the characters have no way of getting an Never an Ark When You Need One One of them is rolling Bungle, the town
Ixact count. Despite Gandolfo's warnings If the PCs were defeated in the graveyard, drunk; another does an incredible flip into a
about fresh bodies, the clowns aren't being they miss out on this episode. If, however, first floor window and emerges with a
zhoosy about what they dig up. Carts they never bothered with the graveyard, left squirming bundle; others form a human
pulled by nervous mules are piled high with the graveyard seeking help or escaped the pyramid, climb onto a roof, and clamber
bodies and skeletons. fight with the grave-robbing clowns, they down a chimney, emerging with more
If the PCs return to town to get help, the find the town in chaos. squirming bundles. One of the PCs sees an
clowns and the bodies will be gone when The excitement is caused by the lions, acrobat carrying a struggling Jane toward
they get back, but the trip won't be dull: apes, elephants, and other circus animals the circus. The PCs may be able to stop
they'll find themselves in the middle of a stampeding through the streets. Gandolfo's most of the acrobats from hot-footing it
wild animal stampede (see Never an Ark four 3rd-level trainers appear to work val- back to the fairground, but the one carrying
When You Need One, below). iantly to recapture the escaped creatures, Jane is long gone. The next time they see her,
If the PCs rush right in and fight, use the but it's slow going, and before long nearly they will all be in Gandolfo's fortress.
clown statistics given above. Grimmas everyone in town is out on the streets trying If the PCs defeat the obviously-thieving
attempts to c h a m one of the PCs and turn to figure out what's going on-or trying to acrobats, they discover that all of the bun-
him against his friends. He then levitates get as far away as possible. dles are filled with struggling children, pot-
high above the graveyard. From this van- If the PCs make successful Intelligence ted drunks, and uncaring village idiots, but
tage point, he casts magic missiles at the checks, they'll notice that the animal train- none of the money or jewels one might
PCs. Flatto uses his scare spell and then he, ers only appear to be rounding up the ani- expect. Having learned this, the party can
too, fights from a distance, using his magic mals; in fact, they're guiding the animals return to the circus (the tents are still there,
missiles. The other clowns, hoping their with hidden hand signals. They want the but Gandolfo's wagon, the roustabouts, and
leaders can keep the PCs distracted, try to animals rampaging through shops and the freaks are gone), or they can return to
sneak around behind the party and knock homes, destroying property and trampling the graveyard (the clowns are gone and sev-
them silly before they can react. Check innocent people. eral graves are now empty).
against Intelligence to notice this. Animal Handlers (4): AC 10; Move 12"; If the PCs are defeated, go to You Don't
If the PCs try to talk to the clowns, Grim- ETR 3; #AT 1;Dmg 1-4(dagger); THACO Quite Feel Like Yourself.
mas and Flatto will be happy to talk while 18; ST 10 IN 12 WS 12 DX 13 CN 11CH 10
the other clowns attack from behind. CM 10; AL LE. Each handler has ingested a Gandolfo's Stronghold
Again, an Intelligence check allows PCs to potion of animal control and has four circus
animals under his command. At this point, things are about ready for a
notice the attempt. Once the attack from the
If the PCs try to help the animal handlers, change of scene. Either Gandolfo has
rear begins, the mages join the battle as
or stop the animals on their own, they'll find accomplished his goals in town and
detailed above.
themselves under attack by the animals. If returned to his fortress, or his minions have
If the PCs defeat the clowns, they can been defeated, leaving him to beat a hasty
return to the circus and investigate the tents the characters are defeated, bo to You Don't
Quite Feel Like Yourself, page 18. If they retreat. One way or another, the scene shifts
or Gandolfo's wagon, or they can go to
stop the animal stampede (or ignore it to Gandolfo's fortress in the mountains; one
town (see Never an Ark When You Need way or another, the PCs must get there.
One). If they are defeated, they wake up entirely), they notice Gandolfo's acrobats

18
They can accomplish this in several ways. used to go with Bigfoot’s legs and grafted it while two clowns (not in makeup) clean
One is by tracking Gandolfo there as he to the legs from the 98-pound weakling. their cages. After the evening meal, they’re
makes his escape from the town. Another is This freak has a huge upper body (STR 18/ let out, two at a time, for fifteen minutes of
by following the map found in his wagon. 50), but Puny legs. It is very slow (DX 6, exercise.
Yet another is to arrive iihere as GandoifoS Move 6”j. Each day that passes sees the PCs regain
captives. 4. Arachnoid. This is one of Gandolfo’s some of their abilities and/or spells. Each
Assuming the PCs h;lve the map, its a most hideous crIeations: a man’s torso with day, they feel a little stronger, a bit more in
two-day journey on foot from the town to six puny arms, two normal legs, and a control, according to the following sched-
the illusionist’s mountainI retreat. Add a day human head. It stands upright like a man, ule:
to the trip if the PCs didn’t .find
~ .
.
.
the
...- maD.
r - _ _ _ r a n manini
hiit --.--.-=date several smal1 objects Day 1.The PCs can barely open their eyes.
t

Travel time can’t be reduced by traveling on simultaneously (including as man:y as four Their sense are dulled and they feel no
horseback-the mountainous terrain makes weapons). The catch is that no on€:armhas warmt h, no cold, no pain-nothing. Intelli-
the going slow. much strength (ST 4; can‘t use anj weapon gence ;and Wisdom are at normal levels, but
If the PCs know of the Princess‘ peril, a heavier than a short sword; roll r antlomly the shcx k of transfer is so great that no spells
random encounter or two may be thrown in for other attributes). This body als-o has the
_.._ _ - cast. Movement is limited to rolling
r a n he
to slow them down, just to make them ability to climb sheer walls at 6” per turn, around on the ground. The PCs can think
sweat a little. However long it takes the par- but can’t carry anything in its arms while and mumble a few words, but that’s it.
ty to get to the fortress, Gandolfo will reach doing so. If the foes are defeated and the Princess
it before the PCs can catch him. When they 5. Wolverman. Put the head, feet, and freed on this day, give them six times normal
do arrive, go to Gandolfo’s Fortress, below. paws of a giant wolverine on the shoulders experience points for the adventure.
If the PCs fell into Gandolfo’s clutches, of a man and you’ve got a wolverman. His Day 2. Senses return. Intelligence and Wis-
they’ll have no trouble getting to the for- attacks and damage are as follows: #AT 3; dom seem unaffected. Transfer shock is
tress. They awaken in the cellar, barely able Dmg 2-5/2-5/2-8 (claw/claw/bite). There wearing off, so the concentration required
to open their eyes. are two main drawbacks to this body: the for simple spells is now possible (first level
wolverman can’t grasp objects, and the spells only). The PCs can stand and speak,
You Don’t Quite Feel Like Yourself character trapped in this body can’t speak. but they’re still weak as babes. Treat them as
This section is to be used if the PCs have 6. Snake-person. Gandolfo took a large if they had 1/4 the normal Strength and Dex-
been defeated by Gandolfo’s minions. It constricting snake and grafted the head of a terity of their new bodies, down to a mini-
doesn’t matter how far along in the adven- man and two child’s arms to it. With a few mum score of 2. Running, jumping, and
ture they were when they met defeat; they days to get accustomed to this body, these fighting are pretty much out of the question;
will awaken to find themselves in strange tiny arms make it capable of finer manipula- it’s all they can do to walk and make a fist.
surroundings. For one thing, they will be in tion than most humans can manage. It gets Award five times normal experience
the cellar of Gandolfo’s fortress; for all thief specialties at 90% except for picking points for the successful conclusion of the
another, they will be in brand new bodies: pockets and climbing walls, which it can‘t adventure on this day.
freak bodies created by Gandolfo. do at all. Attacks and damage are: #AT 2; Day 3. The PCs can now move about rather
When this happens, assign each player a Dmg 1 - 4 / 2 4 (bite/constrict). In most well in their new bodies. They can run,
new body from the list below, or the DM respects, the snake-person should be treated jump, fight, and hold on to objects. Con-
can make up an original hideous freak. Roll as a giant constrictor snake (see MMI). sider them to be at 1/2 the normal Strength
attributes as id creating a new character, and Dexterity of their new bodies. Figure
except where noted below. Note that Intelli- Waking Up is Hard to Do damage and ’to hit’ modifiers accordingly.
gence and Wisdom are unchanged by the When the PCs awaken in their new For the first time, PCs notice a slowing
mind transfer, and no freak can have a Cha- bodies, they find that they‘re in metal cages. down of thought processes. The PCs lose
risma above 5 or Comeliness above 4. Gandolfo stands outside the cages and five points of Intelligence and Wisdom.
1. Two-headed man/woman. Two PCs’ explains that their minds have been transfer- Magic-users, growing accustomed to the
minds are implanted in a single two-headed red into the bodies of freaks he’s built him- transfer, recover second level spells.
freak body. In all other respects, this body self. He explains that their intelligence and Award four times normal experience for
should be treated like an ordinary human. If wisdom, at normal levels now, will drop a the successful conclusion of the adventure
desired, a PC and an NPC can be combined little bit each day. At the end of six days, he on this day.
in this body. says, they‘ll be idiots, permanently. Then, Day 4. Strength and Dexterity are back to
The two players sharing the body must they’ll be ready to join the other freaks in his normal for the new PC bodies, but Intelli-
roll Id20 each time they are confronted with traveling circus. gence and Wisdom drop another 5 points.
a situation involving choices (do we attack When he leaves, the PCs discover that The PCs are now in complete control of
or not; do we go left or right, etc). The high none of their abilities work. Magic spells are their new bodies, but their minds are slip-
roller gets to decide. gone, wiped from their memories; talents ping away fast. Magic-users regain third
2. Bigfoot. Gandolfo took legs thick as and abilities requiring manual dexterity are level spells.
tree-trunks and grafted them to a puny, 98- useless because their brains don’t know how Award three times normal experience
pound weakling’s torso. This body is to control or command their new bodies. points for the successful conclusion of the
immensely fast (DX 18,Move 24“), but has They’re like babies again. adventure on this day.
little arm strength (ST 6 ) . Can’t use any Each day follows the same routine. Twice Day 5. Strength and Dexterity are at normal
weapon heavier than a long sword. daily, the guards bring food. After eating level for the PCs’ new bodies, but Intelli-
3. Chesty. Gandolfo took the torso that their morning meal, the PCs are let out gence and Wisdom drop another five

19
Second Floor
-
The Circus of Candolfo

=mfeet,

points, down to a minimum of three. All The Cellar The PCs may think to set the animals
spells return, assuming characters have the Located in the bowels of the fortress keep, free. If they do, the well-trained beasts will
Intelligence and Wisdom to use them. the cellar is home to Gandolfo's circus ani- just sit in their pens awaiting a command
Award normal experience points for the mals and his prisoners. A stone wall sepa- from their trainers. If any of the players
successful conclusion of the adventure on rates the animal pens from the prison cells, have any magical or alchemical means of
this day. with a door between the two areas. controlling animals, they can get them mov-
Day 6. As on Day 5, but PCs are stuck in The cellar can be reached by descending ing. Apes and the like can be herded into the
this body permanently. Normal experience the stairs from the main floor or by entering' fortress proper, where they'll keep Gan-
points are awarded. through an underground passage leading dolfo's minions busy. Larger animals will
directly from the mountainside to the ani- stampede out the secret entrance.
Gandolfo's Fortress mal pens. 3. Prison Area. Gandolfo keeps his
The fortress is a three-story tall structure 1. UndergroundPassage. The entrance to freaks, as well as captives awaiting mind-
atop a mountain. The mountain can be this passage is outside the fortress wall, but transference, in cells here. The six 10x 10
climbed, but this takes a solid day of sweat a heavy stone slab blocks the entrance, and foot cells in the comers are of wood just like
and toil, so Gandolfo's few visitors gener- a permanent illusion spell prevents its dis- the animal pens. When the PCs awaken,
ally follow the winding road from the covery. Two bar-men, created by Gan- there are two freaks in each of these pens.
mountain's base to the fortress at its peak. dolfo, stand guard in the passage, guarding k i n g the freaks will keep Gandolfo's
A circular stone wall 20 feet high sur- this entrance against intruders. They attack cellar guards and anyone on the main floor
rounds the fortress. The wall has a three- any stranger who enters the tunnel. occupied for hours, allowing the PCs to
foot-wide walkway on its inner face, from Bear-man (2):A C 6;Move 12";HD 6 +6; turn all their attention to Gandolfo and the
which his clowns and acrobats can spill hp 40; #AT 3; Dmg 1-8/1-9/1-12; THACO Princess. Gandolfo's troops on the second
boiling oil upon attackers. Ladders placed 13; SA hugs 2-16;SD none; MR standard; floor are unaffected by the freaks.
25 feet apart provide access to the walkway A L N. The bear-man appears as the body of Six cells in the middle of the room are
from the inner courtyard. a large bear with a human head. Treat it as a made of metal bars. This is where captured
There is only one opening in the wall-a cane bear (MMI) with IN 12. PCs awaken, two to a cell. Prisoners await-
set of heavy wooden doors 15 feet high and 2. Animal Pens. The circus animals are ing mind-transference fill the other three
wide. These doors open onto a courtyard. It kept here when the circus isn't on the road. cells. The PCs recognize some of these pris-
is about 30 feet from the wall to the comers There are twenty wooden pens in all: 12 oners, including Bungle and Jane, as resi-
of the fortress, about 50feet from the wall to 10x10 foot pens for smaller animals, 8 dents of the town. Janeis just small enough
any side. 10x20 foot pens for larger ones. A door to squeeze between the bars and escape, if
The fortress itself is a large stone square connects the animal area with the prison that will help the party's cause.
with four smaller squares attached to each area (2). 4. Dumbwaiter. Against the east wall of
comer. There are two ways into it: the front the cellar, PCs find a dumbwaiter which car-
door, and a secret underground passageway ries food from the kitchen upstairs to the
leading into the animal pens. animal handlers and guards in the cellar. A

20
The Tower
system of ropes and pulleys allows heavy
loads to be raised or lowered easily.
5. Stairway. To the west is a stairway
which leads to the main floor. Entrance to
the upper floor is blocked by a locked,
wooden trap door.
The key to the door is in the possession of
one of Gandolfo’s guards. Two 6th-level
fighters armed with long sword and spear
stand guard day and night, but they are not
very attentive, even nodding off occasional-
ly. The guards taunt the prisoners unmerci-
fully, and have even been known to let
prisoners and freaks loose, prodding them
into fighting one another-anything to
stave off boredom. These guards are quite
stupid and shouldn’t be too hard to outwit.
Guards (2): AC 8; Move 12”; FTR 6; hp
40; #AT 1; Dmg 2-9 (long sword) or 2-7 their large wooden spoons like clubs for 1-4 mirror of life trapping is hung on the wall
(spear); THACO 16; ST 16 IN 6 WS 5 DX 12 damage. directly opposite the door. PCs entering the
CN 14 CH 4 CM 5; AL LE. Guards have 6. Pantry. Food is stored here in the north- room must look into it unless they specify
leather armor and do +1 to damage for west corner of the fortress. There are rats they’re covering their eyes or they make a
their strength. scurrying about in here (as there are Dexterity check, allowing the PCs to duck
throughout the fortress), but nothing of out of the way.
Ground Floor interest to the PCs. The illusionist sleeps in the north end of
The fortress’ front door opens onto a 7. Dumbwaiter. Against the eastern wall the elongated room. Here, the room appears
large dining hall. Once inside, PCs find the is the dumbwaiter which carries food down quite sumptuous. The south end is strangely
following. to the cellar and up to the second floor. empty. In the area between is a spiral stair-
1. Stairway. To the west is a stairway case leading up to the tower laboratory and
which also leads to the upper stories. A The Second Floor a table where Gandolfo eats.
locked trap door to the west seals off the 1.Staircase.To the west is a staircase lead- If the players take the time to investigate
staircase leading down to the cellar. ing down to the main floor. they will find all of their clothes, weapons,
2. Communal Dining Area. Three tables 2 - 3. Clown Living Quarters. Five of Gan- and magical items (if any) in a locked (but
nearly 20 feet long dominate the room. dolfo’s clowns sleep in each of these rooms. not trapped) chest in the middle of the
Here, PCs will find five of Gandolfo’s This puts them in position to defend the southern room. Burlap cloths cover the east
clowns (not in makeup), plus as many as upper levels of the fortress from intruders. and west walls. Behind each cloth is a mir-
survived the earlier portions of the adven- During the day, two clowns can be found in ror: a mirror of opposition to the east, and a
ture. They are scattered about the room, room 2 and three clowns in room 3. If PCs mirror o f mental prowess to the west.
eating. engage the clowns in combat, each clown 7. Dumbwaiter. The dumbwaiter brings
3 - 4. Acrobat Living Quarters. To left and will grab a club kept handy for just such food from the main floor directly to Gan-
right of the front door are two rooms, emergencies. One clown in each room has a dolfo’s quarters.
30 x 30 feet. A large fireplace dominates one leather pouch filled with dust of sneezing 8. Stairway. A narrow circular stairway
corner of each room, providing heat for the and choking. A Dexterity check allows a PC leads up to a trap door which is always kept
occupants. to grab the pouch before it can be used, locked. This is the door to Gandolfo’s tower
Gandolfo’s acrobats live in these rooms, however. One of the clowns in room 3 has a laboratory.
putting them in perfect position to guard the horn of bubbles as well.
fortress. During the day, there are four acro- 4 - 5. Animal Handler Living Quarters. The Tower Laboratory
bats armed with short swords in the west The animal handlers live here in relative The fortress tower is just 50 x 50 feet and
room. The survivors of the adventure in the luxury. Two handlers sleep in each room, sits like a cap atop the lower floors.
town (if any) are recovering in the east but only one will be found in each during 1. Spiral Staircase. A narrow, winding
room. They, too, have short swords. Use the day. (The other two serve in the staircase leads from the tower down to Gan-
the acrobat statistics provided above, with kitchen.) The animal handlers are unarmed, dolfo‘s quarters on the second floor.
1-6 damage for shoat swords. At night, ten but in room 4 a cat will leap from hiding 2. The Lab. Here Gandolfo turns ordinary
acrobats sleep in each room. (hissing and spitting, claws extended) as animals and children into hideously
5. Kitchen. The irregularly shaped area to soon as a stranger enters, giving Gandolfo’s deformed mockeries of nature’s works. His
the north and east of the main floor is used men the initiative for a first attack. In room lab is a mad scientist’s dream: wooden
for the preparation of food. A large fire- 5, the PCs find a ring of mammal control in workbenches against the west wall and to
place is used for cooking. During tho animal a dresser drawer. either side of the spiral staircase are covered
handlers prepare food here for Gandolfo‘s Gandolfo’s Living Quarters. A locked with scientific and medical paraphernalia.
minions as well as for the animals in the cel- door provides access to Gandolfo‘s living Here can be found beakers containing
lar. They have no weapons, but can use quarters. The door is, in a sense, trapped: a potions ofextra healing and of invulnerabil-

21
ity; several different poisons; racks hold the tower at all four corners. head of his serpent staff against his captive‘s
scalpels, bone saws, and large needles with Two doors, one to the north and one to throat and say, “Leave now or the Princess
gut thread attached to them; fluid-filled the south, allow access to the lab from the dies!“
glass containers hold disembodied hands, balcony. Large windows in each of the four If the party hesitates, even for an instant,
arms, legs, and even heads; beakers, flasks, rooms in the lab can also provide access. he throws the Princess’ body at them, leaps
ceramic bowls, and more are piled on the They are kept wide open, to allow frigid onto the balcony, and falls out of sight.
workbenches. mountain air into the cold-storage rooms. When he can no longer be seen, he activates
Two doors, one to the north and one to 4. Cold-Storage Room. Here the PCs will his wings of flying and departs, but rest
the south, lead from the tower to a balcony. find their real, mindless, bodies. If the origi- assured he’ll be back some day.. .
Four 10 X 15-foot rooms sit in the corners of nal body ”dies”before the transfer becomes
the tower, open to the elements. permanent, the transplanted mind dies as Is That AII There Is?
When the players enter the lab, they find well. These bodies can’t be raised or ani- If you want to use this adventure as the
Gandolfo hunched over Bungle, whose mated, but physical damage can be inflicted first episode in a continuing campaign, Gan-
unconscious form lies prostrate on one of upon them as usual. dolfo’s defeat isn‘t strictly necessary. It is
two metal operating tables in the center of If the battle in the lab goes against Gan- sufficient for the PCs to free the Princess,
the room. There is a snake-man freak body dolfo, he may dash into the room, locking reverse the magical process that trans-
on the other table. the door behind him. As the PCs try to get formed her and the characters into mon-
Between the two tables is a small metal in, he’ll start slashing away at the bodies sters, and escape with their lives.
box. Gandolfo turns and begins fiddling with a scalpel, doing 1-4 points of damage Assuming they freed the Princess, the PCs
with something inside it. There is a recepta- per melee round to each PC body. If a body are due a big reward from the King-a plot
cle in the box which, investigation and an “dies” before the PCs get it, the character of land, knighthood, lots of money, what-
Intelligence check will reveal, is the same dies. ever will really impress a party in the DMs
size and shape as the strange rock from Gan- Gandolfo will stop as soon as the PCs particular campaign world. The King could
dolfo’s wagon. burst in, however, and leap onto the bal- even become the party’s patron. A good
Two wires snake from a metal pole on the cony and over the edge. Once out of sight, first mission would be to track down and
roof of the fortress, through small holes in he will use his wings of flying to escape- capture Gandolfo.
the back of the box, and into the receptacle. but he will be back some day. Alternatively, a campaign could revolve
Two more wires attached to the receptacle 5. Cold Storage Room. As above, except around PCs stuck in freak bodies. Adven-
extend from the box to the operating tables. the four bodies in the room are those of tures could involve the PCs learning to cope
Each wire ends in a small pyramid-shaped strangers. with being monsters in the eyes of the
plug one of which adheres to the snake- 6. Cold Storage Room. As above, except world, or trying to get their real bodies
man’s forehead; the other is attached to the PCs find just two bodies. back. Meanwhile, good luck to them in the
Bungle’s forehead. This is the mind- 7. Cold Storage Room. As above except great, big, bigoted world!
transference apparatus of Gandolfo. this room is nearly empty. It is occupied by However the campaign progresses, a par-
The metal pole on the roof is a lightning one of Gandolfo’s freaks: an amorphous, ty that didn‘t kill Gandolfo made a new and
rod. When lightning hits it, electrical cur- gelatinous, translucent yellow blob. The immensely powerful enemy. Maybe some-
rent flows through the wires to the recepta- Princess’ body is in a clear coffin-like box day they’ll have the power to confront Gan-
cle, energizing the magic stone. When the propped against one wall. dolfo again and send him to his
stone is placed in the receptacle, the device A human brain pulsates within the blob. well-deserved doom.
is ready to operate. By turning the stone Four black eye-spots float on the surface of
clockwise, the current flows to the donor the blob, connected to the brain by thin
mind and then to the recipient body. Turn- bundles of nerve tissue. As the party enters
ing the stone counter-clockwise reverses the the room, these spots are clustered on the
process, and returns the mind to the donor. portion of the blob facing the Princess’
If the PCs were captured earlier, the stone body, but they dart quickly to the surface
is already in the receptacle, and Gandolfo is facing the player characters. An Intelligence
beginning the transference as they enter. check reveals that the blob must be the new
He‘s energizing the stone with his wand of body of the Princess.
lightning. If the PCs weren’t captured, Gan- If the battle in the lab goes against him,
dolfo turns to them and hisses, ”Where is the Gandolfo may run into this room, locking
powerstone?” He then attacks the party, the door behind him. Once inside, he uses
first calling up phantasmal killers, then his change self spell to make himself look
using all the magic at his disposal. like the orphan Jane. Then he grabs the
If the PCs appear to be winning the fight, Princess’ body.
Gandolfo p,urulyzesas many of them as he ”Quick, look, Gandolfo leaped off the
can and then dashes into room 4 or 7 balcony!” the illusionist will say, hoping the
(detailed below), whichever is closer. PCs will rush to see. If they do, he will try to
3. Balcony. The balcony is ten feet wide at get one or two to help him with the Princess.
its narrowest point and 20 feet wide at its His plan is to split the party up and, if SUC-
widest. A three foot stone wall rises from its cessful, take the PCs out a few at a time. If
outer edge. Chimneys rise above the top of they see through his disguise, he’ll press the

22
C.
-*D

=- ,

The House of Long Knives is designed for Geographically, the town is very old and Assassins must go, they have to find them.
characters with a combined total of about large, with a population in excess of 10,OOO. The following material can be passed on to
80 levels, with an average level of 10. In this It is an old “Imperial”city, either formerly or the players if they made a determined
scenario, PCs get to confront the most dan- currently a part of a larger empire that cre- attempt to discover something about the
gerous monsters of all: other adventurers. ated good roads, aqueducts, and-most Assassins’ Guild or about Kilburn the Wiz-
In this case, the other adventurers are a few importantly-planned cities with sewage ard.
retired adventurers and their followers. The systems. The town is big enough to have Asking around town will gain the follow-
kicker is that they all happen to compose an several districts, including at least one afflu- ing information.
Assassin’s Guildhall. ent district somewhat separate from the
masses. About Assassins
Assassins tend to work at night. (Com-
DM’s Information mon knowledge.)
Some PCs with ability in thief-like skills
The Adventure Assassins can usually be contacted at the
are absolutely necessary to play this adven- Reasons for Interaction Cup and Blade. (Only available to someone
ture. Check the number and quality of mag- who puts on a convincing act of needing and
ic items available to the NPCs. If the PCs of Most residents and transients of a town assassin and of being discreet.)
comparable levels have less, decrease the can live their whole lives without ever con- There has been a shakeup recently in the
amount available to the NPCs. If the PCs tacting the Assassins. Maneuvering the PCs Guild. Some new guy is the Guildmaster.
have more, beef up the NPCs with some into contact with the Assassins can be han- (Only available to a thief, an assassin, or
additional weapons, armor, and other mag- dled in one of the following ways. someone with good street contacts.)
ic. I.A player character assassin is contacted The city watch claims to have raided the
Getting into this adventure can be diffi- by a representative of the Prime Assassin of Assassin’s Guildhall and put them out of
cult without the right preparation. The PCs the Guild (see Character lists). Herban is business. (Common gossip, particularly
have to have some reason to interact with ready to make his move to become Guild- among the city watch.)
assassins. A few possibilities are listed master, but needs help to ensure his success When the city watch raided the Guildhall,
below under Reasons for Interaction. in forming his new order. The PC assassin, it had just been abandoned. All they caught
and any friends he might bring along (the were a couple of old half-orc assassins with-
party) would gain great reward ((Herban out any ”kills” left in them. Not a single
The Town offers 1/5 the wealth of the treasury) for human assassin was found. (Available to
The town remains nameless for conven- helping him in his endeavor. anyone with connections in the city govern-
ience in fitting it into an ongoing campaign. This is a good chance for a party to ment.)
However, there are some aspects that are destroy an assassin‘s guild by pretending to A lot of known town toughs with
important for the success of the adventure. play along, or just assist the usurper and rumored connections with the Assassins are
Politically, the town is essentially Lawful claim their reward. now missing. All were demi-humans.
Neutral in general alignment. No outright 2. An NPC friend of a player character (Common gossip among beggars, thieves,
Chaotic Evils are tolerated, but anything has just been assassinated. Another friend assassins, and habitues of most of the lower
else goes. They don‘t care what anyone of the PC saw the act, and also remembers dives in town.)
does, actually, as long as he is Lawful about seeing a person looking like the assassin
it. hanging around the Cup and Blade (or even About the People at the House of the Onyx
Laws of the town include prohibitions going into the House of the Onyx Court). court
against mass-destruction magic. M o v e 3. Same as above, except an important The new owner, Kilburn the Wizard, and
earth, weather control, summoning large city official or local noble is the victim, and his followers moved in about six months
monsters, massive fireballs, meteor the city will pay well to bring his murderer ago. They keep to themselves. (Available
swarms, ice storms, and the like are discour- to justice. from anyone in the neighborhood.)
aged because they bother the neighbors. 4. Have one of the 5th level assassins pro- It seems like the people at the House of the
Carrying most personal weapons is permis- vided with the adventure attempt to kill one Onyx Court are mostly active at night.
sible, but long weapons like halberds are of the party, perhaps in retaliation for some (Available from anyone in the neighbor-
forbidden unless in the hands of the town previous activity of the PC, or even by mis- hood who has cause to be out at night.)
watch. take. That should be all that’s needed to get The new owner of the House of the Onyx
The town watch consists of relatively them interested in destroying the power of Court is very tight with a coin. He’s an old
low-level fighters, but they have high-level the assassins in the town. adventurer, so he’s probably loaded. (Avail-
backup in the rulers of the town, most of 5. If the party has many demi-human able from local tradesmen.)
whom are retired adventurers who don‘t members, state that some of the demi- KiIburn the Wizard is a powerful magic-
like to be disturbed, and react badly to any- human assassins betrayed by Kilburn when user who made a good reputation as an
one responsible for disturbing them. he took over the Guild are friends or rela- adventurer. He’s definitely Lawful, though
The Assassins’ Guild is tolerated as a nec- tives of the player characters. This gives the some of his actions seem pretty evil as well.
essary evil. The town fathers wouldn’t mind players a good revenge motive. Now he seems to be acting more like a her-
seeing it eradicated, but some of them have mit, refusing to have anything to do with
made some use of the assassins, and SO do Rumors and Knowledge mere adventurers. (Available from anyone
not want to actively persecute them for fear w h o consorts with adventurers.)
of revealing their previous connections. Once the PCs have decided that the Kilburn the Wizard didn’t like working

23
with demihumans of any kind, no matter magic arts instead of fighting, but no one The Chaplain
what alignment. (Available from adventur- denies his ability with magic. One new addition to the membership of
ers, particularly local demihuman adven- Kilburn the Wizard (Assassin Guildmas- the Guild since Kilburn’s advent is Zebahn
turers.) ter): AC 1;Move 12”; M-U 13/ASN 14; hp Darkfeeder, Priest of the Lawful Evil god
Apparently there‘s a priest at the House of 60; #AT 1;Dmg by weapon; THACO 11;ST Aiburn Darkspawn. Kilburn and Zebahn
the Onyx Court who worships some evil 14 IN 18WS 12 DX 17 CN 15 CH 15;AL LE. are old adventuring friends, and when
Darkness god. (Available from anyone who Kilburn has bracers of defenseAC2, ring of Kilburn used his treasure-hunting earnings
has some reason to sense the presence of evil spell turning, ring of protection + I , periapt to set up his house in the city, he installed
gods.) of proof against poison +2, bastard sword Zebahn as his chaplain.
Parter Blacksword is the Guard Captain + 3 , wand of secret door and trap location Zebahn is a slim, cold-featured man who
at the House of the Onyx Court. He‘s a with 52 charges, and a wand of conjuration loves the dark. he is rarely up and about in
good, if bloodthirsty, fighter. Good man to with 49 charges. Kilburn knows the follow- the daytime, preferring to keep his activities
have on one‘s side, not one to make an ene- ing spells. to the time presided over by his deity.
my. (Available from any local fighter). Level 1: Magic missile (x2), sleep, charm Unlike most of Kilburn’s former adven-
person, unseen servant turing associates, Zebahn knew of his assas-
NPC Capsules Level 2: Detect invisibility, ESl? knock, sin’s suited his own inclinations. He likes
strength, invisibility being a chaplain to assassins.
The Guildmaster Level 3: Explosive runes, slow, protec- Zebahn Darkfeeder: AC 3; Move 9”;
Kilburn the Wizard is the younger son of tion frqm normal missiles, f l > / , CLE 10; hp 34; #AT 1; Dmg by weapon;
a noble from another province. He left his haste THACO 12; ST 7 IN 13 WS 16 DX 10 CN 13
family as a teenager and spent several years Level 4: Charm monster, dimension CH 12; AL LE. Zebahn has chain + I , mace
as an assassin. His upper class upbringing door, polymorph self, wizard + 2 , staff of commanding with 9 charges,
and connections gave him access to victims eye and a scroll of neutralize poison with three
that no other assassin could have, and at the Level 5: Telekinesis, passwall, feeble- spells on it. He knows the following spells.
same time shielded him from discovery. mind, wall of force Level 1:Bless, curse, cure light wounds,
When he reached 12th level, he realized Level 6: death, disintegrate darkness
that his further progress in his own guild Level 2: Augury, know alignment, slow
was blocked by the current Guildmaster and The Lieutenant poison, speak with animals
Prime Assassnn. As a Chief Assassin, he Herban Redhand has been a member of Level 3: Cause disease, dispel magic,
learned some of the secrets of magic, and this Assassins’ Guildhall from his start as an speak with dead
realized that he had some aptitude for it. He assassin, slowly working his way up Level 4: Cause serious wounds, divina-
left his old city and Guildhall and began the through the ranks to the position of Prime tion, protection from good 10’
slow road to success as an adventuring Assassin. Everyone felt that he was the nat- radius
magician, using a new city (this one) where ural successor to Old Rogir, and he was as Level 5 : Flame strike
he was not known as his base. He gained the surprised as any to find the newcomer
13th level of proficiency, then switched once Kilburn installed in Rogir’s place one morn- The Guard Captain
again to the assassin’s art and joined the ing. Parter Blacksword is another former
Guildhall in his new home city as a Chief Since the usurpation, Herban has given adventuring associate of Kilburn‘s. He was
Assassin by proving his proficiency at some Kilburn no excuse to think him disloyal, but not aware of Kilburn’s assassin heritage
missions that the old Guildmaster, Rogir the plots secretly to depose him. In game terms, until Kilburn approached him to assume
Ruthless, set for him. Herban has all the experience points neces- command of the guard of Kilburn‘s house.
He worked his way up to Prime Assassin sary to become a Guildmaster. He could This new knowledge does not bother Parter
and then used his magic to dispose of Rogir. leave (taking almost half the guild with him) unduly.
Kilburn is now a 14th level assassin, the and set up in another town, but he has lived A doughty fighter, Parter is not overly
Guildmas ter. all his life in this one, and is determined to bright. He gets along well with the fighters
Kilburn is heavily prejudiced against be the Assassin Guildmaster in this town, under his command, genially disdains the
demi-humans. He arranged for the capture preferably over Kilburn‘s dead body. thieves and, to a lesser extent, the assassins,
or elimination of all the demi-humans in the Herban is a tall, strong, square-jawed, and stays out of the inner politics of the
Guild. Then he moved the Guildhall to his bluff sort of fellow. He looks more like a Guildhall. His job is to protect the house,
new residence and allowed the town watch farmer than someone who would stab his which he does to the best of his ability. He
to raid the old one. mother for a song. In fact, he was a farmer would like more men under his command,
Kilburn maintains his identity to the out- in his youth and often masquerades as a but Kilburn’s parsimonious nature does not
side world as a reclusive wizard who has country man when making his initial con- allow for a bigger budget.
retired to a townhouse. He is known as a tacts and gathering information. Parter is a solidly-built, balding man with
magic-user in adventuring circles-most of Herban Redhand: AC 3; Move 9”; ASN light-colored hair (what’s left of it) and the
his old comrades have no knowledge of his 13; hp 65; #AT 1;Dmg by weapon; THACO reddened nose of someone who has knocked
status as an assassin. 10;ST 17 IN 15WS 16 DX 16 CN 18 CH 16; back many ale mugs over the years. He is in
Kilburn now looks to be in his late 40s, AL NE. Herban has leather + I , sword + 2 , his later forties, but still quick.
still strong and vital. Many of his former shield +3, ring of feather falling, ring of Parter Blacksword: AC 0; Move 6” ; FTR
comrades (he has very few friends) wonder- water walking, and boots o f elvenkind. 10;hp 55; #AT 1;Dmg by weapon; THACO
ed from time to time why he took up the 11;ST 15 IN 10 WS 11DX 15 CN 15 CH 14;

24
AL LE. Parter has chain +2, shield + 2 , Assassin’s Guild Members
sword +I/ + 3 us. regenerating creatures,
and a ring of regeneration. Name AC Level hp AL THACO Notes
Jack 7 A1 3 LE 20
The Visiting Monk I imas
Yura recently failed to supplant the Mas- Dela 7 A1 4 NE 20
ter of the North Winds and is visiting his old
comrade Zebahn while he contemplates
what he did wrong. He does not act as an
assassin and stays out of Hall politics, but of
course considers the assassins his hosts. Fodel* 7 A5 15 NE 19 sword + 2 , cloak of displacement
Yura will do anything to assist them in Garbo 5 9 30 1.E --
I4
defending their home.
Yura is in his mid-thirties, short and
blocky, with sallow skin and short-cut hair.
He is always looking about him from the 8 T3 13 NE 20 sword + 1
corners of his eyes, and looks ready to Leon 8 T3 15 NE 19 ring of protection + 1
spring like a cat at the source of any distur- Marik 7 T5 18 LE 19 dagger + 1
bance.
Yura, Master of Dragons: AC 4; Move
22“; MON 8; hp 25; #AT 3/2 ; Dmg 2/12
w/hand, 2/7 w/spear; THACO 16; ST 15 IN Rogas 3 F5 27 LE 15
10 WS 16 DX 17 CN 14 CH 10; AL LE. Yura Shuran* 4 F5 29 NE 16 STR 18/55, +2 hit/ + 3 dmg
has a spear + 1 and a ring of flying. Uhrkan 4 F5 32 NE 14
The Guildsmen
The Guildmaster has a polyglot staff of
followers to assist him. Some Kilburn
brought with him, others remain from the * These members are sure supporters of Herban in a takeover attempt.
previous establishment. In his house are the
individuals listed on the Assassins’ Guild point ror tiit: ~ibbdsibins uuiiu in tne ury Tor i ne rignters empioyeu as guarus raKe rurns

Members table. centuries. acting as grooms for the horses.


Guildsman Windor is the former official The House is large and rectangular, sur-
Guildhall Mage, now Kilburn’s “assistant.” rounding an interior courtyard. It is two 3. Portico
He has a ring of spell turning and a wand of stories tall. Beneath ground level is a base- This sheltered overhang allows visiting
frost with 33 charges. His spells are: charm ment. riders to get off their horses under cover
person, detect magic, unseen servant, read before entering the house. The horses are
magic, scare, invisibility, clairaudience, and Ground Floor then led to the stable.
dispel magic.
Guildsman Xeman is Kilburn‘s appren- 1. Garden 4. Front Hall
tice. He has a scroll on which is inscribed the This rectangular area is overgrown and This rectangular room is empty except for
spells magic missile (x2), shield, hold portal neglected since Kilburn moved in. Essential- a couple of hard stools along the north wall
(x2), feather fall, and sleep. He has these ly a night person, he doesn‘t much care what and a small table. The north door leads into
spells memorized: detect magic, read magic, it looks like during the day. However, all the courtyard, the west door into Kilbum’s
and locate object. shrubs and growth within ten feet of the office, and the east door leads to the old
house have been cleared out and replaced great hall. There are three shuttered win-
with flagstones. On nice days, the guards dows along the north wall which can be
Encounter Key and some of the other personnel use it for opened to bring in the breeze from the
taking care of small weapon and armor courtyard on hot days.
The House repair chores, or for eating their meals. At
The House of Long Knives is not called night the gate guard and door guard take 5. The Office
that by any of its neighbors. It is known as turns keeping an eye on it. Kilburn uses this room only for meeting
the House of the Onyx Court, named for the with outsiders. It has a half-dozen hard
unique crystals in its central courtyard gar- 2. Stables chairs and a table, which Kilburn sits
den. It is a noble’s villa, bought by Kilburn The stables have space for seven animals, behind at such meetings. A hutch built into
the Wizard out of his adventurer’s loot. but the only ones kept here full time are the the south wall holds some second-rate cups
Assassins either enter and leave the villa personal mounts of Kilburn, Zebahn, and and other crockery to serve refreshments in
in disguise, or move through the tunnel Parter. Parter’s horse is an aging heavy war- if Kilburn is feeling hospitable (a rare
which connects to the city’s main sewer. horse, left over from his days as an adven- event). The door in the north wall leads to
This sewer in turn connects to the Cup and turer. The other two horses are well-bred the Courtyard; it is flanked by two shut-
Blade tavern, which has been a contact medium horses with no combat training. tered windows which open into the court-

25
yard. The door in the east wall leads to the assassins. As apprentices, neither of these support himself. He has lost most of his
front hall, and the west door leads to the lads has any money or special goods of his assassin’s skills, though he still likes to trade
hallway. own. However, the table used for general stories with the working assassins.
gambling might have coins on it, depending Weapons stored here are primarily extras
6. Hallway on the time of day it is discovered. and specialty polearms not normally need-
This connects the stairs going down to the 8b. Women’s Room. The three female ed. Personal weapons are kept by the vari-
cellars, the stairs going up to the second assassins, Dela, Barda, and Hilga, share this ous individuals. This area also contains the
floor, Kilburn’s office, the Assassins’ Quar- room. It is decorated like a highborn lady’s stairs leading to the fighters’ and thieves’
ters, and Kilburn’s magic laboratory. boudoir, to get the women accustomed to sleeping rooms above.
the sort of places they might find themselves
7.The Magic Laboratory in the course of their work. As the appren- 10.Servants’ Quarters
This is a two-floor-tall room in which tice assassin, Dela gets to keep it clean. This open area is cut up into smaller areas
Kilburn and his apprentice Xerxan work. While Dela has no more possessions than by various improvised screens. The kitchen
Currently under preparation are two scrolls do the male apprentices, Barda has a jewel servants live here. A diligent search will
for Xerxan to use, though nothing has been box in which she keeps 10 gp, a gem worth uncover a total of 42 sp hidden here and
done with them for a while. The place is 32 gp, a gem worth 20 gp, and a necklace there about the area by different servants.
fairly empty, with just three workbenches worth 1,600 gp (although she doesn’t realize
and two reference works on a shelf built into its value). 11. Main Garderobe
the east wall. The prominent item of furni- As the senior assassin in the room, Hilga This two-hole “outhouse” is built into the
ture is a luxurious couch on which Kilburn has certain privileges, including a lock box servant area so that those who must use it
meditates. Xerxan is supposed to sleep on a that no one can open but herself. In it she (i.e., everyone but the assassins, who have
mattress in +he northeast corner of the keeps a bracelet worth 150 gp, 3 pp, 43 ep, their own) can stay out of inclement weath-
room, but uses the couch whenever he’s sure and the first silver piece she ever stole. It er. It is built so that the upstairs soil can pass
Kilburn won‘t know it. also holds a chime of opening with 30 through a well to the cess pit below without
On the central bench is a sword. It was charges, unless Hilga is away on a mission disturbing those using the garderobe on the
stolen recently from a victim of the Guild in which she knows she might have to open ground floor.
and found to be magic. Kilburn and Xerxan magically locked rooms or devices.
are attempting to discover its abilities, but 8c. Senior Assassins’ Room. The two 12. Kitchen
so far have had little luck. The weapon is male ninth-level assassins, Garbo and Iger, The kitchen is attended by a staff of two
actually a sword +3, IN 13, EGO 5, AL share this room. It is sparsely furnished with cooks and five servers, all of whom sleep in
NG. Its special abilities are detect magic 2” beds and chests for their gear. Along the the servants’ quarters. There are two fire-
radius, and detect secret doors in a Vz” radi- south wall, Iger has a small poisons work- places on the east wail with attendant
us. bench set up. Iger provides the blade venom ovens, and all the other paraphernalia of a
Along the north wall are stairs leading to for the traps to the treasure room. medieval kitchen.
Kilburn‘s quarters on the second floor, and In Garbo’s chest is an ornate, beaded and On the west wall is the door to the ser-
in the northwest comer is a door leading to a bangled cloak which is actually a robe of vants‘ quarters and a panel which can be
stairway down to the cellar treasury. The blending that he uses on special missions. In opened to allow slops to be dumped in the
door is opened with a latchstring which a secret compartment in the chest is 50 pp well from the second floor garderobe. The
must be pulled down quickly, parallel to the and 90 sp. On Iger’s workbench is an unas- swinging door in the south wall leads to the
door. Pulling slowly, or in any other direc- suming, half-empty bottle which actually great hall.
tion, moves a bar across the door and rings holds two applications of Keoghtomk oint-
an alarm bell in the laboratory, in Kilburn’s ment. In his chest, Iger has hidden 50 gp and 13. Great Hall
quarters, and in the treasure room itself. a cloak pin worth 760 gp. When the house was built, this two-floor-
Only Kilbum is supposed to know the secret 8d. Thugs‘ Room. The four male thugs, tall hall was meant for great feasts, small
of the latch, but Xerxan once saw him work Eachan, Fodel, Abal, and Corrol, share this ceremonies, and general merry-making.
it. room. It is furnished similarly to the Senior Since Kilburn bought the house, it has been
Against the south wall of the room is a Assassins‘ Room. AbalS chest contains an used for general meals and very occasional
gong, a chime, and a bell. These are the old black cloak, actually wings offlying for entertaining, but mostly it acts as storage
instruments that ring when various traps go which he knows the command word. None for things anyone is too lazy to put into the
off around the house. Each has a distinctive of the other assassins even know he has the properly designated storage areas. It is also
tone. wings . used as a training area for the apprentice
The four thugs also have an average of 30 assassins and thieves.
8. Assassins‘ Quarters gp and 80 sp hidden about their mattresses Low quality, uninteresting tapestries try
This area consists of four rooms arranged and chests. to contain the drafts that blow through this
around a “T-shaped comdor. hall. Two large tables are set up perma-
Sa. Apprentice Room. The two male 9. Armory nently in the center of the hall. There is a
apprentices, Jack and Timas, have the dubi- This combination smithy and weapons large, inefficient fireplace on the east wall,
ous privilege of sharing their room with the storage area is presided over by the resident contiguous with the ones in the kitchen.
garderobe. Since there are only two of them blacksmith, Jonas, who lives overhead. The west wall of the hall has a balcony
and the room is spacious, it also acts as an Jonas is a former 4th-level assassin, crippled which is level with the second floor. It can
informal lounge for the whole group of during a job, who learned smithy work to be reached either through that floor or by a

26
set of freestanding stairs leading to it. In most of the northern wall, are his magic If anyone attempts to touch the stove
happier times, the balcony was used by books. With his Intelligence, Kilburn has without fire resistance, he takes 2-12 points
musicians playing for feasts. Now it is main- learned at one time or another of learning. of damage.
ly used by kitchen servants taking material Spells of first through fifth level not in his The furnishings in the room are worth
to and from the upstairs kitchen storage books are burning hands, friends, mending, over 350 gp, if delivered with a minimum of
room, and by assassins and thieves practic- ventriloquism, audible glamer, Leomund’s damage to the right merchant.
ing move silently. trap, stinking cloud, blink, suggestion, dig, Against the south wall of the room is a
Parallel to the balcony stairs, between hallucinatory terrain, minor globe of invul- chime and a bell. These are instruments that
them and the west wall, are stairs leading nerability, distance distortion, and stone ring when various traps go off around the
down to the basement storage areas and the shape. He has not really tried to learn any house. Each has a distinctive tone.
chapel. sixth level spells besides the ones he carries
normally. 19. Jonas’ Quarters
14. Courtyard Behind a secret panel in the outside wall Jonas the blacksmith lives in this spartan
This open court is the center of most of of the garderobe is 200 gp, 50 pp, and a ring room, which holds a small table, a bed, and
the activity in the house. This is where fight- offire resistance. Kilburn uses the ring to get a chest for his personal belongings. He
ing practice takes place, and where residents to an insulated compartment in the stove spends most of his time in his beloved
can take any repair or building projects they which contains his robe of scintillating col- smithy. On his wall hangs a dagger + I he
have on hand when the weather is nice. In ors (which, however, he does not have the used while an assassin. He has 55 sp and 14
the center of the courtyard is a raised flower Wisdom to use), and his crystal ball with gp in a small tin chest under his bed.
bed, built up with tiles inlaid with the onyx clairaudience.
which gives the house its name.

Second Floor House of Long Knives


15. Corridor L

This connects all the rooms on the second


floor.

16. Watch Room


There is a guard (sometimes a fighter,
sometimes an assassin or thief) stationed in
this room at all times, watching over the
surrounding wall and keeping an eye Ground floo1
through a murder-hole on anyone in the
Front Hall.

17. Windor‘s Rooms


Windor sleeps in the eastern room and
uses the western room in which to perform
what magical research he can. On the east-
ern wall of his sleeping room, several pen- 1 square = 10’
dants hang from a set of pegs. One of the
pendants is a talisman of the spheres. One of
Windor’s far-fetched plans to regain his
former station as official Guild mage is to
somehow find a sphere of annihilation and Second floor
use it against ’Kilburn.

18. Kilburn’s Quarters


This luxurious apartment, though some-
what overlarge and drafty, is Kilburn’s pri-
vate room. It can be reached either from the
magic laboratory or from the second floor
corridor. In the room is Kilburn‘s private
garderobe (in the northwest comer), which
Basement
has its own well separating it from the assas-
sin’s garderobe below, and a stove which is
kept hot almost all the time. At this time
Kilburn is the sole regular occupant of this
room.
On a shelf next to his bed, which occupies

27
20. Stairwell
This leads from the courtyard to the Cup & Blade
armory and up to the upstairs barracks.

21. Guard Barracks


The four male guardsmen share this
room. They sleep on wooden bunks and
have chests for their clothes and belongings.
Searching the room reveals 64 gp, 168 sp,
and 250 cp.
21a. Shuran’s Room. Shuran, the only
female guard, has this room to herself. Since
she is the only one of Herban’s followers to
have her own room, it often acts as a meet- Basement
ing place for conspirators. Shuran is also
Parter’s mistress, a role she assumed as part 1 square = 10’
of Herban’s master scheme to destroy
Kilburn.
Shuran has a small valuables chest in
which she has 5 pp, one gem worth 250 gp
and one worth 100 g p , and a ring worth 700 25. Guest Room 29. The Main Cess Pit
gp. The ring also happens to be a ring of free Yura the Monk currently occupies this This pit’s floor is 20 feet below the floor of
action, but Parter, who gave it to her, never room and, true to his calling, he lives in the basement. The pit catches the runoff
thought to have it checked for magic, and spartan style, with nothing but a sleeping from the pits directly below the two two-
she doesn‘t wear it because it is too mat and a short table. floor garderobes. The door is for ultimate
valuable-looking. cleaning of the pit, and has also been used
21b. Parter‘s Room. The Guard Captain 26. Herban’s Quarters for dumping a couple of potentially embar-
sleeps here, and occasionally retires here to This opulently furnished room is ostensi- rassing bodies into the pit.
think, but he spends most of his time either bly Herban‘s headquarters. However, he
in Shuran’s room, talking to the cooks or does no plotting in this room, for fear of 30. The South Hall
Jonas, or checking the efficiency of his being spied on by Kilburn. This corridor runs to the Chapel of
guards. In a small chest under his bed, he keeps Aibum Darkspawn. The north wall has a
On the wall is a crossbow of distance and 400 gp, 20 pp, a gem worth 800 gp, another crudely drawn mural showing Aiburn
Parter‘s last three quarrels +Z. Hidden in worth 600 gp, two others worth 300 gp bringing the balm and protection of his
his clothes chest is a bag containing 5 each, and a ring of x-ray vision that he uses darkness to a light-blighted world. The
matched pearls worth 400 g p each and 15 for special missions. The furnishings in this mural is interrupted by a door to the corri-
pp, plus a stone of controlling earth elemen- room are worth 200 gp if delivered with a dor which contains the stairs leading to the
tals. minimum of damage to the right merchant. Great Hall above and leads to the dungeons.

22. Upstairs Garderobe Basement 31. The ChapeI


This is another two-holer, witL -
11 d UlIrCL
A’---* The Chapel is under a continual dark
well to the cess pit below. 27. Tunnel spell set up by Zebahn as part of the conse-
This tun1le1 leads to the city sewer which cration ceremonies. Part of the worship of
23. Thieves’ Quarters connects w ith another tunnel leading to the Aiburn is the requirement to do it entirely in
._..,
The five thieves associated witn tne
P ..~n
up anu
~

d a d e Tavern. The assassins and the dark.


Guildhall for scouting and other non- thieves use it when leaving on and returning Decoration is unnecessary in this circum-
murdering roles live in this room. Hidden from their missions. stance. The altar is along the east wall, and
artfully about the room are 7 pp, 52 gp, and under the altar are compartments contain-
60 ep. In one bedroll, Nee1 has hidden a gem 28. Cellars ing a ritual assassin’s knife for the sacrifices
worth 55 g p and another worth 30 gp. Here are stored the wines, beers, dried Aiburn sometimes demands. Hidden behind
fruits, salt meats, and vegetables for the a secret panel in the altar is a talisman of
24. Kitchen Storage kitchen. In the south wall is the entrance to pure good which Zebahn hides here for safe
This large room is mostly used for storage the tunnel to the Cup and Blade. In the west keeping.
of non-perishable goods and materials. It is wall is the stair well to the stairway outside Zebahn has, of course, memorized every-
largely empty because under the current Kilburn’s office, a door to another storage thing in the room, and can move around it
regime much of what would have been room kept for other pantry items, and the with ease. He has also erected ropes to guide
stored here has been left in the Great Hall major access to the central cess pit for the the worshippers to the proper places for
instead. house. worship ceremonies. The regular worship-
Old, often broken, furniture left over pers (Kilburn, Jack, Abal, Corrol, Garbo,
from the previous occupant is stacked along Iger, Rogas, Xerxan, and Yura) have memo-
the north wall. rized the rope positions. Normal rules for

28
A t any time, one or two of the thugs from 7. Wine Cellar who happen to be using the sewer at the
the House are hanging around the common Bilkins has a good stock of local wines and same time.
room of the tavern. If anyone seems to be in brandies (winterwines) here, but hardly any-
need of an assassin, the contact man makes thing from more than a day’s travel away. He Sewer Encounters
the initial contact. If the job seems at all is not really knowledgeable about wines, and Roll Id100 and use the Sewer Encounters
promising, the contact then leaves to get is likely to recommend whatever is in greatest table every ten minutes of real time the play-
someone to talk terms with the prospective supply, rather than what is good. er characters are in the sewer.
customer. Usually, the negotiator is Herban,
but sometimes he sends Iger, Garbo, or 8. Root Cellar Sewer Encounters
Hilga, depending on the situation as report- The Root Cellar is full of roots and vege-
tables which go into the stews and meat pas- Roll Result
ed.
tries for flavor. 01-75 No result
First Floor Under the turnip bin is an unlocked 76-80 1 thief
strong box with Bilkins’ life savings in it. It 81-85 Party of 3 thieves
1. Common Room contains 5 pp, 300 gp, and 500 ep. 86-90 1assassin (Lvl 1-9)
Most of the first floor of the Cup and 91-95 2-4 assassins (Lvl5 -9)
Blade is taken up by the common room, 9. Keg Room 96-100 Roll Id20 + 75 twice on this table
which features a fireplace on the west wall, The keg room is locked with a key held
a bar along the east wall, and stairs leading only by Bilkins. He tells everyone that this is Thieves
up to the second floor on the south wall. to protect his secrets of brewing, and indeed If members of the local Thieves’ Guild see
The common room is packed with tables, he has a good reputation in town for pro- adventurers in the sewer, they will climb the
with barely room for the barmaids to move ducing an ”honest brew“ with a good taste. walls and hide in shadow until the adven-
between them. Old Bilkins or his son, Tan- However, one of the kegs is actually a turers are past, then race off to report to
dy, presides over the bar. Behind the bar is secret door leading to the tunnel to the their Guildmaster. If the adventurers stay in
Bilkins’ money box for immediate needs. It sewers and thence to the new Guild Hall. town after the adventure is over, they will
contains 20 ep, 55 sp, and 250 cp. receive messages from the thieves’ brother-
The Sewer hood indicating that they should stay away
2. Kitchen from other peoples’ territory.
The sewer leading down the center of the If discovered in the sewer, a thief will pro-
The kitchen serves up bread, cheese,
stew, and meat pastries (don’t ask what’s in original town is more than a mile long and test innocence, pretending to be a simple
them) to the clientele. Bilkins’ wife, Charie, over 20 feet wide. It has an oval cross- beggar who has come down to trap rats for
and a hired assistant handle the cooking section that gives it a 15-foot high ceiling, his supper. He knows nothing of any assas-
measuring from the walkways. There is a sins, and doesn’t want to know about them.
chores. Stairs in the southern part of the
room lead to the cellar. 14-foot-wide central channel with &foot- If pressed, he can say that he has seen assas-
wide walkways on both sides of the chan- sins in the area and he knows about where
3. Owners’ Apartments nel. The walkways are only covered during they enter the sewers. He will then take
Bilkins and Charie sleep in this small heavy rainstorms when the whole sewer is them to the entry tunnel to the Cup and
room but spend as little time as possible in flooded. The central channel is a further 15 Blade or to the entry to the old, disused
it. Tandy has a room on the second floor. feet deep. The smell is always abominable. Guildhall.
Since the sewer was built many years ago, Some thieves know about the entrance to
4. Balcony
its stone walls have crumbled slightly in the new Guildhall, but will not reveal it for
This overlooks the common room. places, people have dug unauthorized tun- fear of retaliation.
nels into it so they don‘t have to clean out
5. Upstairs Rooms
their own cess pits, and beggars, thieves and Assassins
These are the only accommodations for assassins have turned it into a private thor- Any assassin found in the sewer is a mem-
transients (orwhomever) in the tavern. The oughfare. While the basic sewer is just one ber of the local Guild. If the assassin sees the
rooms are small and sparsely furnished. long tunnel, the walls are ragged enough to party coming, he will do the same thing as
Tandy sleeps in the southwestern room provide ample shadows, shelters, and the thief, except he will follow the party
unless the tavern is packed for some festival niches for hiding in. after it passes and try to see where it is
or other, at which time he sleeps in the The sewer is remarkably free of monster going.
kitchen. The barmaids and cooking assist- inhabitants, mostly because both the assas- If caught, the assassin will resist giving
ant do not sleep at the tavern. sins and thieves dislike random impedi- any information on how he got into the
ments to their travel plans. However, it is sewer, where he was going, or where he
Basement full of rats, spiders, and other pest life which came from. If successfully interrogated, he
can make anyone unused to it very wary. If knows all about the entrances to the Cup
6. Central Room
the player characters enter the sewers, and Bland and House of Long Knives (and
This little room is a general storage area emphasize the darkness, the spooky sounds, to the old warehouse which used to be the
whose main function is to connect the wine the eyes peering out of shadows, and all the Guildhall, for that matter). He even knows
other indications of possible disaster. about the trip wire in the tunnel to the
cellar, root cellar, and keg room with the
stairway. In fact, the only hazards the play charac- House of Long Knives.
ters are likely to face are assassins or thieves

30
The Tunnels roll. gong in Kilburn’s magic laboratory which
The 100-foot tunnel leading from the can be heard anywhere on both floors of
The 200-foot tunnel leading from the Cup
sewer to the Guildhall is likewise concealed that wing of the house.
and Blade is a simple, stone-lined, tunnel
by a secret door. It is made of hard-packed Anyone caught in this cave-in takes 2-12
leading directly to the main sewer of the
earth and held with wooden bracings. In the points of damage and is buried. The adven-
city, built when the city was constructed and
middle of the tunnel is a tripwire. A charac- turer must make a roll as if bending burs to
leading to the nearby waterway. The stones ter who can see has the normal chance of
of the tunnel are old and worn with the move five feet through the cave-in toward a
spotting a secret door as a chance of seeing safe area. Remember that the total distance
tramp of the feet of generationsof assassins.
the trip wire. Otherwise, there is a 60% covered by the cave-in is 20 feet.
The only encounter possible in this tunnel is chance for each character passing of hitting
with assassins coming or going on their usu- Once a cave-in happens, anyone wishing
the tripwire. to clear the tunnel again will probably have
al errands. The tunnel connects to the sewer Anyone tripping the wire pulls down the to use magic of some sort, or employ a gang
with a door which is concealed on the sewer
tunnel roof on them for a space of 10feet on of dwarves.
side. It can be found with a find secret doors
each side of the wire. This also sounds a This is the only trap in the tunnel.

31
This adventure is designed for a 5th to 6th Road Encounters Mother bear (1):AC 6; Move 12”; HD
level Ranger and three to four mid-level 5+5; hp 30; #AT 3; DMG 1-6/1-6/1-8;
companions. 1-2. Sawyers THACO 15. SA paw hit with an 18 or better
gives hug for 2-12 damage, continues to
DM’s Information Two wagons full of cut wood draw slow-
ly up the road ahead of you. They block
fight for ld4 melee rounds after reaching 0
to -8 hit points; AL N.
Orcs from the Bloody Barb tribe and some most of the road at this narrow point,
half-orc companions have set up a bandit and are heading in the same direction Bandits’ Ambush
camp on the Lauros Road. These raiders are you are.
preying on farmers and occasional trades- The bandits have recently changed the loca-
men who use the road most often. Though Sawyer Peter Karnnor and his five sons are tion of their ambush. There are no obvious
pickings aren’t great, they are content to do north-bound on the Lauros Road. The party signs that this is a dangerous part of the
this for a while until something better comes is transporting two wagonloads of cut lum- road, and travelers will be surprised on 1-7
along. In the few weeks they have been in ber. They live isolated in the hills and in 8.
the area they have already paralyzed trade. haven’t heard about the bandits. When told ~~~

Villagers from Dernau tried to deal with this of the bandits, they are fearful of being held A harsh voice orders you to halt as you
threat, but the volunteers who marched out up and refuse to travel ahead of the party. near a bend in the road. On the hillside
were ambushed by the brigands. The towns- Sawyers (6): AC 8; Move 12”;HD 0-level above you there is movement, and three
folk need any help they can get to deal with humans; hp 5,5,4, 4,4, 3; Dmg 1-8 (axes); archers become partly visible through
this problem. THACO 20; AL NG. They carry 120 sp in the brush. You hear running to your rear
the wagons. as brigands close off your retreat, and
The Adventure 3-4. Thief
two more bandits step onto the road
ahead.
The party arrives in Dernau shortly after ~

the death of the volunteers; the mood in You see a pilgrim sitting by the side of the Three archers are concealed behind trees on
town is grim. road. He stands up as he sees you, the hill (A2on map), and four bandits hide
extends his begging bowl and looks in the brush off the side of the road. Trav-
Dernau is a small village with a handful hopeful as you draw near. elers are ordered to stop as two brigands
of shops and many farmers. All shops appear on the road ahead of them and two
but the inn are closed, and you can’t help Renaldo, a thief, is disguised as a pilgrim behind. Archers stand up from cover, pre-
but notice the silent, frowning faces of begging alms by the roadside. He uses this pared to fire at travelers who do not obey
the villagers. ploy to assess potential victims, picking the promptly or who attempt to flee.
occasional pocket and slitting the throats of These raiders have been ambushing only
Services for the volunteers are being held on lone travelers he wants to rob. He is looking poorly armed locals, and will not attack any
this day. Locals warn the adventurers not to for one last likely mark before he leaves this travelers in a large, heavily armed group. If
continue on the road out of town because of area. Renaldo carries a quarterstaff, but is surprised or successfully counterattacked,
the danger from bandits. Any questions to not proficient with it. A hand knife is con- the brigands will flee the scene and follow
villagers will draw out information about cealed up his sleeve, and a throwing dagger their escape route back to camp. Garsk, the
the bandits, the deaths, and the wish to find hangs in a sheath around the back of his leader of the ambush party, has a wand of
someone to help with the problem. If the neck. frost which he will use only as a last resort
characters do not volunteer their services, Renaldo the Thief: AC 9; Move 12“; THF for his personal defense if cornered. He
Fen, the town Elder, will approach them and 5; hp 23; #AT 1; Dmg 1-4/1-3; THACO 18; believes the wand holds only one more
ask for aid. Dernau can offer only supplies AL NE (C). Renaldo carries a dagger + 2 up charge; in fact, it has four.
such as food and simple equipment in pay- his sleeve, wears boots of elvenkind, and Garsk, brigand leader: AC 4; Move 12”;
ment, but any booty taken from the bandits has 60 gp, 110 sp, and 3 gold rings worth 50 HD 3; hp 18; #AT 1;Dmg 2-8 + 1; THACO
may be kept as well. gp each. 16; AL LE. Garsk carries a wand of frost
The bandits work an area five miles north with four charges, 10 gp and 20 sp.
of Dernau on the Lauros Road. The coun- 5-6. Bears Orc roadside brigands (3): AC 6; Move
tryside is mountain foothills, with sheer 12”; HD 2; hp 15, 12, 8; #AT 1; Dmg 1-8;
drop-offs along part of the road, and You hear crashing in brush by the side of THACO 17; AL LE. They carry 2d10 sp
densely overgrown ridges along the other. the road. Suddenly, a brown bear cub each.
Roll l d 6 for encounters while traveling on rolls down a slope and sprawls into the Half-orc archers (3): AC 7; Move 12”;
the Lauros Road, or select an appropriate road before you. The cub sits up and HD 3; hp 13, 12, 10; #AT 2; Dmg 1-6/1-6;
one for the party. squalls in dismay. An answering bawl THACO 16. Archers also carry a short
comes from nearby: mother bear is com- sword and 2d10 sp each.
ing, and you are between her and her
cub! Approaching the Position

If the ranger scouts along the ridge beside


Bear cub (1):AC 8; Move 9”; HD 3; hp 12;
the road, he may discover the bandits’
#AT 3; DMG 1-3/1-3/1-4; THACO 16.
escape trail leading to the archers‘ position

32
+ 4 to the I* the check *ails, the charac- the-trail. Three daggers are affixed to the posted on the outcropping above (marked
ter is unconscio~sfor a ~ ~ m ofb roundse ~ ends of the branches. Roll for each dagger as L2 on the map), and has a good view of the
equal to damage sustained. a separate attack; the trap will hit Armor trail below for 100’ of its length.
T2. Leg snare. When this trap is encoun- Class o on a roll of 20. Each successful Half-orc lookout (1):AC 6; Move 12”;

33
a

HD 2; hp 13; #AT 2; DMG: 1-6/1-6 (short intruders are sighted. remaining bandits will break off combat
bow) or 1-6 + 1(short sword); THACO 17. Orc Guards 13):AC 7;Move 12”; HD 2; and flee to the north. A Morale Check is
He carries 10 sp. HP 13,9,8; #AT 1;Dmg 1-8; THACO 17; AL made on ld20; on a roll of 15 or less the
This guard has 90% cover and is difficult LE. They carry 15 sp each. brigands continue to follow the last orders
to spot. He only notices a party on the trail Once the camp is alerted to danger, these of the shaman. If the shaman is killed,
itself. If adventurers pass near the foot of perimeter guards fade back to 75% conceal- morale is checked again (successful on a roll
the rocky hillside, the lookout starts a land- ment in the brush while three additional of 9 or less). Morale should be checked
slide intended to crush those on the trail guards act as snipers to protect the camp. thereafter each time a bandit dies, with a -2
below. He then flees to alert camp of The snipers are posted in trees at spots to the roll for each player character that has
approaching enemies. marked S, and fire short bows from 75% been killed or is no longer able to fight.
The landslide begins to hit the trail two concealment with surprise for the first
segments after it has been started. Rubble round. Bandit
falls for 1 round; check for hits each seg- Half-Orc Snipers (3): AC 7; Move 12“;
ment of the round. Stones do 3d4 damage HD 2; HP 12,9,9; #AT 2; Dmg 1-6/1-6; The 1
per character hit each segment, and hit THACO 17; AL LE. mostly in taking food from farmers. ihe
Armor Class 0 on a roll of 15. Dexterity There is a 50% chance of telling the direc- few valuables they have collected both here
Checks are allowed for characters to dodge tion an arrow came from, but only a 25% and elsewhere on their raids are contained
the slide. chance of noticing which tree. There is a in a strongbox the shaman placed in the
base 25% chance per round (non- ruins for safekeeping. Uhrak has also poked
The Bandit Camp cumulative) of spotting a sniper in conceal- about in the rubble out of curiosity; he
ment; add 25 % to this if the sniper’s tree has knows something of the ruins, but if interro-
Led by their shaman, the orcs lounge been noted. The ranger has a base 75% gated refuses to say anything and will under
around camp and debate where to go raid- chance to pinpoint snipers if he uses his no circumstances admit that the bandits’
ing next. The bandits carry weapons but are tracking skill successfully near the base of treasure is safe. However, lesser bandits
unprepared for defense until alerted by the any of the sniper’s trees. may squeal if they fail a wisdom check while
returning ambushers or the lookout from under interrogation. Assume Wisdom
L2. If surprised, half of the orcs (including The Shaman scores of 8 for this purpose.
the archers detailed below) rally to protect
the shaman, who will use magic against the If they are forewarned of approaching
intruders when he has a chance to organize
The Ruins
danger, Uhrak the shaman and half the orcs
an attack. The other orcs will scatter and in camp will advance through the woods Entrance
fight the party immediately. and intercept intruders at point X on the
The party should be given this description
of the camp if they succeed in sneaking up
on it.
escape route trail. If the adventurers are
past that point and the bandits know it, the
The stones of an old ruin are barely visi-
ble here. The rubble is jumbled stone I
orcs will follow the party and attempt to covered with dirt; it is overgrown in
attack them from the rear. The remaining spots with brush and saplings. A section
The o m camp near crumbled ruins, orcs disperse through the woods around the of a tower fell onto one of the interior
mostly buried by an old landslide. Many camp, and hide until they have an opportu- buildings and forms an entry into and
brigands lounge around the campfire, nity to attack with surprise. If the fight goes under the rubble.
chewing on bones and picking at the against them and the shaman is still alive, To the west of the entrance, a garbage
remains of a meal. One is adorned with Uhrak will order the bandits to fall back to heap from the bandit camp has accumu-
feathers and a claw necklace, and leads a the ruins and make a final defense there. lated. Here can be seen offal, bones,
heated discussion. Uhrak the Shaman: AC 5; Move 12”; scraps of clothing, and other refuse.
CLE 4; hp 16; #AT 1; Dmg 1-4 or Spell; Tracks of small animals are visible in the
If the brigands have been alerted to their THACO 20; AL LE. Spells: Cause light muck in and around the heap; a belt is
approach, adventurers will instead glimpse wounds, darkness, protection from good, visible on top of the mess and remnants
this scene when they are near. cause blindness, prayer. Uhrak carries a of other personal items can be seen scat-
potion of speed, 30 gp, and the key to the tered about.
The bandit camp stands near crumbled bandits’ strongbox (see Bandit Loot,
ruins, mostly buried by an old landslide. below). Dwarves and gnomes are likely to note
The campfire smolders, deserted and lit- Orcs in camp (6): AC 6; HD 2; hp 10 the danger of disturbing rubble here.
tered with the remains of a meal. There is each; #AT 1; Dmg 1-8; THACO 17. They Throughout the ruins there is a 2% chance
no sign of the brigands. carry 10 sp each. (non-cumulative) per turn of stone dislodg-
ing and falling. Collapsing stone does ld6
Bandit Morale point of damage, but a successful Dexterity
check avoids damage. If rubble is tugged or
Guards and Snipes
As long as the shaman is alive (or if moved in a deliberate attempt to clear space
unseen, believed to be alive), the bandits’ or dislodge a stone, there is a 20% chance
Regular guards are posted at spots
morale is high and need be checked only if per disturbance that stone will collapse
marked G on the map. Each is within hailing
75% of the raiders are killed or out of the doing the same damage as above. If rubble
distance of the camp and will call for heIp if
fight. If a Morale Check is failed, the underfoot is disturbed, check Dexterity to

34
avoid slipping. Roll again to avoid falling attack only if cornered, or if a light source Near the surface only someone 5 feet tall or
for 1point of damage. approaches within 10 feet. shorter and weighing less than 100 pounds
The garbage heap contains odds and ends Fire beetles (3): AC 4; Move 12”; HD can get through safely. Anyone else
taken from travelers that the bandits had no 1+2; hp 9, 8, 6; #AT 1; Dmg 2-8; THACO attempting to do so causes the rubble to
use for. A pouch of stale pipeweed will be 18. Fire beetles have two glands above their slide and may collapse the ceiling. A rubble
found if the refuse is searched carefully. eyes and one near the back of the abdomen slide causes 2d6 damage (Dexterity check
Inside it are concealed two matched opals which gives off a red glow. The light con- allowed for half damage). There is a 40%
worth 50 gp each. The heap also shelters tinues for 1-6 days in a 10’ radius after the chance the ceiling will collapse, doing 3d6
rotgrubs. gland is removed from the beetle. damage to anyone with 10‘ of the accident
Rotgrubs (15): AC 9; Move 1”;HD 1hit On the wrist of the skeleton is a copper area. Characters climbing through this gap
point; Dmg special; THACO 20; SA burrow wristband, green with age. It has no value safely will find themselves on the far side of
into flesh of victim, burrowing to heart and except as a curio. The spears on the floor are the ruins from the bandit camp. There is
killing host in 1-3 turns; can be killed by too weathered and warped to be useful as only a 10% chance of discovering this
applying flame to the wound immediately weapons. A short hall leads from here to the entrance by searching the outside of the
(1-6 hp dmg each application) or casting Guards Quarters. ruin.
cure disease on the victim: AL N. Concealed under a loose timber (lifted
Guards’ Quarters without hazard) is the bandits’ strongbox.
Armory Here also is a sack with Uhraks gleanings
Tables, chairs, beds, and chests are scat- from the ruins. Many of the books in the
The rubble at the entrance appears fairly tered and crushed where the ceiling col- room are valuable as well. A careful reader
stable: rocks are counterbraced against lapsed and a wall caved in. An area may be able to salvage valuable titles no
each other where a falling tower has barely 20 by 20‘ square before the fire- longer common; they are worth 2d10 x 100
crushed part of a wall. An opening in the place is the only clear space left in the gp each to sages and scholars.
debris slopes downward 1 0 into a hol- room. A doorway can be seen blockaded Locating valuable books: There is a
low under the stonework. behind slabs of stone. Next to the fire- + l o % chance per turn of dislodging stones
place is a 5’ wide gap in the wall. while searching for books. Make a Dexteri-
The entrance slopes down at a 30-degree ty check to avoid injury, or the character
angle. It may be carefully descended and This room is in great disarray. Chances of suffers Id2 points of damage. There is a
there is n o chance of loosening debris, but stone falling here are increased by 10%.The 10% chance for every three turns searched
movement is reduced by 50%. Once down door is sealed on the other side by fallen tim- of locating one valuable book. The searcher
the slope, adventurers have descended 10’ bers. The gap in the wall leads to the must read Common and must check Intelli-
to the level of the buried armory. Library. gence in order to recognize a rare work. A
There is nothing of value in sight, since maximum of 10 costly works are in the
Uhrak has collected candle sticks and simi- room, although up to 50 books in all may be
The ceiling is close overhead, braced
lar items he found here. Any chest that is salvaged.
only by jammed timbers and large slabs Uhrak’s Sack: These goods have been col-
of stone. This room may once have been safely accessible has long since been plun-
dered. With great effort and danger it is pos- lected in the ruins by Uhrak: Gold ink and
an armory or guardroom: weapon racks sand pot with quill stand (100 gp value): vial
have burst from the walls of shattered sible to salvage three chests mostly buried in
he debris; they contain 2d20 gp each hid- of black powder (ink powder, can be recon-
stone, and old and rusted spears are scat- stituted in water, worth 20 gp); seven
tered on the floor. A colIapsed wall has len among clothes and personal belongings.
bronze goblets (5 gp each); two silver rings
buried the remains of wooden planking; (10 gp each); three staghorn-handled eating
a skeletal hand extends from beneath the knives (3 gp each); two silver candlesticks
debris. A viney plant with yellowish (50 gp each).
flowers grows in the dirt, washed down the stones like
Bandits’ Strongbox: The strongbox con-
by rain, which covers the floor. fractured wings. Uebris is scattered tains the following: 500 gp, 2000 sp, 300 ep;
across the floor along with scrolls and a leather pouch containing 10 g p , 15 ep, 12
A yellow musk creeper lies here, appar- books. The walls here are barely visible, sp, 30 cp, four blue glass marbles and a
ently relaxed. It grows in rubble and dirt, for most seem to have collapsed or been wishbone (non-magical); three gold rings
but the floor 30’ around it is clear. Closer obscured by the falling ceiling. A layer of (50 gp each); two brooches (40 gp each); one
examination reveals that its color is faded dirt covers the floor, washed down decorative dagger, tourmaline in hilt (worth
and the flowers withered-in fact, the plant through a gap in the rubble at one end of 100 gp; if used as a weapon treat as -1 to
is dead. What treasure it once held beneath the room. hit/dmg); one silver dagger (non-magical);
its roots has been collected by Uhrak and a potion of levitation, and a potion of
added to the strongbox. Footprints are visible in the muck that undead control.
The fire beetles that live here are still covers the floor. IJhrak has been here. Clos-
alive, however. They lair in the stones of the er examination will reveal that at some time
wall, and there is a 50% chance that l d 3 he has both entered and exited through the
beetles will be out in the armory when the gap in the rubble overhead. Sloping stones
party enters. The beetles freeze when sens- and timbers lead up to it; rain has washed
ing noise or light; they prefer to bolt and down it and covered the floor with dirt.

35
Reign of Triumph is an adventure designed about a week-if he does not find other girls lived at the time. The elves could not
for four to six characters of intermediate things that may distract him. He has left his help her restore her hair, but they could help
level. However, lower level players will also son-in-law, Shamus, in charge of the castle her retaliate. The elves supplied her with the
enjoy this adventure if it is properly adjust- and the barony until he returns. Shamus juice of the vlourate plant which Ariel qui-
ed for their level of play. The adventure can mamed Ian‘s eldest daughter, Cameron, who etly spread across Zarahs hair while she
be played by itself in an evening or two as is expecting their first child very shortly. Sha- slept. In the morning, Zarah, as normal,
an independent adventure or it may be mus is a bit on edge lately since Cameron is rose to comb out her long brown hair, but
inserted in an existing campaign. almost ready to have their baby, but he is still found there was none to comb. Zarahs hair
able to maintain control of the operations of has since grown
- back, but the patient toler-
DM’s Information the castle. Cameron’s two younger sisters, ante for her sister has not.
Zarah and Ariel, have been instructed to see
The adventure occurs several miles from a to the coordination of the household duties
civilized area, in gently rolling, partly- of the castle while Ian is away. The Adventure
wooded lands. The terrain to either side of
this area looks a bit rougher. Also, part of Zarah and Ariel You now enter the Barony of Caryll,
the land is rather swampy-travel through Zarah and Ariel have never gotten along Only the bravest need enter, reads the
the swamps is at half speed at best, and the well. Only 10 months separate the two and crooked sign nailed to the tall, rough oak
swamps are covered by dangerous they have always been treated somewhat as tree bending protectively over the soggy
quicksand-like muddy areas. Passing a single person, much the same as twins dirt road. The freshness of the spring day
through the Barony of Caryll appears as if it might be regarded. Zarah turns 17 next blows through your clothes with a slight
is the safest way for the party to go. month while Ariel was 16 just last month. gust of wind. The scent of burning green
Try to time it so that the party enters the Cameron was delighted at the age of four to wood is barely noticeable.
barony in the early afternoon. This is a new have two new sisters, but she eventually As the breeze quiets, you see a tiny
barony tucked within the safety of the gen- learned to hide from them both: trouble fol- stream of smoke casually drift over a
tle hills which surround it. Atop the highest lowed when they were near. small rise directly ahead. The dirt road
hill, in the middle OF the district, ns the castle A quiet brunette with wisdom beyond her curls around the rise and disappears.
of Ian, the ruler of this newly-formed terri- years, Zarah was often envious of her out-
tory. He normally oversees the well-being of going younger sister. Ariel, an energetic, If the party heads down the road toward the
about 130 families who traveled from the golden-haired girl, was usually the one to smoke, they encounter a young dwarf near
crowded outskirts of the city of Trilial. But get into mischief-mostly quite innocently, a small fire that was built between two low
for the past several days he has been in the but often with nasty consequences. hills.
city, reporting on the astounding success of Cameron did her best to smooth things over
his small barony, which has prospered between the two whenever she dared get “I share with no one. Is a secret place just
under his leadership and direction. involved. Cameron, for example, was there for me. Go from here before they find
The barony has begun producing wines of to handle the problems caused when Zarah me. Go!!” whispers a young, plump
high quality-they are mild and fruity accidentally dripped blackberry juice on dwarf huddled near a tiny fire. OnIy a
wines so far, since the young barony has Ariel’s hair, permanently staining her shin- fine spray of fuzz covers his chin, hinting
had little time to age them. But they hold ing, pale locks with purple dots. Ariel in at the beard that will soon sprout and
promise of being the best produced in the turn consulted some of the elves who lived cover much of his homely face. Pleading
area. Already their wines are purchased in just beyond the gates of Trilial, where the with his dark eyes, he says no more, but
great amounts by those from the city and merely stares, waiting for you to move
other wealthier settlements. The red wines
are the most in demand, but those who truly
I on. Clothed only in thin fur breeches of a
soft brown color, he holds a long, thin
enjoy their wines also stock up on the black- green branch over the sputtering fire
berry wine that is produced in much smaller made from greenish sticks. Speared on
quantity. the stick is a small animal that has been
The Barony of Caryll also has small skinned. At the dwarf‘s feet lies the skin
deposits of gold strewn throughout the tiny of the rodent, whose fur pattern matches
rivers that cross the land, and buried within that of his breeches. The skinned animal
the dark, rich soil. While the residents use is a bright pink on top, but as the dwarf
some of the gold to adorn themselves, much stands motionless, the underside of the
of it must go to the dwarves that reside in creature starts to smolder and smoke. He
small hollows formed by the hills. Unable to steps back quickly and gives your party
drive them from the land when they a sharp look of irritation. “All right.
arrived, the residents of Caryll have learned What you want?“ he asks impatiently.
__~
to placate the irascible little creatures with
~ ~

some of the gold. The dwarves have threat- This is the dwarf, Tolimay.
ened to cut off the necessary water supply to Tolimay: AC 4; Move 6 “ ; HD 1; hp 16;
the barony if they do not receive half of the #AT 1; Dmg 1-4 (dagger); THACO 20; AL
gold that is mined or panned each month. LG .
Ian left two days ago and plan5 to return in

36
P r

The Barony of Caryll on the ground. The dragonflies are moving


quickly through the area and it is possible
that they will miss the characters entirely. If
the characters are not being quiet, the drag-
onflies will have the initiative on the attack.
Giant dragonflies (3): AC 3; Move 1"/
36" ; HD 7 (8+ l ) ; hp 48, 45, 40; #AT 1;
Dmg 3-12 (4-16); THACO 12; SD + 2 on ini-
tiative; save as 16th Ivl M-U;AL N.
The dragonflies fight to the death. They
have no treasure.
As the party descends the second hill,
they see a castle in the distance on a flat,
round hill. Scattered around the castle are
many homes and garden plots. As they
emerge from a small copse at the base of the
hill, the party happens upon Zara and Ariel.
Zara watches her sister from behind a large,
ragged tree.

A small pool of water beyond the trees is


disturbed by the splashing of a young,
blond-haired girl and two half-clothed
elves. Her sheer white dress becomes
even more so as the water splashes on
her. She is bare-footed and her hair
hangs loosely around her shoulders.
Another girl in a bright red dress peers
carefully from behind a big tree, as if the
blond girl is unaware she is there.

Ariel, the blond girl, splashes about in the


@a Forest Low tiills >\$4, Grasslands pool of water which is fed by a thin stream.
Two elves play happily with her, rushing in
hd Swamp .**---.-Road - ....--.
h River and out of the water as she kicks water at
them. As the party approaches, both girls
Village Castle 1 hex = 1 mfle turn, startled at the intrusion. The elves
duck behind the tree and discover Zarah,
which again frightens them. They then scur-
ry across the water to take refuge behind
Ariel.
If the party asks about the barony and the second hill, they can see the narrow dirt
why only the bravest should enter, the road that will guide them all the way to the The blond girl lets out a gasp at the par-
dwarf snorts and emits a sound which small village outside the castle. If they take a ty's presence and then turns to the elves
resembles a laugh. "You believe sign? You direction of their own, they become lost and to see what frightened them the second
think it dangerous here? You funny people. somehow manage to wend their way back time. After a brief, quiet exchange with
No problem here, just tough talk," he chor- to the dirt road where they find the dwarf the elves, she calls out, "Zarah, come
tles. If asked where the Baron might be slowly wandering along. He munches on a over here," all the while keeping her eyes
found, he instructs the party to "goover the- roasted rodent. "You listen now," he says, fixed on the party. The girl in the red
se two hills and turn this way," motioning to smacking his lips. "Follow road, no get lost, dress stands emotionless but wide-eyed,
the right. If the party tunIS to leave the area, silly people." and slowly side-steps wer to the other
the dwarf calls after the]n, "If you here for The characters will have some flying visi-
gold too, you g o wrong way. Go to castle. tors if they have strayed from the path.
They help you there." H e then gives direc- After they find Tolimay a second time and Zarah (4th-level cleric'1: AC 5; Move 12";
tions to reach the castle?. When the party once again head for the castle, they first CLE 4; hp 22; #AT I; Dmg by weapon;
moves on he makes thenI promise to tell no notice an unusual buzzing noise if they are THACO 18; ST 11IN 15\NS 15 DX 10 CN 12
one that they saw him. "I not here, fine? You reasonably quiet as they move along. If they CH 10. Spells: lighf, pnofecfion from evil,
not see me. Big trouble fc3r me if caught eat- take no precautions, they are attacked by animate dead, dispel magic .
ing again. Hush!" three giant dragonflies who are out seeking Ariel (6th-level thief): AC 4; Move 12";
If the party follows thLe dwarf's direction dinner. They can avoid the dragonflies if THF 6; hp 20; #AT 1; Dmg by weapon;
on how to reach the cas1:le, once they cross they either hid somewhere or lie motionless

37
THACO 19; ST 12 IN 14 WS 10 DX 13 CN 11 them. Ariel sees no harm in stealing small The Gray Dove
CH 16. bits of it so that her elf friends may “look
If the party approaches in a hostile man- pretty, too.” Her sister wants to stop this The Gray Dove stands proudly in the
ner, the girls have enough time to escape. before the dwarves become angry enough to center of the village. Its sturdy boards
They hurry to take cover behind a hill and not only start a skirmish, but cut off the are washed with a gray stain and flower
run for home. The party is unable to catch water supply so important to their grapes, boxes line the numerous windows. Spar-
them by ordinary means. The elves run off berries, and other crops. kling clean windows are draped with
in the opposite direction. If the party does The girls lead the way to the town and see bright red curtains. It is a startling con-
not draw weapons and approaches in a that the party gets what they need. They trast to the simple buildings that sur-
friendly manner, the girls let out a sigh of encourage the party to stay for the evening, round it. The front door is slightly ajar
relief and smile. ensuring them a comfortable place to stay in and the sounds of a congenial crowd
Zarah and Ariel introduce themselves the village. ”The next city you will come to float from within.
confidently. The elves shyly step forward is about a day’s journey from here. You
and call themselves Cody and Kemi. The might as well stay,” Ariel says, eyeing one of If the characters do not choose to go
girls are freely adorned with gold jewelry the better-looking party members-one inside yet, but would rather explore the vil-
about their bodies and their clothes are fine who would notice and appreciate her beau- lage, go to The Village of Carylf. If they go
quality silk. They explain who they are to ty. The girls talk openly with the party, but inside, read the following.
the party and offer to show them to the vil- occasionally can be heard talking harshly to
lage where they can rest, get more provi- each other in quiet tones. ”You shouldn’t The inside of the Gray Dove is crowded
sions, or even stay a few days. Zarah warns have been spying on me . . .” ”Well, you with happy people drinking large tan-
the characters, however, that some trouble shouldn’t even be touching that gold . . .” kards of ale. The floor is covered with a
may be brewing with the dwarves in the ”Wait until father gets back!” ”Oh, never thin gray rug and is spotless. Several
Barony. Ariel was supposed to be checking mind father! You’ll have me to deal with!” tables fill the inn and a narrow bar is
on the dwarf activity, but instead ended up When they see that the party is settled or has tucked into a far comer. Near this comer
here, wading in the stream with the elves. what it needs, the girls say goodbye and are several men, deep in discussion, with
The elves wear plain brown leggings, but head for the castle. frowns frequently flashing across their
each has a short braided pony tail in back If the party wishes to talk with the Baron, faces. Two of them stand while three
woven with fine golden threads. As the Zarah explains that her father is gone for a more rest on the table top, their feet
elves step forward to introduce themselves, few days, but that they can direct any ques- propped on the chairs. A serving girl
Zara notices the golden threads in their hair tions or problems to Shamus, their sister’s takes the orders from behind the bar
and scoldingly says, “Ariel, you know what husband. Shamus will be unavailable to the while a serving boy whisks about taking
will happen if anyone sees that!” Ariel says party until the next day. The adventurers orders for those who are seated. A sign
nothing but an angry expression covers her may stay at an inn, The Gray Dove, which above the doorway behind the bar lists
pretty face. sits above a warm, cozy tavern, or they may the limited offerings of food and drink.
Zarah has been watching Ariel to see if camp in the outskirts of the village. If they Occasionally a man in a white apron
she may be one involved in a slight problem stay at the inn and dine there (the only place pokes his head through the half door
that could escalate into a full-fledged skir- in the village that serves food), go to The behind the bar.
mish. Lately the dwarves have caught wind b Gray Dove. If they decide to camp, go to
that someone within the castle has been The Camp. If the party inquires about staying at the
withholding some of the gold that is due

38
inn, they are shown to comfortable, quiet He will sell a small amount to the characters being destroyed. They do not know how
suite of rooms upstairs (enough beds for if they wish to buy some, but charges no less many dwarves there are in the barony, and
seven people) by the man in the apron. He than 5 gp per bottle. The wine has no magi- so they are quite worried.
says his name is Roj and that he owns the cal properties and is in no way unusual, oth- The characters will come across a gold-
Gray Dove. Pointing to the trunks at the er than its color. smith in their wanderings. The outside of
foot of each bed, he shows the characters When the party finally finds the tavern, the shop is very plain, but the sign on the
the keys waiting in the locks so ”you‘ll feel a the serving boy seats them at a table in the door (”Meade’sGold Shop“) and the inside
bit safer here, not that we have many corner opposite the somber men who are of the goldsmiths shop is quite elegantly
thieves among us.” He also says that the talking near the bar. As the party dines, one decorated compared to the other shops.
payment to stay at the inn (a mere 3 gp per of the men will approach them in a friendly Normally anxious to trade, the goldsmith
night) includes all meals. ”Come on down way and tell them of the impending danger will refuse to accept any gold if the charac-
when you’re ready to eat,“ he instructs and with the dwarves. he says the dwarves are ters ask to do so. “No, sir. No trades today.
leaves, lightly closing the heavy wooden quite angry about being shorted of their fair It’s all the more those little grimy things will
door. share of the gold that is found in the barony. get their hands on. It’s all the more they’ll
If the party does not go down to eat din- They are threatening to cut off the water steal from me! Come back when things have
ner, they hear a light knock on the door. If supply. He and the others who are gathered quieted down,” he instructs the party. If the
asked to identify himself, the knocker says at the table feel that it is only a ploy, that the party wishes to acquire some gold from the
that he is Abin and lives in the village. He dwarves really plan to attack, and that smith, he says that all his store has been
says he has several others with him and tomorrow morning they may see the full locked up in the castle for safekeeping. He
would the characters care to heed some wrath of the stout, angry men. The man, will not take any of it out until the dwarves
advice from them. If the characters open the named Herley, says that the party should are no longer a threat. He will, however,
door wielding weapons, several men on the watch carefully for anything suspicious, loan the characters a few coins from the
other side recoil in horror. ”We are not here and that they will be warned if things time being, to see them through the night.
to harm you, we just want to warn of some become more dangerous. Goldsmith (4th-level thief): AC 4; Move
trouble in the village,” says the one who If the party remains at the inn, they are 12”; THF 4; hp 22; #AT 1;Dmg 3-8 (dagger
identified himself as Abin. He says nothing awakened in the night by Ariel. She apolo- 1-4 +2); THACO 20; AL LE.
more until the characters drop their weap- gizes for startling them, but explains that Many of the other businesses in the vil-
ons. It is clearly evident that the men have their help may be badly needed. Since they lage are closed for the day, mostly because
nothing more than simple daggers and that look like seasoned adventurers (at least of the impending danger the dwarves pose.
they do not intend to use them on the party. compared to those in the barony), they may Some of the buildings have even been
Villagers (6):AC 9; Move 12”; HD 1;hp 8 be able to help. She says that dwarvish boarded up to protect them from attack.
each; #AT 1;Dmg 1-4 (dagger); THACO 20; forces are threatening to attack. She begs After the characters have wandered about
AL LN. them to come to the castle to help figure out the village and are ready to turn in for the
Abin and the others warn the party that what to do. If the party refuses, she first evening, go to The Gray Dove if they
some dwarves who live in the area are act- says that they will then die a horrible death choose to stay there. Go to The Camp if
ing up and may be planning to cause some like the rest of them. Then she offers them they decide to stay there.
trouble. They tell the party to be on guard gold from the castle’s stores if they still do
for any trouble and asks them to report to not want to help. Go to The Castle once the The Camp
the castle anything suspicious they see. party has been persuaded to go.
They then turn to leave, saying nothing The characters must cross the village to get
to the campground. They cannot help but
more. The Village of Caryll pass through the main part of the village. If
If the party goes down for dinner they
unavoidably take a wrong turn into a cool, The village is quiet. Activities and the nor- they stop along the way, go to The Village of
mal sounds and noises associated with a Caryll (if the party has not already been
dim room filled with wine kegs and bottles.
bustling village have become almost muf- through the village).
”Hello there,” calls a voice from behind a
stack of kegs. ’What can I do for you?“ a fled, as if the people are all concerned about
young man asks as he appears from the things other than their daily tasks. Some A small grassy area has been designated
darkness. He bears a striking resemblance to people carry large bundles or trunks and are as a camping ground by a crude wooden
Abin and is in fact his son, Lowell. Lowell headed in the direction of the castle sign that says ”Camp Here.” The grass is
will steer the party in the right direction if entrance. If the characters talk to anyone on surrounded by a neat wooden fence. By
asked, but calls after them. ”Wait! Will you the streets, they speak in hushed, concerned one comer of the area is a large, low
taste something for me, please? I think it’s tones, all the while checking around them as stone well about five feet across and two
gone a bit bitter but I can’t tell.” Lowell if they were looking for something or some- feet high.
holds out a clear bottle filled with a very one.
golden wine. ”This is from our secret store. If the characters ask anyone why they all If the characters carefully examine the
It is made from golden grapes, but it looks seem so quiet, they answer that they fear an area, one will discover a tiny golden leaf
like it’s made with pure gold, does it not? We attack from the dwarves. They admit that it resting on the ground. Its stem curls around
usually keep it for ourselves. Taste it for may just be a rumor that the dwarves may so that it may be worn on a cord or chain as
me .“ attack, but they do not wish to take any it is a finely crafted, beautiful leaf. Engraved
The cool wine is sweet and delicious and chances. They have worked hard to estab- on the back in almost invisible letters is the
Lowell seems relieved to hear that it is fine. lish the barony and now it is in danger of word “Solitar.” If the leaf is worn every day

39
(it does not matter if it is worn at night), the pay attention for long with Cameron moan-
wearer begins to turn a pale gold color. The ing in pain."
gold color intensifies and the wearer's joints If the characters still do not want to go to room d o not hear that. They become
become stiff and eventually immobile if the the castle or become involved, Ariel offers quite agitated and anxious.
leaf is still worn. After two weeks of day- to pay them gold if they will help. Her offer
light wear, the wearer turns to solid gold. If will start low and she will bargain, but she Shamus' baby will be born soon, but he is
the leaf is taken off, the effects reverse them- does not go higher than 200 gp per person. too nervous to stay with Cameron. He flits
selves after the same amount of time it has If the characters agree to help, Ariel leads in and out of the room several times, asking
been worn. All body hair, however, perma- them to the castle. Go to The Castle. what he should do and exclaiming that he's
nently remains a sort of metallic gold color. in trouble. Each time, Zarah herds him out
If the party decides to stay here for the The Castle of the room, and each time, the people in the
night, they are completely safe except for room start to panic a bit more.
the well. Each time a character takes water A tall man approaches the party and asks
A neat cobblestone road leads to the if they have had any large-scale battle expe-
from the well, roll ld4. On a roll of 1, the front entrance. Scatterings of brightly
character is attacked by water termites. The rience. Whether the party has or not, the
colored wild flowers line the road. This man replies, "Well, we'll soon put your abil-
character is automatically surprised. does not look as though the people of the
Water weird (2): AC 4; Move 12"; HD ities to the test. Shamus is useless and I am
barony are serious fighters. Huge wood- just a farmer, like most of the rest of us.
3 +3; hp 24, 19; #AT 0; Dmg nil; THACO en doors hinged with brass and silver are
16; SA save vs. paralyzation or be dragged Zarah and Ariel are now running things,
wide open. A single guard with a but we think they could use your help."
into water; SD 1 point of damage from polearm stands by the entrance. A pleas-
sharp weapons; AL CE. Ariel steps forward and announces that she
ant expression seems locked on his face. thinks the forces should be made ready to
If the characters defeat the termites, they
are able to safely drink from the water with attack at dawn. With the first sign of any
Guard: AC 6; Move 9 " ; FTR 3; hp 19; dwarvish activity, she would like to let loose
no further attacks. If a character checks #AT 1;Dmg 1-6 (polearm); THACO 18;AL
carefully, he can find a fine gold chain with all the army's might. Zarah returns to
LN . the room just as Ariel finishes this statement
(worth 25 gp) caught on a rock. about six Zarah meets the party at the door and
inches below the surface of the water, and 3 and argues that the dwarves can probably
instructs them to follow her to a meeting be placated, if given a chance to handle this
sp along the rim at the bottom of the well. room inside. They pass through fine stone
A magical spell guards all within the con- situation peaceably. She also announces
hallways covered with brilliantly-colored that she has checked the water level in the
fines of the camping area, but n o one tells tapestries depicting people enjoying them-
the party that. They are able to sleep sound- castle wells. It has gone down significantly
selves in the outdoors. and the wells look as though they will be
ly on the soft grass until the character whom
Ariel had her eyes on earlier is awakened by almost dry in a matter of hours.
her insistent shaking. Zarah, with Ariel right behind her, leads The party is given a chance to voice their
you to a large meeting room beyond opinion, but the general decision is to wait
wooden doors almost as huge as the two and see what happens. Ariel and Zarah,
"Wake up! Wake up!" Ariel urges franti- at the entrance. The doors are left open however, both have their own ideas. The
cally but quietly. "There is tro'uble stir- as you enter. A big wooden table spans elves think that the barony should eliminate
ring among the dwarves. We need all the the length of the meeting room. At the the dwarves totally, all of the men but one
help possible. Can you help us? We end nearest the door are several men nodding in agreement as their spokesperson
expect trouble as soon as the sun comes dressed in battle gear. A few women Meech declares this. The larger elf merely
up ." among them are equipped similarly. grunts as Meech finishes his statement. The
About ten elves are gathered around other elves turn to stare at him. They are not
Ariel eventually wakes everyone in the with them, talking. One larger elf stands prepared for a show of disrespect at a time
camp with her frantic pleas. If the party is somewhat away from the rest; he is like this. Now that the attention is on this
reluctant to help, Ariel explains that the heavier and about a half foot taller. His large elf, the other elves form puzzled looks
dwarves have the village and castle sur- features are larger and rougher than the on their faces.
rounded. "You'll never get out alive. You other elves. His pointy ears are cock- As the full attention of the group is
haven't a chance! Come to the castle with eyed and unnatural-looking, as if he may brought to the stocky elf, he slowly begins
everyone else. You want to live, don't you?" have burned them once. A couple of to back out of the room. "Now I know who
Ariel tells the party she and Zarah have large hunting dogs drift in and out of the you are," shouts an elf. "He's, he's.. ." Before
mobilized the available men for battle and room, sniffing hungrily at the elves. The he can finish, the large elf turns to run, but
are prepared for the dwarves when they people all talk in concerned tones, rather trips over one of the hunting dogs. The dog
attack, but any others who can wield a loudly and excitedly. Suddenly a man gives a brief squeal and rights itself to stand
weapon are desperately needed. If the party shoots into the room, a panicked look on guard over the disturbing bundle lying on
questions why, if Shamus was left in charge, his face. "Shamus," Zarah exclaims, the floor. The dog takes a couple of nips at
he is not organizing the troops, Ariel "What's wrong?" the elf and manages to sink its teeth into one
answers that her sister has gone into labor "It's time. It's time. What shall I do?" of the pointed ears. A gasp of horror arises
and the baby will be born soon. "Shamus the man cries, and dashes from the from those watching as the dog lifts its head
has lost his head. He is in a terrible panic, room. Zarah runs after him, yelling, with what appears to be part of an ear in its
but he is also terribly excited. He does not

40
mouth. "Stop, stop," yells the elf in a voice make them less cooperative. The others in
that is much too low to be an elf's. An elf, the party, including Zarah, carry only small The quiet whispers you hear as you walk
meanwhile, hurries over to the dog and knives as weapons. If any of the PCs think suddenly grow louder. A distinct com-
removes the ear from the dog's mouth. "It's to take some of the golden wine they may mand to "Stop where you are," is fright-
not real!" he shouts. "This thing is an impos- have acquired, the locals think it strange, ening enough to make anything come to
tor!" but do not question it further. The party a dead stop. The hoarse voice says,
Just then, Shamus dashes into the room may take torches to light their way. "Don't move or you look like porcu-
again. "It's time! It's time! Help! Help!" he Once the peace party is several hundred pine!"
cries. "Do you know what's happening?" He feet outside the castle walls, they begin to
questions the entire room, and runs off. His hear quiet whispers and muffled footsteps. If the party carries any torches, the fire is
appearance is just enough distraction to let No matter how quietly they attempt to snuffed out by a heavy spray of dirt so those
the dwarf try to crawl quietly, but quickly, move, they are discovered by dwarf look- in the castle cannot follow the progress of
out of the room. He has little luck doing so if outs. the party. If the party stops where they are,
the characters are aware of his movement. the voice commands them to follow it. If the
The characters can easily capture the party s a p they wish to see the leader, the
impostor as the commotion settles. They voice snaps, "That's where you go!" If the
discover that he is actually a dwarf in elf dis-
guise. His ears were fashioned from fine,
pale brown mud to match his skin, and he
was sent into the castle to spy. The castle
inhabitants can simply hold him captive, or The Castle and Village
they may use him as a bargaining tool if one
of the characters thinks of it. If the dwarf's
life is threatened, the other dwarves agree to
talk, but will attack the castle anyway
before any talking is done.
When the people in the room once again
become calm, Zarah explains that she thinks
this uprising can be squelched quickly by
giving the dwarves more gold. Ariel thinks
the dwarves have gotten enough gold and
wants to stage a full-scale battle to quiet the
dwarves once and for all. The characters
need not unanimously decide which sister to
side with, since they will be able to take
orders from whomever they choose once the
battle starts.
Both sisters agree that a call should go out
to those outside the castle walls informing
them that they may come to the fortress
until the impending battle is over. Several of
the castle guards head out immediately for
the village.

The '/Peace Party"


Zarah prepares to go with a party of three
others to see if the dwarves will listen to rea-
son. Any of the PCs may choose to go with
them. She instructs the "peace party" to try
any method possible to calm the dwarves,
bribing them, if necessary, so they do not
attack. Her final ploy is to give them a bit
more gold that she has taken from the store- m% Home Wall around Castle
room. Under no circumstances, she says, is
there to be any violence. The party must go 1 hex =
immediately to the dwarf leader, as time and 220 feet ('/24 mile) e in,, Business Turret
tempers are wearing thin. s
The PCs can take any equipment they
wish with them, but an obvious show of
weaponry will agitate the dwarves and
party does not stop, they find themselves have never seen wine of this color and will have org;anized themselves enough to
instantly surrounded by six frumpy but be able to be convinced that it is truly made attack. M[ost of the 115 dwarvish fighters
snarling dwarves armed with spears. They from gold. The wine delights Rewin so, it have gatkIered in this centralized area and
gruffly tell the party to ”Get moving. Some- almost appears as though he has been have beenI instructed to begin spreading out
one wants to talk at you!” appeased. He laughs in between sips of the in a semi-{ circle to attack the castle from the
After only a few minutes of walking they pale liquid and marvels at its color, saying west.
come across a small clearing filled with that surely it is worth more than all the gold In a sit1iation where the PCs in the peace
dwarves. Dressed in what is supposed to be in the world. For some strange reason, party are deliberately trying to antagonize
their battle gear, they look more humorous though, whether the party has tried this tac- Rewin or the other dwarves, have Ariel
than deadly, but if the party is not careful, tic or not, Rewin suddenly has a drastic attack a bit sooner, just before Rewin is
they could soon learn the fierceness of change in mood and says, ”Not good pushed to the point of having the whole par-
which the dwarves are capable. Thick ani- enough. You all die.” This signals several of ty eliminated on the spot. Rewin will have a
mal skins are pieced together in a haphazard his dwarves to move in closer to the party, chance to strike a blow at the character who
fashion to serve as their sole protection. ready to follow his next command. This is the most irritating. Roll a ld6. On a roll of
Some hold crude spears and shields. A few also signals Zarah to try one last thing 1or 2, the character received 1-6 points of
also have short swords. What looks like a before they are taken away or disposed of- damage h-oma glancing blow from Rewin’s
struggle among the men is merely the lead- she offers them the gold she has brought sword.
er’s attempt to wend his way through the along. If any IDIf the party has remained behind in
crowd, shoving aside all who remain in his Zarah carefully reaches into a pouch that the castle, they are unable to convince Ariel
path. As he breaks through the final barri- is hidden beneath her clothes-carefully, that she 5;houldn’t antagonize the dwarves
ers, he looks up, wipes his brow, and because a dozen spear points now aim for before her sister has returned. She realizes
exhales loudly. Staring directly at Zarah, he her throat. “Is this enough? Will this make she is end,angering her sister’s life, but feels
exclaims, “His majesty’s daughter! Won’t you stop this foolishness and go home?” she that since Zarah left without discussing any
this be interesting? What a fine prisoner asks bravely, but with a hint of strain in her plans, anId since Ariel must protect thc
you’ll make, huh7 Well . . . speak!!” he voice. entire bar ony, her actions are warranted.
roars, and lifts a shining sword1 upright in Rewin appears to be quite interest in her The dwIarves attempt to organize them-
front of his face. offering and steps forward to reach for the selves quiickly to attack as soon as the sun
The dwarf leader is dressed in a collection gold. But at that instant, something pre- peeks ovt2r the horizon. Those inside the
of fine tanned skins of much better quality vents him from doing so. castle shc)uld have had plenty of time to
than those of his warriors. It is quite warm ready for the dwarves’ onslaught.
for the springtime, and the sweat from the Nearby, a horrible crunching noise
weight and heat of this outfit rolls down his vibrates through the trees. Followed by a The Ba.ttle
body in tiny rivers. The discomfort of the huge thud, the crunching stops after a
battle gear makes him surly and impatient. The Baroiny of Caryll has 78 men and wom-
few seconds. ”They found us!” en who iIre able to fight. Fifteen fighters
Rewin (dwarf leader): AC 4; Move 6”; announces a cry from the distance. The have heav‘y crossbows, five have light cross-
HD 1; hp 8; #AT 1; Dmg by weapon; dwarves begin to scatter in a confused bows. XNenty-five fighters have three small
THACO 20; AL N. manner. spears ea-... .__.
rh Annthor ton __._
nf the ..____-_
weaker
Dwarf warriors (28): AC 4; Move 6”;
fighters throw stones and bits of whatever
FTR 1;hp 6 each; #AT 1;Dmg by weapon; If the party acts quickly enough, they are they can lift. Fourteen fighters have blow-
THACO 20; AL N. able to escape as a second thud lands nearer guns with which they shoot thorns coated
If anyone but Zarah speaks, the leader, and creates a panic among the party’s cap- with a substance that causes victims to fall
Rewin, curses at them and tells them that tors. (Ariel was getting impatient and decid- asleep for one turn. Nine men handle three
Zarah is the one that will speak. Zarah tries ed to hurl a few rocks.) In all the confusion, catapults which alternately send large rocks
to placate Rewin by explaining that no the dwarves will have trouble keeping the and burning oil into the air.
wrong-doing was intended and that any party together. They will be able to get back The dwarves have 115 able fighters. All
gold due the dwarves was not purposely to the castle before dawn, just before the are armed with spears and crude but-impen-
withheld. She asks that they not attack, and dwarves plan to attack. The party members etrable shields. About half also have short
give the humans a second chance to prove each suffer 1-4 points of damage from being swords. The dwarves have three leaders of
they are not cheating the dwarves. This scratched by bushes and branches as they 4th level each.
seems to quiet him as he ponders it for a few hurry back to the castle.
seconds, frowning with concentration. The party may decide not to return to the The Struggle Begins
After this, whoever tries to speak will be castle, feeling that another pian may be
allowed to proceed with whatever they wish more desirable-such as circling back and When Zarah returns to the castle, a
to say. Any PCs can try bribes, lies, or attacking the dwarves from the rear. In this smaller, but not less vicious, battle begins
whatever they can think of. case, they also suffer slight injuries from inside. Each sister has decided that she is
If a character tries to convince Rewin that their escape (1-4 points of damage each). endangering not only her life, but the lives
he or she has wine made from gold, the Zarah decides that she must return to the of the others she was with. ”Well, we didn’t
dwarf leader is skeptical, but curious. He castle, and heads off by herself before any- all agree that you should have gone to talk
asks that some be poured into a glass for one can even offer to go with her. By the with those beasts!” Ariel defends herself.
him to inspect. As the wine is poured, sev- time the party circles back, the dwarves will “You were endangering your own life by
eral astonished gasps can be heard. They

42
ubdue the
1 only that
--.-----_ _- __, tne entire score or goia De given them. They
"It's here! It's here!" barely turns the do not wish to harm anyone since there are
heads of the fighters-but it does elicit a several people in the castle who are the only
reply from the skies. An ear-splitting ones who know how to properly extract the
screech fills the air and slowly fades as on^ from the earth and process it into per-
ov...
the cloud retiirns . fect ;old bars of various sizes.
If Ithe dwarves are subdued, they calmly
The dwarves .uiiiraaiiru
.1.,-,.4.,4 tho;- F;-=l
A L a v r bll=:ll lllla_l
accept the proposal that they shall now

t hope, Erasthenes, a red dragon. It circles the


castle twice and then begins its attacks.
Erasthenes (red dragon): AC -1; Move
receive only 30 % of any gold discovered in
the barony. Because of the horrible defeat,
they wish to exist quietly in the barony until
9" /24" ; HD 10; hp 78; #AT 3; Dmn 1-8/1- thalr r a n heal themselves and rebuild their
8/3-30; THACO 10; SA breath eir new respect for the strength of
sleep spell; AL CE; XP 3,200. s of the barony and the fine display
If the characters defeat Erastl ,ship have made them realize that
due him, they are able to r e m r never be able to achieve control of
gold collar that ciTcles his neck. i ~ i iirclvy
e the land that was once theirs.
collar is worth 850 gp. The dwarves gifted
the dragon with the collar, telling him it was Postscript: A seven-pound, eight-ounce, 21-
going out there!" she continues. Meanwhile, a token of their friendship. The collar actu-
Shamus continues to appear periodically, inch boy, named Adrian Jacob, was born to
ally has a spell cast on it so that the dwarves Shamus and Cameron of the Barony of
screeching, "It's coming! It's coming! What have the dragon under their command. The Caryll at 6:47 A.M. the day of the battle.
do I do? Who can I turn to?" The sisters and spell is broken once the collar is touched by Mother and son are doing well. Father's
Shamus successfully create a scene of confu- anyone except a dwarf.
sion and uncertainty. condition is fair.
The dragon has recently swallowed three
And so the battle goes on. In between large rubies which remain in its stomach.
barbs and jabs, Zarah and Ariel are some-
They are worth 300 gp, 410 gp, and 420 gp.
what able to ready their forces for the
attack. They will not argue if a party mem- Ending the Rattle
ber tries to assist them and their forces at To determine the victors of this battle,
this time, as long as they are informed of keep track of the following points that the
any major decisions. The sisters wish to sta- party members or the citizens of the Barony
tion troops all around the wall of the castle, score. When the Barony scores 100points or
but beyond that have no specific battle more, it has successfully subdued the
plans. They will agree with most any rea- dwarves. They are also victorious if the
sonable battle plan proposed by th-e nr-
1-L-s.
dwarves retreat. However, if the dwarves
The dwarves send a line of 25 fi,ghters to manage to score 100 points or more first,
begin an assault on the west side 01
tle. As these dwarves are eliminatcEd,
are sent in, until the dwarvish f c
'
themore
cas-
they have successfully subdued the Barony.

are Barony of Caryll


reduced to about half their numbe'rs. They -. - . . ..
will then retreat, admitting defeat. Ihe Points Action
dwarves do not try attacking the village at
all since they are bright enough to realize all 2 Per dwarf eliminated
the villager's valuables are probably safe 5 Per dwarf captured
within the castle walls by now. 5 Per dwarf subdued
At about the mid-point of the battle, the 5 Not bribing dwarves with gold
castle gets a new visitor from the skies. 10 Defeating the red dragon
10 Capturing dwarf leader
A huge, hot gust of wind blows over the
castle and the sweat on the fighters Dwarves
increases, dripping off their already sog- Points Action
gy clothing. A minute later, a dark cloud
quickly passes overhead, casting huge 5 Per opponent eliminated
shadows across the castle walls-but this 10 Capture or eliminate Zarah
cloud has a long red tail and it appears to 10 Capture or eliminate Ariel
be circling above the castle. The quietly 10 Red dragon returns alive or stays
ominous feeling is suddenly shattered by uncaptured
10 Breech castle walls

43
scavenger nrunr
Scavenger Hunt is an adventure for six to of eating, drinking, and merry-making. The Pelly leads them into the town square and
eight characters of 5th to 7th level. Team- highlight of the festival is the annual Scav- shows them to one of the long tables set up
work is especially important in this adven- enger Hunt. It is prepared by Nolar himself, in the street. Here the feast is served and the
ture, so players should have some and boasts a prize of 1,000gp to each mem- Spring Festivities are opened by King Nolar.
experience with each other. This adventure ber of the winning team. Applications for After eating dinner and then introducing the
is suitable for play by a single team as well the event are solicited from far and wide, teams, the crowd dissolves into a mass of
as for tournament play. Instructions for and Nolar chooses anywhere from three to dancing, singing, drinking people. The
tournament play are included in the DM’s six of the best teams to compete. He spends adventurers meet many townsfolk but will
section. a good portion of his winter preparing the not learn anything of the scavenger hunt.
event, for it is the townfolks’ favorite form The townsfolk are too busy carrying on to
of entertainment. The people love to bet on think of anything but ale, and besides, King
DM’s Information the event, assist the teams, and watch the Nolar’s list is kept a secret until the Hunt is
This adventure can be used for tournament insanity of chasing around after Nolar‘s officially begun the next day.
play in two ways. First, a time limit may be impossible list. After an unforgettable evening of fine
imposed in which the team who returns wine, ale, and celebrating, the party is
with the most items will be declared the win- awakened around ten o’clock by Pelly. He
ner. Second, if no time constraint exists,
The Adventure has prepared a hearty breakfast for the par-
teams may play until one of the teams This year, the party was chosen as one of the ty, and hurries them along in order to be
returns with all ten items. Finally, the lucky teams to enter the Scavenger Hunt back in the town square by noon, when
adventure may also be used for a single par- competition. An entry fee of 25 gp per per- King Nolar will officially open the scaven-
ty. In this event, the groups’s success may be son, payable to King Nolar upon arrival in ger hunt.
determined once they have collected all ten Morlandia, covers lodging and all meals for The entire town has already assembled
items, based on the calculations as the end the week, as well as wine and ale (for cele- when the party reaches the town square.
of this adventure. bration purposes, of course). Once intro- Precisely at noon, King Nolar greets the
duced to the townsfolk the party members townspeople and again welcomes the teams.
Background are welcomed like long-lost relatives, and He explains the tradition of the scavenger
The town of Morlandia is a peaceful, drawn into the merry-making. hunt and its importance to the people of
sleepy town wedged in a small valley in the The party has arrived in Morlandia by Morlandia as their annual sporting event.
center of a volcanic mountain range. There ship, docking in the secure harbor. One of The Morlandians regard the hunt with the
the mountains divide and meet the ocean, the king‘s aides is quickly summoned and utmost seriousness as to fair play and a
the valley spread along the beach and up the escorts the party to Nolar’s castle. Nolar is sporting spirit. They wish to see the hunt
mountainside. The terrain of the mountains delighted to greet the party, and his eyes carried out in the spirit in which it was cre-
protects the village from potential lava twinkle as he rubs his hands together in ated; good, hard, competitive fun, and
flows, even though the volcano has not anticipation of the coming week. He chats nothing more. Therefore, the Morlandians
erupted in over two centuries, and lies with the party over a few bottles of cala- do not tolerate cheating or foul play, and
about 12 miles away. However, during the berry wine, a surprnsingly light and refresh- King Nolar has established this set of rules.
last eruption, the town was spared by the ing concoction which is just the thing to take
high collar of rock which circles the valley. the edge off a long sea journey. Realizing The Rules
A more idyllic setting is difficult to imag- that supper time is drawing near, Nolar 1. King Nolar will have the final word in
ine. The winters are cold, but not harsh, and summons another aide to show the party to judging a winner. (The DM at this point
the summers are long and balmy. The ocean their inn, and bids the group good after- should declare a method for winning-
offers protection from heat in the summer, noon. That evening, the Spring Festival is to based on the most items in a given time limit
as well as a steady food supply. The moun- be launched with a tremendous feast, during or the shortest time to gather all ten items.)
tains provide an abundant source of fresh which the competing parties will be intro- 2. All items will be subject to examination
water, grazing lands, and fertile soil. The duced to the townsfolk. to verify authenticity. This will be deter-
people of Morlandia have become accus- The adventurers are then escorted to the mined by the king’s best clerics and magic-
tomed to a comfortable, prosperous, crime- Inn of the Singing Dolphin. The quarters are users. Any forgeries will result in immediate
free lifestyle. The town is completely small but cozy and the party is housed disqualification and ineligibility for future
self-sufficient and even sells excess products together on the second floor, taking up all of scavenger hunts, as well as a hasty escort to
to merchants who pass by ship. The 1,400 the existing rooms in the establishment. the first ship leaving Morlandia.
inhabitants are carefree and relaxed, and Teams staying at inns in town are referred to 3. Competing teams may not exchange
recognize each other on sight. by the townsfolk according to their inn. The information or items. Violation of this rule
The tiny village is ruled by King Nolar. DM may thus utiliize the Singing Dolphin will be subject to the same punishment as
Nolar is at least 80 years old, and has ruled team as well as five others: the Blue Mer- stated in rule number 2.
Morlandia for about 50 years. The job is not maid team, the Steaming Mountain team, 4. Competing teams will be required to
a difficult one, since life in Morlandia is so the Rusty Meadow team, the Greedy Peli- keep their distance from other teams during
peaceful. Nolar’s most important job, there- can team, and the Lost Wizard team. The the contest. This is to prevent cheating or
fore, is the planning of the Spring Festival. DM may also create additional inns and stealing and to protect each team’s work.
Every year, during the first full moon of teams as necessary. After the contest, however, the teams will
spring, the residents of Morlandia hold their After settling into their rooms, the party be expected to be cordial to one another.
Spring Festival. It consists of an entire week is called to supper by Pelly, their innkeeper. 5. Since the people of Morlandia regard

45
the scavenger hunt most seriously, all will be wizard, whom he identifies as Sedgon.
watching for signs of unfair play. Cheating comes from the hot country. Sedgon claimed to have lived underwater,
or unsportsmanlike behavior will be report- 3. A signal of acceptance from the but the apothecary never believed him.
ed to Nolar without hesitation and violators mountain monks. Sedgon even invited the apothecary to come
will be dealt with based on the severity of 4. The lost wizards secret spicy herb. for a visit, but he never had the desire. The
the crime. 5. A greeting from Morlandia’s nearest apothecary can provide directions to
Nolar has no other rules. He emphasizes elven neighbors. Sedgon’s home, and also has a large flask of
that the scavenger hunt is simply a game 6 . A cluster of growing liquid plant. a potion which Sedgon gave him, claiming
and was designed for the entertainment of 7. A memory from Nolar‘s childhood. that it allowed men to swim underwater
his people. He hopes that it will be played in 8. A liquid flame. without needing to breathe. The apothecary
the spirit of fun and friendly competition. 9. A new song for celebrating like the will dispense a small amount to each party
Nolar then offers a few suggestions and song the flying woodland creatures sing. member.
helpful hints. Party members may choose to 10. Nolar’s favorite treat which he The Sheep Herders. If the party tries to
hold all their items until all ten have been hasn‘t had since his boyhood. question the sheep herders about their miss-
found, or they may drop items off at the cas- ing sheep, they will only hear frightened
tle as they find them. A tally board will be stories about evil creatures trying to destroy
kept of deposited items so that the towns- Clues their village. As the party takes leave of the
folk and teams can keep track of each team’s The party may begin anywhere they farm, however, they are approached by a
progress. Nolar favors dropping off items so choose. The Morlandians, being lawful boy about 14 years old who introduces him-
that they may be safeguarded and also so good, will do their best to aid and be fair to self as Korin. Korin says that he has seen the
the verification process can begin early. all the teams. Several of the townsfolk have beast and can lead the party to its cave.
However, a team’s choice to drop off items received instructions from the king and The General Store Owner. The general
or to hold them will not affect the outcome actually have inside information which will store is owned by Makk, and from his phys-
of the game. help the teams, provided they ask the right ical appearance, the party can correctly
Nolar also suggests choosing an order for questions. guess that he is the same age as Nolar. Makk
locating the items, rather than randomly The innkeepers all have the same infor- doesn’t remember things as clearly as he
chasing after items. The items need not be mation. The king is always quite careful used to, however, and babbles about the
found in any specific order. However, Nolar about this, lest one team gain an unfair weather, the town, the harvest, and past
adds that finding the items in a certain order advantage. The innkeepers are able to pro- harvests. If questioned carefully, however,
will save many steps. vide teams with a map of the mountainside, the party learns that Makk and Nolar used
Finally, Nolar adds that his list is not directions to any place in town, and a hand- to play together as children. Makk even
exactly straightforward. It will take some ful of very interesting clues. The innkeeper’s remembers that as boys, they used to carve
deciphering and careful consilderation in clues are the following: their initials on an old pine tree, along with
order to locate the correct items. I. Recently some of Morlandia’s sheep the names of girls who interested them.
Nolar than asks one member from each have been found mutilated. The unusual Makk doubts that Nolar would even
team to step forward to receive a copy of the thing about this is that the carcasses were remember that tree after all these years, but
scavenger hunt list. He hands a tied scroll to found covered with feathers. The map will Makk even recalls where the trail began that
each individual, announces that the game is provide directions to the grazing lands. led to the pine tree.
officially open, and bids each team good 2. Nolar used to play in a small cave near Clerics. The clerics are able to tell the par-
luck. the beach as a boy. Once, he fell asleep in the ty the proper procedure for visiting the
cave while the whole town searched for mountain monks. If they follow these
The Scroll him. The map also gives the approximate instructions to the letter, the monks will
Upon opening the scroll, characters will location of this cave. reward their efforts with a medallion made
find what they believe to be a blank piece of 3. The innkeeper‘s mother used to talk of of woven lamb‘s wool, which is the symbol
paper. This is one of Nolar’s little jokes; he a healing plant with a liquid center. It used which Nolar is seeking.
has written all of the lists in lemon juice. If to be quite common, but is now believed to Following are a few ”misconceptions”
the teams realize this and attempt to hold be extinct. A small group set out to search which the party may encounter. None of
the paper up to a heat source, the words will the woods for the plant once, but never these townsfolk are trying to deceive the
turn brown and become visible. If the teams returned. The map will indicate the direc- teams; they just happen to have heard
simply cannot figure this problem out, they tion the group was heading when last seen. things a little differently.
will be forced to wait until noon on the fol- 4. The “lost wizard refers to an old mage Sailors. The teams will encounter a num-
lowing day, when the list will be published who used to visit town every few weeks. He ber of entertaining stories if they talk to peo-
on the tally board at the castle. was always drenched from head to toes, and ple on the docks. Unfortunately, all of these
Nolar’s list reads as follows. spent most of his time speaking with the stories are quite convincing. One tale is that
town’s apothecary when he visited. the lost wizard is actually the name of a boat
The innkeeper has one other clue, but this which went down in a storm off Morlandia
one is meant only to add confusion to the about 100 years ago. Another tale is that on
fur on the same piece of hide from the hunt: Nolar is terrified of the ocean. Midsummer’s Eve, precisely at sundown,
mysterious creature which stalks the Other townsfolk who have clues are: flames can be seen shooting out of the water
upper valley. The Apothecary. He did indeed spend a all across the ocean. Finally, there is also a
2. The rock which floats in water and considerable amount of time with the lost tale which describes flying sirens who come

46
out of the woods on summer evenings and Item 2. existed for over three centuries, and was
attempt to make sailors jump ship. The party finds themselves teleported to built before Morlandia was settled.
Pubs and Taverns. If the party spends any an area near the top of the volcano follow- The clerics in town inform the party that
amount of time in the local pubs, they will ing the location item 4. This will be the sim- their journey must begin at dawn, and the
hear that evil creatures have been seen in the plest way to find the rock. In this event, fortress must be reached by dusk. Although
waters off Morlandia. One of the old men they spend two full days climbing to the it is farther than the volcano, the trail is
can also be overheard proclaiming that the summit and another two days climbing well-worn and easily traveled if a quick
volcano is ready to erupt ”any day now.” back down. The climb is hot, dusty, and pace is maintained.
Finally, the party hears that the nearest exhausting, and sleep is difficult due to the The clerics also inform the party that
elvish settlement is over 150 miles away. rocky ground. Once per day, there is a 75% once the fortress is reached, the team must
Again, these tales were not planted by chance that the party will be attacked by a follow the monks’ orders to the letter. Any
Nolar-they just happen to be local lore group of bowlers. deviation from these orders may result in
which will confuse the teams. Bowlers (4-8): AC 4; Move 6” plus 1”per the monks refusing the party their reward.
round until 15” is achieved; HD 2-5 hp The journey to the fortress is not a diffi-
each; #AT 1;Dmg 4; THACO 20; SA after cult one. However, there is one river to
Encou.nter Key crushing its prey, the bowler rolls onto its cross, and like all rivers during the spring-
Following is a list of encounters which will prey to consume it; only a 50% chance that time, it is rushing at full speed. The river is
lead the teams to the quickest ending. Some prey will notice a bowler before they are approximately six feet deep in the center
events need not be accomplished in this within 40 feet of their victim; AL N. and measures about 45 yards across.
order. Near the summit, the party also encount- As the party assembles on the opposite
ers a field of sand which houses from five to bank, they are attacked by giant frogs.
Item 1. seven dustdiggers. Giant frogs (6-8): AC 7; Move 3 “ / / 9 ” ;
The creature Nolar is looking for is an Dustdiggers (5-7): AC 4/7; Move 3”; HD HD 2; hp 12 each; #AT 1;Dmg 1-6; THACO
owlbear. If the party follows Korin, he leads 4; hp 21 each; #AT 1;Dmg 1-8 plus AC of 16; SA victims hit by tongue are drawn to
them directly to the lair, but leaves the party victim; THACO 15; SA hides under sand the frog next round and take maximum
as soon as they are within sight of the cave. until victim steps on it; 20% of dustdiggers damage, swallows small creatures (elf, half-
Since Korin is responsible for chores, he can project an illusion of a pool of water amid ling) whole on a hit of 20; AL N. If victim
only escort the party at sundown. the sand; AL N. hits tongue, frog will not attack that victim
There are no creatures in sight when the Once the party arrives at the summit, again. Hits on frog have 33% chance of
party approaches. As they near the mouth they will have a 05 % cumulative chance per doing equal damage to a swallowed victim.
of the cave, they notice fallen feather and turn of finding the type of rock which, when The remainder of the journey to the for-
clumps of fur lying about. Torches or lan- placed in water, will float. The king is not tress is uneventful. Upon arrival, the party
terns will be needed once the party has looking for cork. is greeted by a monk named Elevar who
entered the cave. provides instructions.
The cave splits into two tunnels. The left Item 3. Elevar shows the team to a small room
tunnel leads to a larger cave in which vari- The mountain monks live on the moun- with many empty shelves and coat pegs. He
ous bones, bits of fur, and feathers are tain which stands opposite the volcano. instructs the party to store all of their
strewn about. In some comers of the cave, Their fortress is at a higher altitude than the belongings and to change into the robes and
there are feathers and straw pushed together mouth of the volcano and has always been sandals which he has provided. Once they
to form a nest. No treasure or eggs will be protected from lava flows. The fortress has have done so, they are shown to a small din-
found in either of these two caves, for the ing room where a supper of porridge and
owlbears have only recently moved in. The bread is served. The party is then allowed to
right tunnel leads to a smaller cave which 1 sleep until midnight, then they are awak-
appears to be uninhabited. Lying about are ened to begin a 36-hour meditation. Bodily
more bones and a few sheep carcasses. This functions may be relieved as long as a monk
cave is considerably more damp than the provides an escort.
other. Any clerics or druids in the party will
As the PCs prepare to leave the caves, have no problem completing the medita-
they encounter two or three owlbears tion. Magic-users have an 85% chance of
returning from their nightly hunt. success, while fighters and thieves have a
Owlbears (2-3): AC 5; Move 12”; HD 75% chance of success. Lawful characters
5 + 2; hp 36 each; #AT 3; Dmg 1-6/1-6/2-12; may add 10% to their chance of success.
THACO 15; SA hugs if victim is hit with an Following the meditation, the party is fed
18 or better, inflicting 2-16 damage per a substantial meal of eggs, bread, and fresh
round until victim is dead; AL N. fish. During the meal, the monks initiate a
The party needs to remember to save conversation examining the life experience
enough hide that is covered by both feathers gained by taking part in the scavenger hunt.
and fur to present to King Nolar. This hide If the party responds intelligently and
yields an extremely unpleasant odor. expresses an interest in more than just the
money, the clerics reward the party with the
symbol Nolar seeks. They are given rooms

47
for the night, and, at dawn, are shown a Ibs. His hair is gray as well as his closely- There are two docirs on the inside wall, one
shorter path back to Morlandia. The party trimmed beard. Sedgon prefers to dress in through which SecIgon has just disappeared.
should arrive back in Morlandia around shades of blue or green, so as not to clash The party is sealted on comfortable wood-
mid-afternoon. with the underwater scenery. He wears a en benches and cklairs. The room also con-
ring of protection + 2 , ring of water walk- tains a few smal.I tables, four oil lamps,
Item 4. ing, cloak o f the manta ray, boots of swim- some unusual seasshells, and a mobile made
Sedgon, the lost wizard, really does exist, ming which function like boots of speed, out of seashells. Sedgon loves the ocean,
and the apothecary‘s directions will prove to enabling the wearer to swim at a rate of 24”, and has spent a grleat deal of time arranging
be accurate. The party must row or swim and bracers o f defense A C 5. He also owns a his living quarter. i to make the most of its
200 yards out into the ocean and place folding boat. resources.
themselves directly in front of a cross- Sedgon has access to a great many spells, Sedgon has disa,, _____ __ .__ ______
_._- .__. .
shaped rock formation on the beach. Using and has an 80% chance of having any spell This is a 15’ X 15’ room with two windows,
the potion of water breathing, the party he wishes in his spell book. He knows the and an L-shaped counter running along both
must then swim to the bottom of the ocean, following spells: outside walls. A round table with two chairs
where they will find Sedgon’s home. The Cantrips: Warm (x2), freshen (x2) stands in the center of the room. Rows of
party encounters from one to foar giant gar- Level 1:Magic missile, read magic, shelves line the walls above the counters,
fish during their swim. charm person, identify and they are well-stocked with flour, sugar,
Giant gar (1-4):AC 3; Move 30”; HD 8; Level 2: Invisibility, levitate, preserve, salt, home-canned fruits, vegetables, juices,
hp 48 each; #AT 1; Dmg 5-20; THACO 12; know alignment, strength spices, and other types of supplies.
SA swallows victim whole on hit of 20; AL Level 3: Dispel magic, fly, lightning bolt, Sedgon owns a decanter of endless water,
N. A swallowed creature may cut its way water breathing, slow as well as one other unusual cooking device.
out if it can inflict 25% of the fish‘s hit Level 4: Dimension door, minor globe of He has created a type of burner which uses
points with a sharp edged weapon. There is invulnerability, monster sum- oil, but has eight wicks arranged in a circle
a 20%chance that a swallowed creature will moning II, wall of ice, wizard eye with four more wicks in the center of those.
receive damage equal to that inflicted upon Level 5: Airy water, cone of cold, hold These twelve wicks heat a kettle most effec-
the gar by sharp weapons. monster, passwall, teleport tively, and fewer can be used if a lower heat
Sedgon’s home i s quite unusual looking. Level 6: Lower water, part water, Oti- is desired. The wicks all share a common oil
It is built out of sandstone, smooth pebbles, luke’s freezing sphere source SO that the unit is not too bulky.
and large pieces of coral. The roof is round- Level 7: DrawmijS instant summons, There are two more doors which lead out
ed, giving the home a bubble-like appear- limited wish of the kitchen in addition to the one that
ance. Each of the four walls has two round Level 8: Permanency leads to the sitting room. One of these doors
windows cut out of the stone, and Sedgon Sedgon rarely has visitors, and therefore leads to a large closet housing brooms,
has placed a permanent wall of force over is glad to have some company. He is quite a cleaning supplies, extra blankets and pil-
each opening. pleasant fellow and enjoys chatting with the lows, clothing, and supplies generally used
The house has no door, but Sedgon has party. Before anything can be accom- by magic-users. A door on the other side of
devised an ingenious entry system to keep plished, however, he insists upon hearing this closet leads into a tiny 10’ x 10’ work-
his home dry. The party notices a huge tube how things are in Morlandia. He asks about shop.
shaped like an inverted letter U attached to several famous landmarks, then inquires The workshop is tiny, but houses an
the roof. One end disappears into the house, about the Spring Festival and is surprised incredible amount of supplies. There are
while the other end stops about four feet off and delighted to hear that the party is bottles and jars lined up on shelves along
the ocean floor. The tube is about four feet entered in the scavenger hunt. Sedgon then two of the walls, and there is a long table
in diameter and looks as if it were made out asks to see Nolar‘s list, and whistles or gig- taking up the center of the room. The table
of some type of discarded barrels. gles at some of the items as he reads them. holds many pipettes and decanters and
Any character sticking his head into the He is thrilled to see his name mentioned, some are bubbling away with potions in the
tube finds that the tube is not filled with and is glad to help the party after they have making. The table also has drawers under-
water. Instead, the air pressure forces the a drink and a bite to eat. Sedgon disappears neath it, and these are filled with spell com-
water out of the tube and provides a dry through a door, babbling about “whipping ponents and examples of ocean life which
entrance for Sedgon. A rope ladder hangs something right up,” and the party hears could be the envy of a marine biologist.
inside the tube for easier access. Characters pans and utensils clattering away. The other door out of the kitchen leads to
have to climb up into the tube, navigate a Sedgon’s babbling gives the party little a 5’ wide, 15‘ long hallway which runs
hairpin turn, then climb down about six feet time to notice his home until he exits to the through the center of the house, between the
and drop to the floor. kitchen. The tube which dropped the party sitting room and the workshop, and leads to
There is a 75% chance Sedgon will be at into his home placed them in a small 8‘ X 8’ Sedgon’sbedroom. The walls of the hallway
home. Since his windows are so large, he is room. The walls are wooden, and there is are wooden, and there are two oil lamps
able to see the party approaching and invite nothing decorating it. An open doorway hanging from the wall to provide light.
them into his home. leads into a living room, where the party is Only one of them is lit.
Sedgon (magic-user): AC 1; Move 12”; now seated. The walls to the outside are Sedgon’s bedroom is at the end of the hall-
M-U 16; hp 47; #AT 1; Dmg by weapon; made of shells, and the inner walls are way. The room is 15’ X 15#and contains a
THACO 13; ST 13 IN 17WS 14 DX 16 CN 15 wooden. The room is 45‘ long and 15‘ wide, single bed, a dresser, and a writing table
CH 13; AL CG. He is a human male, about with two windows on the long outside wall, with a chair. A large drawer in the writing
55 years old, 5‘ 10” tall and weighing 170 and one window on each of the short walls. table contains Sedgon’s spell books and this

48
bors, the flaming liquid plant, and the spicy protect characters from bums. If a pod
herb. He first sends them off in search of the breaks open, the liquid splatters for a four-
plant, and, if they are successful, he helps foot radius and does 2-8 points of damage to
them in finding the other two items. anyone who is hit. The liquid does not affect
Sedgon recommends that the group get an metal items, pits leather items, and burns
early start. He loans them his folding boat small holes in cloth. Anyone involved in
and provides a means for the party to reach digging up the plant or in its transportation
the water‘s surface, and also gives them has a 60% chance of being splattered. At
directions for reaching a tiny island. Sedgon least a one-foot-square section of the plants
asks that, in return for his aid, the party must be dug in order to ensure its survival.
bring back a quantity of the plant for him- Therefore, the party needs at least two
self as well. He has heard stories of this leg- square feet of the plant to satisfy both Nolar
endary plant, called ballantqui. It is said to and Sedgon.
contain a hot, red liquid inside a white pod, The island yields plenty of firewood, but
on a red stalk with red flame-shaped leaves. nothing edible except coconuts, which are
The liquid is said to cause burns on skin, not yet iipe. The only place suitable for
but, if diluted, will warm food or drink, or camping is either the boat or the beach, Per-
can also be used to a r e frost-bite and colds. sons who sleep on the beach need to save vs.
As far as Sedgon knows, no one has ever poison when they awaken or be stricken
found the plant, but it is rumored to grow with a low-grade fever for 2d20 hours.
drawer is kept wizard locked. Above the on a tiny island nearby. He helps the party These persons are capable of normal activi-
table is a shelf holding nine reference books, to get started in the morning. ty such as eating or walking, but are too
two of which are about marine life and two The team can spend the night in Sedgon’s weak to fight or use any spells higher than
of which are about plant life. The shelf also living room. He has a few extra blankets second level. The fever is a result of the high
holds a stack of writing paper and a few and pillows. The evening is spent playing concentration of Ballantqui plants. Fever
extra bottles of ink. cards and chatting with Sedgon. He turns in results if more than one square foot of plant
Sedgon’s bed is plain, but is covered by early, and recommends that the party does grows in a ten-foot-square area. Indoors,
many blankets and quilts. The dresser holds the same. The living room is dark, but the there can be no more than one square foot of
an extra blanket and more of Sedgon’s party may have trouble falling asleep due to plant for each five-foot square area. The
clothing. On top of the dresser is a necklace the passing ocean life. Once asleep, how- fever cannot be cured magically and must
made up of a gold chain holding a single ever, they sleep soundly and the night passes be allowed to run its course.
sapphire, and a ring with a similar sapphire, uneventfully. Shortly after midnight, the team encount-
each valued at 800 gp. They do not radiate In the morning, Sedgon provides break- ers a will-0-wisp. It appears either on the
magic; they are Sedgon’s next project and fast, gives the characters his folding boat, boat or over the water, and will attempt to
are waiting to become magical items. and provides enough potion of water lure characters into the water in hopes of
The bedroom has one window, and it is breathing for them to reach the surface. drowning them in order to absorb their life
the only window in the house with a cur- Once on the surface, the boat can be erected energy. The will-0-wisp looks like a glowing
tain. During the daytime the curtains are and the party will set out shortly after lantern or torch or dancing lights.
kept pushed to one side. dawn. Will-0-wisp (1):AC 8; Move 18”;HD 9;
The floor throughout the entire house is It takes one full day of hard rowing to hp 45; #AT 1; Dmg 2-16 (electrical);
made of flagstone, and the floor in the bed- reach the island. During the late morning, THACO 12; SA can grow bright or dim or
room is covered by a large, handwoven rug. the party notices three nanvhales about 100 change position to confuse prey; SD can
The whole house is remarkably clean, yards away, heading in the opposite direc- turn off its glow for 2-8 rounds if it does not
thanks to Sedgon’s weekly cleaning which tion. During the mid-afternoon, the boat is attack, but can be seen by creatures who see
makes use of many cantrips. There IS a 14% attacked by a giant sea snake. invisible objects; MR not affected by any
chance that the party arrives on Sedgon’s Giant sea snake (1):AC 5; Move 1”;HD spells except magic missile, maze, and pro-
cleaning day. On cleaning day, Sedgon is 9; hp 54; #AT 2; Dmg 1-6/3-18; THACO 12; tection from evil; AL CE.
carrying the following cantrips in place of SA poison and constriction; AL N. The party must now return to Sedgon
four of his first-level spells: clean (x4), dust Within about one hour of sundown, the with the plant. In the morning, they may set
(xlO), polish (XI), and stitch (xl). party reaches the island. It seems to glow a out again, but for every person stricken
After about 20 minutes of clattering in the faint red from a distance. When the party with fever travel will be two hours slower
kitchen, Sedgon returns carrying a huge pot lands, they notice that there is not a spring since there will be one less person rowing. If
of seafood stew and a pitcher of fresh water. chill in the air; the island is as warm as an the party arrives back at Sedgon‘s during
Another trip to the kitchen produces bowls, August afternoon. Thick woods grow down the night, they are forced to wait until
to the edge of the beach. The island is unin- morning to swim to his home due to the
spoons, and drinking mugs. The dishes and
habited and an eerie hush surrounds the darkness.
glasses have been carved out of bone or
shell, as have the spoons. While eating, area. Since the island is only two miles in Sedgon warmly welcomes the team and
diameter, it does not take long to find the offers another round of his seafood stew. He
Sedgon again asks to see the scavenger hunt
“liquid flame.” The plant must be dug up does not speak of anything else until he has
list. He ponders it, then tells the party that
with roots intact and placed in a protective heard every word about locating this plant.
he can assist them in finding the elven neigh-
container so as to preserve the plant and He is especially interested in hearing about

49
the narwhales. He seems to associate some rounded by green fields with grazing ani- #AT 1;Dmg by weapon; THACO 19; ST 12
meaning with their sighting. mals, and most homes have gardens IN 18 W 15 DX 15 CN 11 CH 16; AL LG.
planted. The cave is as brightly lit as a sum- Dylea knows the following spells.
Item 5. mer afternoon, thanks to the elf who dis- Level 1:Magic missile, read magic,
Sedgon congratulates the party on their covered this cave. His name was unseen servant, precipitation
success. He asks for the return of his boat, Deamandil, and when he found the cave, Level 2: Detect evil, levitate, ESP
then begins talking about a way that the cast a series of continual light spells on the Level 3: Fly, lightning bolt
party can meet the elves. The team may be ceiling of the cave until he had a spot large Level 4: Plant growth
somewhat confused by this if they have enough to duplicate the light of the sun. He Dylea is of extremely small size and quite
heard the rumor that the nearest elves are then commissioned a clockmaker to create a pretty. The townsfolk love her, for she is an
150 miles away. Sedgon laughs at this and huge timepiece, consisting of many pulleys excellent governess. The position of mayor
explains that there is a unique tribe of sea- and gears which would duplicate sunup and is achieved through heredity in Deamandil.
elves living nearby. They rarely associate sundown by gradually pulling a thick, black She wears simple clothing, like the rest of
with humans, but humans frequently see cloth over the artificial sun and, during the town. Under her clothing she wears
them in their sea-form, that being the form morning hours, uncover the "sun." Thus, bracers of defense AC 5. She also owns a
of a dolphin. Sedgon explains that these sea- from dawn until noon, the cave grows grad- gem of seeing, which is handed down from
elves live under the ocean and can change ually brighter, and from noon to dusk, the mayor to mayor, and a ring of protection
form to a dolphin whenever they wish. This light decreases. This feature has enabled the from evil (as first-level clerical spell at 10th
is not to say that all dolphins are sea-elves; sea-elves to lead a normal, though underwa- level of ability). She prefers the quarterstaff
ordinary dolphins inhabit the oceans as ter, life for over 12 centuries. The town is and dagger as her weapons but rarely, if
well. named Deamandil after that first ingenious ever, has a need to use them.
Sedgon says that he will try to arrange a elf. Dylea uses her precipitation spell to assist
meeting with the sea-elves. He walks over to The party can leave the water by swim- the farmers and gardeners, and uses her
the mobile in his living room and rattles the ming over to the beach and walking onto plant growth spell when timber is needed
shells a few times. Within one turn a por- dry land. The cave climate is comfortable, for building or vines are needed for basket-
poise arrives outside Sedgon's window for it is heated from underground by the weaving. Some of the elves mine the rock of
whom Sedgon introduces as Torsina, his nearby volcano. the cave wall for building materials, and an
familiar. The residents of Deamandil are friendly occasional lightning bolt makes their job
Torsina the porpoise: AC 5; Move 30"; and polite but curious. They are all lawful easier.
HD 2; hp 12; #AT 1;Dmg 2-8; THACO 16; good, but rarely, if ever, have seen strangers In a first encounter with a stranger, DyIea
SD save as 4th level fighter; AL CG. other than Sedgon. Like Morlandia, always makes use of the ESP spell. She is
Sedgon communicates a message to Tor- Deamandil is completely self-sufficient. concerned about persons of questionable
sina and then waits for here to repeat it back Sedgon usually trades the performance of a character harming her village and therefore
to him. The pair nod to each other, and then spell for any supplies he might need. is extremely cautious about strangers,
Torsina is off to find the sea-elves. Sedgon's opinion is that Nolar had heard despite the fact that the village is almost
After 40 minutes Torsina returns, fol- legends about this village, that curiosity impossible to locate. Even persons who
lowed by as many dolphins as there are par- finally got the better of him and he had to have visited Deamandil usually are not able
ty members. Sedgon dispenses the potions learn if it really existed. The scavenger hunt to locate it again until a fourth or fifth visit.
of water breathing, and the group exits via provided the perfect means to find the vil- Dylea engages the party in some pleasant
the tube. Each dolphin tows a party member lage without placing any great risk on him- conversation to help her determine the par-
and Torsina tows Sedgon until the group self or his subjects. ty's motivation. If she finds them to be
reaches the sea-elves' kingdom. Sedgon and the accompanying elves (who exploitive, questionable or demonstrating
The dolphins enter a cave which slopes have changed to terrestrial form) escort the evil tendencies, she gets rid of them as soon
upward, gently at first, then more steeply, party through town to see their mayor. The as possible. She will smile and agree to their
until the cave becomes a vertical tunnel. mayor decides whether the elves can reveal request, and hand the party an object which
After about 100 yards, the group breaks the their position for the sake of the scavenger is woven of seaweed and shells. It is the offi-
surface of the water. hunt, and then decide what clue to provide cial seal of Deamandil. The object remains
The party finds themselves in a cave larg- for Nolar. intact while it is in the village or underwa-
er than any they imagined possible. Inside is Near the edge of town the party comes to ter, but disintegrates once the party reaches
a town the size of Morlandia, including a spacious stone building. It is the home of land. If Dylea sees a need to do this, she will
what looks like a large lake about 200 yards the mayor and is the largest building in advise Sedgon and both will make use of
across, in which the party swims at this town, but no nicer than any other home in hallucinatory terrain spells to hide their
moment. A beach extends all around the the village. dwellings against retaliation. Under these
lake, and boat docks have been built to one The mayor is acquainted with Sedgon conditions, a party has no way of locating
side. An underwater shelf of rock extends and respects him, but worries that he is a bit Sedgon or the village again.
about 50 yards beyond the beach into the irresponsible. However, any human who If Dylea favors the party, she asks them to
water, making the area suitable for swim- goes out of his way to live underwater can't perform a favor in exchange for her aid. The
ming. Near the docks, elvish children and be all bad. village has one neighbor who causes them a
dolphins are splashing in the water. The mayor, who is a 7th-level magic-user, great deal of trouble. The townsfolk refer to
The village looks just like any other elvish will see the party. Her name is Dylea. it as "the terrible fish," for it scares away
village which exists on dry land. It is sur- Dylea : AC 4; Move 12"; M-U 7; hp 21; other fish and amiable sea creatures. On

50
other fish and amiable sea creatures. On The party will undoubtedly be surprised 20; SA weak poison; AL N.
occasion it has even attacked a few of the by their surroundings, but will be even Once the party has overcome the centi-
townspeople. Dylea's favor, then, is to more surprised when they realize that a 70- pedes, they are free to dig up as much of the
locate this creature and eliminate it. She will foot long, 40-ton brontosaurus is munching plant as they wish. Pelly called it jorvana,
send along three of her strongest men, in on the same patch of plant that they have and it is a low, green plant with spherical-
dolphin form, to assist the party and help just discovered. The brontosaurus will not shaped leaves which are about 1" in diame-
them locate this fish. The characteristics of attack unless provoked. It does, however, ter. If the leaves are broken open, it releases
the dolphins are identical to those of Tor- tend to step on things in its way, causing 4- a sticky, oozy substance which is soothing
sina, mentioned previously, with the excep- 40 points of damage. to burns and draws poison out of bite
tion that the dolphins are lawful good and Brontosaurus: AC 5; Move 6"; HD 30; hp wounds. It must be grown in a shady area.
have 15 hp each. 161; #AT 1;Dmg 3-18; THACO 7; AL N.
The dolphins lead the party, who have The party is able to safely dig up a suffic- Item 7.
again been outfitted for water breathing, ient quantity of the plant without disturbing The tree which Makk speaks of is indeed
out of the tunnel, into the open ocean, and the brontosaurus if they make a Dexterity still standing. The trail, however, is barely
toward another cave. This cave is unusual, check successfully. Within 2-4 turns, the discernable. Makk can only show the party
however, because some of the rocks which party's scent is noticed by a gorgosaurus, the beginning of the trail and point them in
make up its entrance appear to have been who will run in to attack. the general direction of the pine tree. Move-
cut by humans or dwarves. The "terrible Gorgosaurus: AC 5; Move 15"; HD 13; ment on the trail will only be 2", with a 50%
f i s h arrives in ld8 turns in response to the hp 55; #AT 3; Dmg 1-3/1-3/7-28; THACO chance per turn of getting lost. The chance
scent of the humans and dolphins. 9; AL N. of finding the trail again is 25% per turn. If
Dinichtys: AC 7; Move 21"; HD 10; hp There is a 20% chance during both the the trail cannot be found within five turns,
62; #AT I; Dmg 5-20; THACO 10;SA swal- fifth and sixth turns that the party will be the party needs to find their way out of the
lows prey on a score of 20; AIL N. The attacked by a pteranodon. If attacked dur- woods, find the start of the trail, and start
effects of swallowing are the same as the ing the fifth turn, they will not be attacked over. Finding the tree without getting 1,ost
effects of being swallowed by a giant gar. again during the sixth. requires about six hours. Time spent being
The dolphins tow the dinichtys, which is Pteranodon (1-3): AC 7; Move 3"/15"; lost should be added accordingly.
a prehistoric fish, back to their village as HD 3 +3; hp 18; #AT 1;Dmg 2-8; THACO Approximately half-way to the tree, the
proof of the kill. In return, Dylea provides 16; AL N. The pteranodon is a flying reptile party notices a small cave opening to the left
the party with the city's official seal, this with a four-foot long beak, weighing about of the trail. The entrance is large enough for
time meticulously engraved on a polished 45 pounds. an average human to enter, crouching
oyster shell, and a representative of the vil- At the end of the sixth turn, the party is slightly. Once inside the entrance the cave
lage, on the conditions that this person's teleported back to Morlandia and finds opens into a chamber about 15 feet in diam-
identity be revealed only to Nolar and his themselves at the top of the volcano. If they eter. There is a dirt floor, but no items of
staff. Dylea is grateful for the removal of have not already done so, they may search interest.
this fish, and also provides supper for the for Item 2, and will still be subject to attack A split in the rock yields an opening into
party. She makes arrangements with by the dustdiggers. If the party has already another chamber. Characters must squeeze
Sedgon for the party to contact Torsina, found the rock, they are able to avoid the through the opening single-file, and find
who in turn will contact the elves for a rep- dustdiggers and descend the mountain. In themselves in another cave about 20 feet in
resentative to meet them on the beach at both cases, during descent the party will be diameter. What is unusual about this room
Morlandia. subject to attack by bowlers. Teleportation is that in three different places an upside-
After bidding farewell to Dylea and to the mountaintop will either save or waste down, five-pointed star is painted on the
Deamandil, Sedgon and Torsina return with two full days for the party, depending upon wall in white. If the characters study the
the party to the cave where the dinichtys whether or not they had located the stone positions of these stars, they might realize
was encountered. Sedgon sends Torsina on prior to meeting Sedgon. that by drawing a straight line down the
her way, and then explains to the party that After descending the mountain, if the par- wall and across the dirt floor from the bot-
he must teleport them to the location where ty heads for the beach, they find Torsina tom point of each star, the lines converge. If
he gathers his spicy herb, but that he will waiting. Within 1-4 turns, she returns with a the party digs down five feet at this point,
teleport himself back home immediately. sea-elf in dolphin form, who will become an they find a two-foot long wooden chest.
The party will have six turns to accomplish elf again in order to visit Nolar. The chest makes a rattling noise and is held
their mission before they will be teleported shut with a rusty padlock. The lock radiates
back to Morlandia. Item 6. magic, but it is simply NystulS Magic Aura.
Sedgon casts his spell, and the group tele- The story which Pelly's mother told is The lock can be broken but not picked. The
ports into a large patch of a strange, yellow true. The healing plant really did exist, and lock breaks after taking 12 points of damage
plants growing on the beach. The area looks still grows deep in the woods. Pelly's map from a blunt object.
strikingly similar to Morlandia, but looks indicates the beginning of a trail and a direc- Inside the chest the party finds 350 gp,
terribly peculiar, much like Earth during the tion. The path is overgrown and weedy, and three rubies valued at 100 gp and 50 gp (d),
Mesozoic Era. Sedgon instantly teleports movement is slowed to 5". The party and two pearls worth 75 gp each. The chest
away, giving the party no time to ask ques- requires l d 4 + 2 turns to locate the patch, appears to be the buried treasure of some
tions. They must dig up a patch of this plant which is guarded by giant centipedes. old pirate who made use of the area before
and survive for one hour before they are Giant centipedes (8-16):AC 9; Move 15"; Morlandia was settled.
teleported back to Morlandia. HD 1/4; hp 3 each; #AT 1; Dmg 2; THACO The DM must use care in this encounter if

51
this adventure is used for team play. Only flat and crunchy, and completely edible. If
the first team to reach the cave will find the the cave is carefully searched, the party will 1
treasure. find a small, round can filled with a white ,
After leaving the cave, the party must crystalline substance. It is merely sugar.
continue along the trail, checking various Nolar used to love to much on these fungi
pine trees, until the correct tree is located. dipped in sugar but one year, the supply ran
There is a 20% chance that the party will out. Nolar assumed the patch to be extinct,
pass the correct tree and venture farther into but proper growing conditions returned and
the forest than necessary. If they double the patch flourished again. Nolar has not
back along the same path, the party finds been aware of its existence for many years.
the tree on their way out of the woods. Use
of a locate object spell will not assist the par- Wild Goose Chases
ty in this encounter. It is entirely possible that teams may find
Once the tree is found, the party must themselves on wild goose chases. The town
write down all of the information carved on rumors will contribute to this possibility. If
the tree. Nolar will not remember it at first, a party sincerely believes that they are on
but after a few hours and a few reminders the right track, they will more than likely
about Makk, the memory comes back to follow their leads until they reach a dead
him. end or discover their mistake. Depending on
which townsfolk they choose to speak to,
Item 8. their information will change. Only the peo- least amount of hit points is the winner.
See encounter for locating Item 4. ple appointed by Nolar will be persuasive in If a single team enters the scavenger hunt,
placing the team on the right track. None of assume fnve imaginary competing teams. If
Item 9. the townsfolk will intentionally mislead any the single team played until all ten items
During the course of this adventure, the of the teams. were found, use the following calculations.
team will be required to camp overnight at 1.Roll percentile dice for each additional
least once. During any campout which the Determining the Winner team to determine if any teams cheated.
DM chooses, the party will be visited by ld4 There is a 20% chance per team that the
firefriends. These creatures resemble giant Winners will be determined differently team was disqualified.
fireflies and love to visit with humans just depending upon the initial set-up of the 2. Roll a d20 for each of the ten items and
for conversation. They approach parties of game. add 4 to each roll. If the number is greater
humans at night, very quietly, and then If the game is played without a time than the point value for the item, that team
attempt to make contact. They do not restraint, the first team to gather all ten was successful in locating that item. Do this
attack unless provoked, and approach in items will be declared the winner. The DM for all ten items for each remaining team. If
order to hear stories from the campers. must use care to record time accurately, any team has located all ten items, use the
They also tell stories or sing songs. If the preferably in game time rather than actual tiebreaker explained above. If none of the
party tells the firefriends an entertaining playing time. If none of the teams are able to teams found all ten items then the single
story, they will in turn teach the team any gather all ten items, then the DM must stop team has won.
type of song they wish. Nolar has heard the the time after all reasonable leads are If the single team was under a time
singing of the firefriends in the woods at exhausted and declare the team with the restraint, add up their score. Repeat step 1
night, and has been dying to learn their highest score the winner. Rather than sim- as described above. Now roll ld4 for each
songs. The party must successfully remem- ply counting the actual items, each item is day of game time or hour of actual time.
ber the song (they may write down the assigned a score. Add these rolls to get a score for each team.
words, if desired) and then teach it to Nolar. If the game is played under a time Highest score is the winner.
Firefriends (1-4): AC 4; Move 3”/15“; restraint, the DM must again use caution in If the single team was not able to locate all
HD 1+4; hp 9 each; #AT 1; Dmg 1-2; measuring time. At the end of the time limit, ten items, roll Id10 for each team to deter-
THACO 18; SA can shoot a beam of light 14 scores may be calculated as follows, assum- mine the number of items found by each
feet long from its tail for 5-20 damage, save ing that all items are authentic. team. Use Id10 again to determine which
vs. wands for half damage; SD immune to Item 1- 5 points items were found, then score each item
fire and electrical attacks; AL NG. Item 2 - 14 points according to the instructions labelled 2 .
Item 3 - 14 points Once the teams have returned, Nolar’s
Item 10. Item 4 - 20 points clerics and magic-users authenticate the
Pelly knows the story about Nolar and Item 5 - 16 points items, and Nolar declares a winner at a great
the hidden cave. The map shows the Item 6 - 6 points banquet. The winners are awarded their
approximate location. Once per day, the Item 7 - 7 points money the morning after the banquet and
party can search For the cave. Rangers have Item 8 - 12 points are welcome to stay in Morlandia for as
a 30% chance of locating it; thieves, a 25% Item 9 - 3 points long as they wish. King Nolar officially
chance; fighters, a 15% chance; clerics or Item 10 - sugar & fungus, 7 points closes the scavenger hunt, and invites the
magic-users, a 10% chance. fungus only, 4 points winning party to return again the next year.
The cave is empty, but inside, there grows
a fungus relative to a mushroom. It is thin, In the event of a tie, the team who lost the

52
This adventure is designed for three to six gle and confronted with a dazzling assort- many fearsome creatures. "The parents are
characters of 4th to 6th level. Because of the ment of creatures, Sharla whimsically beside themselves," says the merchant.
unusual nature of many of the encounters, a wished for all of them to do exactly what she "They could certainly use some help." The
party including a variety of character class- wanted. Under the spell of her wish,even cowardly Borney adds that he would have
es is suggested. the most ferocious monsters became as doc- helped them if he didn't have pressing busi-
The boxed information may be read to ile as lambs, obediently trotting behind her ness elsewhere.
the players. Unboxed information is for the as she searched for more to add to her col- Assuming the PCs are sufficiently touch-
use of the DM. lection. ed by this story, Bomey will direct them to
In the late afternoon of the first day, Mendon which lies just beyond the next hill.
Introduction Sharla happened upon an abandoned camp. Once there, the PCs can ask any resident
The camp consisted of several empty bam- where the distraught family lives, and they
Ustar Vandilisk and his wife, Selvia, are poor boo buildings and the entire camp was sur- will be directed to the Vandilisk home.
but honest farmers who live in Mendon, a rounded by a high wall made of logs. Sharla Desperate for help, the Vandilisks invite
remote village bordering on a vast unexplored decided this would be a perfect place to keep the PCs into their modest home and,
jungle. Thelr only child, a precocious five- her animals. "I'll make it into a zoo," she between sobs, relate how three days ago, lit-
year-old daughter named Sharla, disappeared thought. "The best zoo in the world!" She tle Sharla disappeared while Mrs. Van-
three days ago, and the Vandilisks are frantic. ordered the animals into the buildings, even derlisk was taking a nap. "I was only asleep
The entire village rallied to search for Sharla, teaching some of them circus tricks which for a few minutes," sobs Selvia. "And when I
but with n o success. they clumsily tried to master. woke up, she was gone." Ustar tells the PCs
The Vandilisks have reason to believe that While searching for more animals the how Sharla fancies herself to be a hunter,
Sharla has wandered into the jungle. Their next day, Sharla and her two bear compan- and that they are afraid she has gone into
only possession of value, a silver helmet ions were accosted by a band of human ban- the jungle. 'We've searched everywhere," he
that has been passed through the family for dits who wanted the helmet. Sharla says. "We can't find her. And everybody's
generations, is also missing. Sharla often commanded the bears to chase away her afraid to go into the jungle. I'd go myself,
fancied herself to be a mighty hunter, and attackers. The bandits were no match for but . . ." Ustar gestures to his wooden
the family fears she took the helmet and the bears, but Sharla was shaken by the crutches in the comer; when he moves, the
went off into the jungle on her own hunting experience. Back at the "zoon"she gave a PCs can clearly see that Ustar has a bad leg.
expedition. standing order to all of her animals to get rid Ustar tells the PCs that their family heir-
The villagers, however, have been reluc- of anybody else they saw unless she told loom, the silver helmet, disappeared at the
tant to venture too deeply into the jungle as them otherwise. (This clumsily-worded same time. "I'm sure Sharla took it," he says.
it is rumored to be the home of many terri- command will prove to be a major source of "She always said it'd be good for a hunter to
ble monsters. No amount of pleading from problems for the PCs.) wear. If you can find her, you can keep the
the Vandilisks has been able to convince Sharla spent the rest of the day searching helmet. I just want my little girl back."
them to change their minds. The villagers the jungle and stocking her zoo. She had just Ustar can show the PCs the most likely
have regretfully concluded that if Sharla has returned to the camp at sunset with her lat- entry into the jungle, located about a half
wandered into the jungle, it is unlikely that est find, a dragonne, when disaster struck. mile from the Vandilisk home. He explains
she will ever be seen again. She had been exploring one of the buildings that about 25 years ago, a group of ambi-
The timely arrival of the PCs may be the to find a place to keep the dragonne when tious city planners decided to clear a road-
last hope the Vandilisks have of finding their the stairway collapsed from their combined way through the jungle, feeling that it could
daughter, and they will beg the PCs to help weight. Both Sharla and the dragonne fell be eventually developed into a trade route.
them. into the basement below. The dragonne was The project was abandoned when the jungle
unharmed, but Sharla was knocked out. proved to be too formidable, but portions
At the present time, Sharla is still lying of the original pathway are still visible. It is
DM's Information unconscious on the basement floor. The reasonable to assume that Sharla followed
Little Sharla has always loved animals, and dragonne is standing guard over her body. this crude pathway, as the rest of the jungle
living next to a jungle has been a temptation And as ordered, the dragonne is ready to get border is extremely dense.
she has found hard to resist. Although her rid of anybody who dares to come near. Before entering the jungle, the PCs may
parents had warned her not to go near it, wish to do their own investigation of the vil-
Sharla had made up her mind to explore the lage. They will find no trace of Sharla; no
jungle at her first opportunity.
Starting the Adventure one has seen her or knows anything about
The opportunity came three days ago While traveling through the countryside, her disappearance. The villagers are sincere
when her mother was taking a nap. She the PCs meet a merchant named Borney in wanting to help, but their fear of the jun-
carefully removed the family's prized silver Borter who tells them the sad tale of a coup- gle is obvious. Not only do they refuse to
helmet from its display case and put it on le in the nearby village of Mendon whose search the jungle, they discourage the PCs
her head. Wearing her new hunter's helmet, only daughter, a five-year-old named from going in as well. "The child is surely
she crawled out a window and scampered Sharla, was discovered missing three days gone," they say. "What good are more use-
off to the jungle, about a half mile away ago. The villagers found no trace of her and less deaths?"
from her house. fear the child may have wandered into the Only the most basic supplies are available
Unknown to either Sharla or her family, jungle. The merchant tells the PCs that the in the village, such as food, water, rope,
the helmet was actually a magical helmet, villagers are too cowardly to search the jun- torches, and sacks. No magical items of any
granting the wearer a wish. Once in the jun- gle because it supposedly is the home of kind are available.

53
Into the Jungle jungle, the DM may wish to have the PCs The compound consists of nine buildings
experience one or more of the following constructed in a clearing about 175 feet by
The jungle is a thick tangle of trees, shrubs, encounters. The DM may make a specific 250 feet. The entire compound is surround-
and creeping vines, frequently washed in selection, or choose randomly. As the PCs ed by a wall of logs seven feet high. A single
rains that come in quick, hard showers. The are invading their territory, all of these mon- gated entrance provides access. The build-
hot, humid air promotes insects and disease. sters will fight to the death, pursuing if nec- ings inside are made of bamboo stalks held
Although inhospitable to humans, a variety essary. together with jungle vines. The walls of the
of animal life thrives here. After the PCs 1. Manticore (1): AC 4; Move 12”/18“; buildings are quite flimsy; the hunters mis-
have trudged through the jungle for about HD 6 +3; hp 31; #AT 3; Dmg 1-3/1-3/1-8; takenly assumed the log wall would provide
50 yards, read them the following. THACO 13; SA tail spikes; AL LE. them with all the protection they would
2. Tiger (1):AC 6; Move 12”; HD 5 + 5; need. The windows are impossible to see
The jungle is oppressive and dark, due to hp 26; #AT 3; Dmg 2-5/2-5/1-10; THACO through as they are all covered with opaque
the huge palm trees which block most 14; SA rear claws for 2-8/24 if both fore- netting to keep out insects. The netting is
sunlight from reaching the jungle floor. paws hit in same round; SD surprised only secured to the window by a tight lattice of
The damp air, heavy with the stench of on 1;AL N. bamboo strips.
dead vegetation, js difficult to breathe. 3. Basilisk (I):AC 4; Move 6”; HD 6 + l ;
The dense patches of weeds reach nearly hp 29; #AT 1; Dmg 1-10; THACO 13; SA
to your waist, but moving carefully gaze turns to stone; AL N.
Encounter Key
enables you to follow the crude pathway, 4. Rhinoceros (I):AC 6; Move 12”; HD 8; Note to the DM
visible as bare patches on the jungle hp 38; #AT 1; Dmg 2-8; THACO 12; SA
floor. charge; AL N. Most of the monsters encountered below
Making your way through a particu- 5. Cockatrice (I):AC 6; Move 6”/18”; would not be hostile to the PCs under ordi-
larly thick obstruction of weeds, you HD 5; hp 21; #AT 1; Dmg 1-3; THACO 15; nary circumstances. However, because of
hear the sound of a child crying. The SA touch turns to stone; AL N. Sharla‘s wish,they are under orders to “get
sound comes from a bamboo cluster just 6. Wild boars (3):AC 7; Move 15”; HD rid of anybody they see.” Unless otherwise
ahead. 3 +3; hp 16, 15, 12; #AT 1; Dmg 3-12; specified, the monsters wilI interpret this as
THACO 16; AL N. a literal command to do whatever is neces-
Once past the bamboo stalks, the PCs sary to dispatch intruders, fighting to the
find a young boy sitting in the weeds with The Signs death if necessary to kill them or drive them
tears streaming down his face. He is dressed back into the jungle.
in old clothes and looks to be about eight About a mile into the jungle, the PCs Sharla has also ordered these creatures
years old. He appears to be unharmed, but come to a large palm tree with a trunk five not to hurt each other. Consequently, some
is quite upset. feet in diameter. Painted across the tree which might normally be enemies (such as
If asked if he is hurt, he sniffles and shakes trunk, about four feet from the ground, are the swans and the python in encounter 7)
his head that he isn‘t. If asked his name, he the words, “This way to Sharla‘s Zoo”, will work together. Sharla, incidentally, has
says shyly, “Rindy Rumpin.” If asked what painted in red in the scrawl of a child. no idea why her animals obey her; she
he‘s doing here, Rindy replies, ”Spot go lost. The PCs will come upon similar signs two assumes it’s because she’s nice to them.
I know he’s in here and I’ve got to find him.” more times before they get to the hunters’ Since most of these monsters are ordinari-
Rindy will call out for Spot and begin sob- compound. ly docile, the DM should feel free to appeal
bing again. If asked about Spot, Rindy says, to the consciences of the PCs if they seem
”He’s my kitty. He’s black all over and has a The Hunters’ Son.,,,.., intent on slaughtering everything in sight.
big white spot right here,” pointing to his The DM may wish to encourage less violent
forehead. After traveling through the jungle for about methods of subduing the monsters, such as
If pressed, Rindy tells the group that his two miles, the PCs arrive at the abandoned roping them or securing them in a sack, by
parents don’t know where he is and, yes, hunters’ compound which Sharla has taken subtly pointing out their natural beauty (the
they’re probably worried, but he needs to over for her zoo. What the PCs see is swans in encounter 7),their innate harm-
find Spot before a tiger eats him. described in encounter 1. lessness (the domestic cats in encounter 3),
Rindy came into the jungle a couple of The compound was established a number or their value (the horses in encounter 5). Of
hours ago and has no knowledge of Sharla. of years ago by a group of hunters who course, the PCs are free to react any way
The DM should discourage the PCs from intended to use it as a base for their expedi- they like, but the DM may wish to consider
taking Rindy with them by emphasizing the tions into the jungle to hunt for valuable withholding experience points for excessive
concern of his parents. Rindy can safely find animals. Unfortunately, the terrors of the bloodshed and reward them for appropriate
his way back, but will leave only if the PCs jungle proved to be too much for them, as restraint.
assure him that they‘ll look for Spot. (Spot the compound was continually besieged by
has been captured by Sharla and is currently carnivorous creatures bent on having the 1.The Guards at the Gate
part of her zoo; the PCs will have a chance hunters for diner. When a pride of lion
to rescue Spot in encounter 3 below.) leaped over the compound wall one night
and ate five of the hunters, including the since first entering the jungle. Hacking
leader, the survivors decided they’d had through a cluster of bamboo stalks and
Random Encounters enough. They hastily gathered their posses- pushing aside a high mass of weeds, you
To impress the PCs with the danger of the sions and fled, never to return.

54
see a strange structure in a clearing not
more than 25 yards ahead of you. It
appears to be a fortress of some kind. A
wall seven feet high and made of logs
lashed together with jungle vines
1over the top of the wall. The monkey is
juggling three coconuts in a circular pat-
tern. One of the coconuts is purple.

The juggling monkey is actually a ban-


gaining access to the compound. The lack of
cover in front of the compound will prevent
the PCs from sneaking up to the gate, espe-
cially since little will escape the sharp eyes
of the giraffe. Even invisible PCs will be
detected by his sensitive nose.
encloses the entire clearing, making a derlog. The banderlog and the giraffe are In any case, the guards won‘t do anything
rough circle about 200 feet across. Inside two of Sharla’s animals, ordered to stand until a PC is within 30 feet of the gate. At
the wall are many high palm trees, and guard here at the front of the compound. that time, the giraffe will bray and bolt and
you can barely make out the tops of The giraffe is tied to a tree (an unnecessary the banderlog will quickly follow this attack
some bamboo buildings. precaution by Sharla), and the banderlog is by throwing a retch plant globe. The retch
Directly in front of you is the entrance standing on the roof of a small bamboo plant will burst on contact, splashing its
to the fortress, a gateway about eight guardhouse. Sharla thought the banderlog sticky fluid over a five-foot radius (with a
feet across. The gate is made of thick tree would make a good juggler for her zoo and 25% chance of splashing on a PC within
branches tied together with vines. has ordered him to practice while standing nine feet). A PC splashed by the foul fluid
Across the gate in crudely painted red guard. The purple object is really a retch will retch for the next three rounds and for
letters are the words, ”Welcome to plant globe; the banderlog has another on an hour after will be at 50% normal
Sharla’s Zoo”, as if written by a child. the roof with him. In all, the banderlog has a strength.
Near the gate behind the wall are sev- supply
.. . of six coconuts and two retch plant The banderlog will then shinny up the
eral large palm trees. Standing among globes. neck of the giraffe with his last coconut, and
the trees, just barely visible through the Banderlog (1):AC 6; Move 6“*12“; HD from this vantage point he will attack the
leaves, is a 12-foot-tall giraffe. The 4; hp 19; #AT 1;Dmg 2-5 (coconuts or bite); PCs again. The next round, the banderlog
giraffe is idly munching palm leaves. THACO 16; AL N. returns to the roof for another coconut (or
Next to the giraffe, also behind the wall, Giraffe (1):AC 7; Move 24”; HD 4; hp the other retch plant globe at the DMs dis-
is what appears to be a large green- 20; #AT 1;Dmg 1-8 or 1-3 (hooves or bite); cretion), then shinnies back up the giraffe’s
skinned monkey with brownish fur. The THACO 15; SA stampede; AL N. neck to attack. The banderlog alternates
monkey apparently is standing on a plat- Because of the dense foliage surrounding trips to the roof and attacks from the
form, as most of his body can be seen the wall, the gate is the only practical way of giraffe’s neck until his supply of missiles is
gone, effectively attacking every other 2. The Clown
round. While the banderlog is attacking buildings in the area, some of them parti-
from the giraffe's neck, the PCs will make ally hidden by palm trees. All of the
This bamboo building is about 30 feet
any ranged attacks at -2, as the banderlog buildings are similar, about eight to ten
long and 20 feet wide. A closed thatched
is partially hidden by the palm leaves. feet high, made of bamboo shafts ties
door is on the west wall. The words
The banderlog only attacks when the PCs together with vines. The roofs are made
"Sharla's Clown Show" are painted on
are within 30 feet of the compound. When of palm leaves. The buildings look very the door in bright red letters.
the banderlog scores a hit, he claps his flimsy. A high squeaky voice can be heard
hands and jumps up and down. When he
runs out of missiles, he leaps from the roof
Just inside the gate is a small building
about 15 feet square. Apparently the
, from inside. "Stay away from me, you
dirty beasts!" says the voice, then "No,
and chases the PCs, attackingwith his teeth. green monkey was using this for a plat-
no . . . stay back! I was only kidding!"
Since the giraffe is tied up, he can do noth- form. There is a single thatched door on The voice trails off in muttered curses.
ing but stomp and snort until the PCs are the east side.
actually inside the compound and are with- The vdice belongs to a frightened elf
in his range. If the giraffe is still active, he will attack
named Merrel Fingerton. He and his friend,
If the PCs defeat the banderlog and enter any PC he can reach. The giraffe is ties to a Standle Skystar, had found a secluded spot
the compound through the gate, read them tree with a 15-foot-long rope, and with his $n the jungle to share a drink when they
the following. long neck he can easily reach any PC who were discovered by Sharla. Sharla thought
comes within five feet of the building. He
the strange little people would be good addi-
attacks with his bite and also kicks any PC tions for her zoo. The elves were too drunk
The gate is unlocked and swings open
who gets too close. to put up much resistance, particularly
easily. Once inside, it is clear that this
The building was formerly used by the when confronted by the two bears accom-
indeed is a manmade compound,
hunters as a guardhouse. There is little of
although there is no sign of intelligent panying her. Sharla brought them both
interest inside, only a small wooden table, a
life. The overgrowth of weeds in areas back to the compound and dressed Merrel
chair, and a bed frame.
once kept clear suggests that no one has like a clown, leaving him here to "practice
been here in a long time. being funny." (Standle is in the building in
There are a number of small bamboo encounter 11.) Sharla's spell had no effect
on the elves, so to ensure Merrel's coopera-

Sharla's Zoo

Scale:
1 square = 10 feet
Log wall
1- Gate
Door
1 1 Stairs
A( Rubble
Clothes line
v] Jungle
1-1 Palm trees

56
tion, she left the bears to guard him. When- There are a dozen coils of strong rope, each spray, and the other is ready to jump into
ever Merrel makes a move towards the door about 100 feet long. There are also ten bur- the hall.
or fusses with his clown costume, the bears lap sacks, each big enough to hold a grown Giant skunks (2): AC 7; Move 9”; HD 5;
give him a swat. man, and a stack of wooden planks which hp 22,19; #AT 1;Dmg 1-6; THACO 15; SA
Black bears (2): AC 7; Move 12”; HD could be used for clubs. An open can of red squirt musk; SD squirt musk; AL N.
3+3; hp 16, 13; #AT 3; Dmg 1-3/1-3/1-6; paint is in the corner next to some recently Any PC opening the door even a crack is
THACO 16; SA hugs: dmg 2-8; AL N. used paint brushes. Sharla used these mate- blasted by the skunk spray. The spray cov-
Merrel Fingerton (elf): AC 7; Move 12”; rials to make her signs. (The paint was origi- ers an area two feet wide, two feet high, and
HD~+~;~P~;ST~IN~~ Wnally
S ~brought
~ D Xto~the, compound
CN by a hunter six feet long. Any PCs within this area are
12 CH 12; #AT 1;Dmg by weapon; THACO who mistakenly thought that certain mon- affected.
18; SA normal elvish advantages; SD nor- sters were afraid of the color red.) If the PCs enter the room, the skunks will
mal elvish defenses; AL LG. attack as outlined below. If the PCs shut the
If the PCs call out to him, or if they open Note to the DM door and take no immediate actions, the
the door, Merrel cries out, ”Help! Save me! Merrel is too cowardly to help the PCs in skunks will break down the door in two
Get me out of here!” He won’t say much a fight, but he will insist on staying with rounds to attack the PCs, chasing them if
more than this, as he‘s too afraid of the them until they find Standle. Merrel can be necessary.
bears. a very helpful character for three reasons: The skunks attack with their claws.
The bears attack as soon as they are alert- 1. Merrel will impulsively run to any Because of their plump bodies, they can
ed to the presence of the PCs, most likely by location the DM wishes, thus directing the make only one claw attack per round. They
Merrel’s cries. The bears can easily break PCs to any area the DM wants them to go. will also attempt to back towards the PCs to
through the door if necessary. They chase Merrel will demand they thoroughly search blast them with their spray when they feel
the PCs if they try to run and will attack every building on the compound for his especially threatened. It takes one round for
with their jaws and claws, attempting to friend. a skunk to maneuver into position for a
embrace them in a bear hug if possible. Mer- 2. The DM may use Merrel to discourage spray and another round to release it. The
re1 cowers inside the building for the dura- the PCs from using excessive violence. skunks are capable of running backwards if
tion of the fight. Being a fellow jungle inhabitant himself, necessary at half their normal speed.
If the PCs defeat the bears, they may Merrel will be quite disgusted at any display The room contains only a dozen empty
speak with Merrel. Merrel has dark hair and of disrespect for animal life from the PCs. bed frames.
green eyes and is barely four feet tall. Over 3. The DM may use Merrel to feed the
his regular leather clothing he is wearing a PCs information about the habits or traits 3B. The Second Door
ridiculous clown costume Sharla has bade of the monsters if they get in a jam. Merrel
for him out of various scraps; he has a red also knows the monetary value of certain
polka-dotted burlap sack he wears like a creatures, such as the horse in encounter 5 hallway, is labeled, ”Mommy Kitty and
dress, oversized floppy boots, a paper hat and the parrot in encounter 10. Her Babies” in red letters. Scuffling
shaped like a cone, and a large red berry sounds can be heard from behind the
stuck on the end of his pointed nose. he has 3. The Cat House door.
no weapons or personal items of any kind,
as Sharla left all of his possessions back in _I his
. _Himsy
^ _ .bamboo
. .building . 50
.... is about
. _. I
This room contains a male lion and five
the jungle. feet across and 30 feet wide. There is a domestic cats. The cats were innocently
Merrel is not particularly brave, but he is thatched door on the south side with the roaming through the jungle when Sharla
very loyal to his friend, Standle. He imme- words, “Big and Little Kitties” painted in found them and decided to pair them up
diately asks the PCs about him. If the PCs red letters. with the lion she had found earlier. The
ask what has happened, Merrel will indig- male lion was appointed the ”mommy” for
nantly tell them how he and Standle were This building was used as barracks for the ”babies.”
accosted in the jungle by an awful little girl lodging the hunters. It is divided in half by a The domestic cats are all pets of the peo-
and her two ugly pet bears. Merrel remem- narrow hallway with a doorway on each ple of Mendon. They are all various colors
bers that the girl told the bears that he and end. Both rooms are identical. All of the and breeds and are all well groomed. One
his friend would be good for her ”zoo.” She doors open easily. small black cat has a white patch on his fore-
brought him here and told the bears to head. This is Spot, the cat belonging to little
guard him. She forced him to wear the 3A. The First Door Rindy Rumpin.
clown suit and told him to ”practice being
funny.“ Merrel has no idea where she is now.
Merrel will ask the PCs why they’re here.
-.. 1 , . , .1 . . ,-..
I nis aoor, iocatea on tne west wail or tne
I
Lion (1):AC 5; Move 12”; HD 5+2; hp
27; #AT 3; Dmg 1-4/1-4/1-10; THACO 15;
narrow hallway dividing the building in SA rear claws for 2-7/2-7 if both front paws
He will be unconcerned about Sharla, but is half, is labeled, ”Big Black Kitties” in red hit in same round; SD surprised only on 1;
deeply worried about his friend and will AL N.
letters.
insist on joining the party. As explained Domestic cats (5):AC 6; Move 5”; HD 1-
below, it is to the advantage of both the DM 5 hp; hp 5, 4, 3, 3, 2; #AT 1; Dmg 1-2;
This room contains two giant skunks.
and the PCs if Merrel joins. THACO 19; SA rear claws for 1-2 if front
Merrel is in a building that was used for The skunks have heard the PCs enter the
building and are prepared to attack. One of paws hit; AL N.
storage by the hunters. Among the debris
them has backed towards the door, ready to
are a few items the PCs may find useful.

57
I 1 along with the ones in encounters 5 and 6, to 5. The Counterfeit Unicorns
store their captured animals. This one con-
tains three giant frogs that Sharla heard On the door of this large barn is the word
croaking by a pond in the jungle. She decid- ”LJnicorns” painted in huge red letters.
ed she would teach them to sing and demon-
strated a song for them to practice. Sharla loves unicorns but was unable to
Musically inclined DMs may simulate this find any in the jungle. She did, however,
by croaking the first few phrases of ”Three find three beautiful wild horses with sleek
Blind Mice.“ black coats and flowing silver manes. She
Sharla also put a tuskless elephant in the made them into counterfeit unicorns by typ-
barn to serve as conductor for the musical ing pointed branches to their heads.
frogs. Sharla found a silver rod in the stor- Wild horses (3): AC 7; Move 24“; HD 2;
age room (encounter 2) and gave it to the hp 14,13,11; #AT 1;Dmg 1-3; THACO 18;
elephant to use for a baton. While the frogs AL N.
obediently try their best to croak out the As soon as the PCs open the door, the
tune Sharla taught them, the elephant holds horses smell them and attack, breaking
the rod in his trunk and rhythmically waves down the door if necessary to get at them.
it in front of them. The horses rear and attack with their
Unknown to Sharla, the baton is actually hooves; the branches tied to their heads can-
a rod of cancellation. The rod of cancel- not be used for weapons. When the PCs
The scuffling sounds heard behind the lation drained Sharla’s helmet of all its mag- attack, Merrel cries out to them not to hurt
door are the cats playing with each other. If ical properties (although it had no effect on the horses, saying that such magnificent
the PCs open the door, the cats will stop Sharla‘s wish, already in effect). steeds would surely sell for thousands of
playing and the lion will growl at them. If Giant frogs (3): AC 7; Move 3“//9“; HD gold pieces if brought back to civilization.
the PCs go in, the cats and the lion attack as 3; hp 18, 17, 15; #AT 1;Dmg 1-3/1-6/24: The easiest way to secure the horses is
outlined below. If the PCs take no immedi- THACO 17; SA surprise on 1-4, leap up to with ropes. The PCs may lasso them by
ate actions, the lion will break down the IS”, tongue strike at +4 to hit; AL N. making a Dexterity check at -2. The horses
door in two rounds and attack the PCs, Elephant (1):AC 6; Move 12”; HD 10; hp must be secured with at least two ropes, or
chasing them if necessary. The cats will be 38; #AT 3; Dmg 2-12/2-12/2-12 (trunk they will break free.
right behind the lion and will also attack. squeeze/trample/trample);THACO 11;AL
Both the lion and the cats attack with claws; N. 6. Sharla’s Soldiers
the lion also attempts to bite. They attack as If the PCs peek in, they see the scene as
many different PCs as they can. described above. If they enter the barn, the On the door of this large barn are the
The PCs should recognize Spot, but if elephant and frogs attack as outlined below. words ”The Brave Soldiers”, painted in
they don‘t Merrel will point him out along If the PCs take no immediate actions, the huge red letters.
with the other well-groomed cats and say, elephant will break down the door in two
”Hey! Take a look! I bet these are some- rounds and attack the PCs with the frogs In this barn are five baboons, each riding
body‘s pets!” right behind.
a goat. Each baboon is armed with a short
The DM should discourage the PCs from The elephant will not let go of the rod and
sword which Sharla found in the storage
killing the cats, freely playing on their con- will attempt to whack the PCs with it. The
room (encounter 2). Following Sharla’s
sciences by reminding them of poor little light rod does no damage, but any magical
orders, the mounted baboons are practicing
Rindy. The best way to deal with the cats is item touched by therod of cancellation may
formation marching, parading in a circle
to capture them in burlap sacks; they will be drained of its properties (see DMG, p.
inside the barn.
133).
hiss and fuss, but will be unable to claw Baboons (5): AC 7; Move 12”; HD 1+ 1;
their way out. The elephant also attempts to trample the
hp 9,8,8,7,7; #AT 1;Dmg 1-4 (weapon or
There is nothing else in the room except a PCs. If he loses the rod of cancellation, he
bite); THACO 18; SD climbing; AL N.
dozen empty bed frames. will attempt to grab a PC and squeeze him
Goats (5): AC 7; Move 15”; HD 1+2; hp
with his trunk.
10, 8, 8, 6, 6; #AT 1;Dmg 1-3; THACO 18;
4. The Musical Amphibians The frogs are hungry and attack the
SA charge for +2 to hit and additional 1-2
shorter members of the party and attempt to
points of damage; AL N.
eat them. They definitely go after Merrel
This large building, made of bamboo If the PCs enter the barn, the baboons and
and will also pursue any PC under five feet
and vines, looks like a barn. It is 10 feet goats attack as outlined below. If the PCs
tall. They attempt to strike with their peek and then take no immediate actions,
high, about 25 feet wide and 40 feet long. tongues and drag their victims to their
It is windowless and has a single large the baboons will take two rounds to hack
mouths. open the door. They then charge the PCs on
door in front bearing the words, ”Sing- If the PCs defeat the elephant, they may
ing Frogs”in large red letters. A song per- their goats.
take his rod of cancellation (it had 40
formed in musical croaks drifts from The charging goats attempt to hit with
charges just prior to this encounter). There
inside. their horns, and the baboons attempt to hit
is nothing in the barn except a few piles of
with their swords. The baboons will not
straw and weeds.
The hunters originally built this barn, voluntarily leave their goats, but dismount-

58
ed baboons continue to attack on foot, Because of the potion of speed, the ostrich
attempting to bite. moves at twice his normal speed and can
you see a mound of earth just inside a make two attacks per round.
7.Latrine patch of high grass. It appears that some- If the PCs defeat the ostrich, they will find
thing is buried there. a glass bottle containing one dose of potion
There is an open doorway to this bam- of fire resistance that the ostrich over-
boo building which appears to have been This mound is where the hunters buried looked.
used for a bathhouse and latrine. There their garbage. If the PCs investigate, they
are a number of metal buckets against find old bones, partially eaten food, filthy 10. The High Wire Act
the west wall near a small wooden table rags, and other refuse. However, if they dig If the PCs look through the back door of
with a metal basin. Against the south deep enough, they find a small cache of trea- the building in encounter 9 or walk around
wall are three large wooden tubs filled sure: a leather bag containing 155 gp, three the building's east side, read them the fol
with water. white pearls worth 250 gp each, and a silver lowing.
Two white swans are sitting in the larg- ring worth 800 gp. There is also a tin flask
est tub. When they see you, they tumble containing three doses of potion of extra In a clearing behind this building are two
out of the tub and waddle towards you, healing. small palm trees spaced about 30 feet
flapping their wings and honking. The treasure belonged to the leader of the apart. A rope has been secured between
hunters. Several of the hunters used to play the trees about six feet from the ground.
This indeed was used by the hunters as a high stakes poker to while away the time, A dozen black squirrels are sitting in
and the leader hid his treasure here to keep it
latrine and bathhouse. Sharla found the the branches, continually trying to walk
swans swimming in a stream and though out of the hands of his card playing friends.
across the rope from tree to tree on their
this would be a good place to keep them. In hind legs. Some of the squirrels are quite
9. The Bird House
the bottom of the same tub, out of sight of good at this while others tumble to the
the PCs, is a 25-foot python. Sharla put the ground, then scamper back up the trees
python here so the swans wouldn't get lone- Another flimsy bamboo building, this is to try again.
ly. about 50 feet across, 30 feet wide, and 10 Perched in one of the trees is a beauti-
Swans (2): AC 7; Move 3"/18"; HD feet high. The door on the south side ful golden parrot. The parrot is watching
1+2; hp 10,8;#AT 3; Dmg 1/1/1-2(wing/ bears the words, "Bird House" in painted the squirrels with great interest.
wing/bill); THACO 18; SA flying strike red letters.
with 50% chance of disorienting opponent The rope was originally used by the
to prevent return attack on that round; SD This building was used by the hunters as a hunters for a clothes line. Sharla has
surprised only 1in 10; AL N. kitchen and dining hall and also for storage. ordered these squirrels to practice their high
Python (1):AC 5 ; Move 9"; HD 6 +l;hp Sharla thought the large building would wire act here, believing this will be an
28; #AT 2; Dmg 1-4/24 (bite/constrict); make a good bird house, but she was only impressive addition to her zoo when the
THACO 13; SA constriction; AL N. able to find one suitable specimen, an squirrels master their technique.
The swans make flying leaps at the PCs, ostrich, before she met with her accident. Sharla found the golden parrot in one of
attacking with both wings and a bill strike. The building had been filled with tables, the trees here and told him to stay and keep
Two rounds after the PCs make their chairs, and long shelves containing assorted an eye on the squirrels. The parrot, who can
appearance, the python slithers out of the bottles and bags, but the ostrich has just talk, used to watch the hunters when they
tub. The python attacks with its bite and about demolished it all in search of food. gathered here for their card games, and he
also attempts to grab a PC in its coils to The ostrich has eaten everything that picked up a number of phrases from listen-
inflict constriction damage. appeared to be vaguely edible, including the ing to them.
Although they have no particular mone- last of a potion of speed and a potion of Giant black squirrels (12): AC 6; Move
tary value, Merrel protests loudly if the PCs growth. As a result of consuming these 12"; HD 1+l;hp 8 each; #AT 1;Dmg 1-3;
look like they're hurting the beautiful potions, the ostrich has grown to a height of THACO 18; AL N.
swans. (Merrel has no such reservations 12 feet and now can barely fit in the build- Parrot (1):AC 7; Move 1"/24"; HD; hp
about killing the snake.) If the PCs heed ing. This has put him in a very bad mood. 4; #AT 1;Dmg 1-2; THACO 19; AL N.
Merrel's plea, they may be able to tie up the Ostrich (1):AC 7; Move 18"; HD 3; hp The squirrels have very sharp eyes and
swans in burlap sacks. 24; #AT 1; Dmg 1-4 or 2-8 (peck or kick); will see the PCs as soon as the PCs see them.
The latrine contains only buckets and THACO 17; AL N. If the PCs don't attack immediately, the
tubs; there is nothing of value to the PCs If the PCs peek inside the room, they see squirrels and the parrot chase them. If the
here. the remnants of broken tables, chairs, and PCs hide in the building in encounter 9, the
bottles scattered around the room. They squirrels and parrot slip in through the ceil-
8. The Forgotten Treasure also see the giant ostrich. If the PCs enter the ing to attack them.
room, the ostrich attacks as outlined below. The squirrels attack ferociously with their
This entire area is filled with weeds and If the PCs take no immediate action, the sharp teeth. The parrot spends most of the
ostrich will break down the door and fight hovering in the air, squawking phrases
tall palm trees. Apparently the foliage
squeeze through the opening to attack them. like "Hit me!" and "I'm calling your bluff!"
here was too dense to clear by whoever
This takes him two rounds. (The DM is free to add to the list.) Now and
built the compound.
The ostrich attacks by pecking or kicking.

59
then, the parrot swoops at a P C to peck him
from behind. The stairs lead to a basement room about
If the PCs can capture the parrot, he can 20 feet square. The walls are made of
be safely kept in a burlap sack, although he solid earth, and the room smells very
will continue to squawk. musty.

11. The Haunted House A large winged creature with the claws
and face of a lion and the body of a brass
dragon crouches in the comer. Beside the
This bamboo building is nearly hidden
creature is the body of a girl. Beside the girl
by high palm trees. It is about 20 feet
is a silver helmet.
wide and 30 feet across. It is windowless
and has a single door in front with the This, of course, is Sharla. The creature is
a dragonne brought here by Sharla as she
words "Sharla's Haunted House" painted
searched for an appropriate place for him in
on it in red letters.
her zoo. Sharla has been unconscious for
some time and the dragonne, as ordered, is
The hunters planned to use this building standing guard.
for additional storage, but it was never Dragonne (1): A C 6/2; Move 15"/9";
completely finished. It has no windows and HD 9; hp 54; #AT 3; Dmg 1-8/1-8/34;
except for what light enters when the door is I
I THACO 12; SA roar; A L N
open, it is completely black inside. Sharla
The dragonne stays where he is and
though this dark building would be a good them off, the sheets fall off by the fourth
growls at the party until they make the first
place for a haunted house. round to reveal the apes underneath. Freed
move. At the first sign of hostilities, the dra-
Inside are two carnivorous apes wearing from the sheets, the apes will also be able to
gonne attacks with its roar and then attacks
white sheets with eyeholes to make them attack with their teeth.
with his claws and fangs. The sound of the
look like ghosts. There is a third, shorter If the apes are defeated, the party discov-
roar causes weakness to all within 12" of the
sheet-covered figure as well. This is Standle ers that the third figure is indeed Standle.
dragonne unless they save against paralyza-
Skystar, Merrel's friend. Sharla though Standle is about four feet tall, pudgy, and in
tion. Any member of the party within 3" of
Standle would make a good baby ghost for general resembles Merrel. Once his gag is
the dragonne is deafened and strikes at 1.
the two ape ghosts. Because Standle off, he and Merrel embrace and chatter
These effects last 2-12 rounds. The dra-
wouldn't be quiet, Sharla gagged him. she excitedly in elvish. Standle thanks the party,
gonne fights to the death.
has ordered the apes to swat him if he takes but knows no more about what's going on
If the PCs defeat the dragonne, they will
off his sheet or his gag. than Merrel.
be able to revive Sharla. She is very weak
Carnivorous apes (2): A C 6; Move 12"; Merrel and Standle may leave the party at
and has a bump on her head, but is other-
HD 5; hp 31, 26; #AT 3; Dmg 1-411-411-8; this time if the PCs insist, but the elves pre-
wise unharmed. When she sees the PCs, she
THACO 15; S A rending damage of addition- fer to accompany the party the rest of the
will begin to cry in their arms and ask to go
al 1-8 hit points if both hands strike; SD sur-way. (They don't particularly want to be left
home to see her mother and father.
prised only on 1;A L N. alone in the compound.) They still decline
If the PCs ask Sharla about what hap-
Standle Skystar (elf): A C 7; Move 12"; to participate in any battles.
pened, she sniffles and says, "I don't know,
HD1+1;hp9;STl2INllWSlO,DX8CN There is a doorway on the east wall of this
but I wish it never did. I wish everything
11C H 11;#AT 1;Dmg by weapon; THACO room. If the PCs open it, read them the fol-
was just like it was." This effectively cancels
18; S A normal elvish advantages; SD nor- lowing.
her wish, and the animals in the compound
mal elvish defenses; A L LG. ~~

resume their natural dispositions and wan-


If the PCs open the door, they see two The doorway leads to a descending stair- der back into the jungle. Otherwise, the
large sheet-covered figures rushing towards way. The stairs are made of rotten wood effects of the wish and Sharla's magical abil-
them. The third shorter figure stays in the and are poorly constructed. About half- ity wear off within the next 48 hours.
back of the room, hopping up and down way down, a large section of the stair-
and hollering in muffled grunts. way appears to have collapsed.
If the PCs enter the room, the apes attack Epilogue
as outlined below. However, the apes have The stairs lead to a basement the hunters The party's retum trip to Mendon is unevent-
been ordered by Sharla to stay inside; if the dug out under this building. The hunters ful. Once in Mendon, Sharla's parents are
PCs don't enter, the apes won't come after never got around to reinforcing the stairs. overjoyed to see her and are so grateful to the
them. when Sharla and her dragonne tried to walk PCs that they give them the helmet. The hel-
Merrel will be convinced that the third down, the stairs collapsed, and they fell into met is no longer magical, but the fine work-
figure is his friend, Standle, and will the basement below. manship makes it worth 8,000gp.
demand that the PCs take whatever actions If the PCs returned with the wild horses,
are necessary to rescue him. If the PCs hesi- 12. The Basement they are free to keep them as personal
tate, Merrel will barge in. The hole in the stairs is about six feet mounts. In any city, these magnificent
The apes attack the PCs by striking with wide. If the PCs peer into the hole or maneu- horses can be sold for 3,000 gp each. The
their fists. A t all times, they stand between ver across the hole and go into the base- obnoxious golden parrot is worth 2,500 gp
the PCs and Standle. If the PCs don't pull ment, read them the following. to a collector of exotic birds.

60
This is an adventure for four to six charac- Characters talking with the impatient
ters of 6th to 9th level. It stresses roleplaying customers learn that Aldo’s is the most pres- get enough of the food.
and problem-solving, but concludes with a tigious restaurant in town, and has been for Other than the enthusiasm of the cus-
combat likely to challenge any about a week--“since word got around.“ tomers, the restaurant seems ordinary
intermediate-level party. The plot is best The restaurant has actually been in the The tables and chairs are made of thick
suited to fighter and thief characters, less so present location for years; but just recently, pine boards, and every table has a check-
to clerics or magic-users. the quality of their char-broiled beefsteaks ered cloth and a candle. The walls arc
has improved tremendously. ”Splendid! cheap wood, the torchlight is dim, the
waiters are hustling. One hustles over to
The Adventure Scrumptious! Tantalizing to the nostrils,
and flavor to die for!” say Aldo’s would-be you, a thin perspiring fellow with menus
The Meal patrons. When their devotion is described, under his arm. “Good evening,” he says,
really lay on the praise. Play it for laughs. trying to speak above the noise. ’Would
The scene is any medium-sized to large city Mention that the PCs are hungry. They you like to see the menu, or will you be
in the campaign world. The PCs have just have money for any meal they want. They ordering steak tonight?“
returned from an expedition which lasted at may want to eat at Aldo’s, or they can go The PCs can order what they wish.
least a week. They walk down a side street somewhere else. Aldo’s has a typical menu of simple
toward a main thoroughfare . . . right into dishes cooked plainly. Prices are maybe a
the beginning of the adventure. Read this If They Choose Aldo’s little high, but nothing out of line. Every-
aloud to your players. If the characters choose Aldo’s, they can thing but the steak is ordinary food. Take
wait in line politely (the waiting list is about the players’ orders, just as a real waiter
Returning to town from a hard journey, four hours long). They can try to bribe the would.
you‘re heading to a tavern for a chance maitre d to jump them to the top of the list The waiter, Clarence, is too rushed to
to relax and brag about your adventures. (he’s a sniffing snob, and not ‘buyable for answer many questions, but he can
You walk through narrow, sooty streets less than 10 gp). Or they can try to muscle issure the adventurers that the steak is
between close-set houses, and the famil- or intimidate their way in. :ood, it’s not harmful, and in the past
iar smells of the city are all around: the If they try this last course (boy, what an Neek there have been no harmful side
warm smell of lots of people living, uncouth bunch), the maitre d or a nearby Zffects on people who eat it. Clarence
working, and eating close together. waiter raises an alarm, attracting the atten- :an assure the players in whatever way
But unlike the smells, the sounds of the tion of a group of city guardsmen dining in ieeded that nothing bad will happen to
city are curiously absent. There’s no clat- style at a nearby table. The six guardsmen hem if they eat it. This is true.
ter of ox-cart wheels on cobblestone, or and their leader politely but firmly tell the If asked, he’ll say that Aldo Venhall,
slamming of doors and shutters, or PCs to get out. he restaurant’s owner, invented this rec-
squeaking of clotheslines. Very few peo- City Guards (6): AC 2; Move 12”; FTR 6; pe for cooking steak just over a week
ple are around; no mother is calling to hp 30; ST 13 IN 12 WS 10 DX 14 CN 14 CH g o . The recipe is secret.
her children, no vendor selling his wares, 9 CM 9; #AT 1; Dmg 1-8; THACO 15; AL The steak is indescribably delicious.
no neighbor yelling at the neighbors. It’s LG . 3ut try to describe it anyway: the succu-
not exactly an eerie silence, but its curi- Sergeant (1):AC 1;Move 12”; FTR 7; hp ent juices, the amazing tenderness, the
ous. 36; ST 14 IN 14 WS 11DX 14 CM 13 CH 11 nelting sweetness of the fat, the intense
Then you turn a comer and see where CM 10; #AT 1; Dmg 1-8; THACO 14; AL mngent flavor near the bone. It’s the
everybody’s gone. There’s a whole LG . )est food any of the PCs has ever eaten.
crowd of folks standing at one corner of Remind the players that attacking city iverything else they’ve had in the past is
a major thoroughfare, beneath a sign guards is a really bad idea. Not only is it a ust . . . food. This-this is magical.
showing a picture of a dish of food and a tough fight; not only will it bring down the If the players haven’t already thought
glass of ale. The people are yammering entire municipal police force on itheir necks; ,f this angle, suggest it to them. They
at each other, apparently arguing about perhaps most important, a fight will mess an ask the waiter if magic is used in the
who’s ahead of whom in line. up the restaurant and nobody will serve the reparation of the meat. Clarence just
And when you see this, you also PCs their food anyway. Best to move on miles, saying, “Everyone asks that. I
notice a new smell joining those ordinary instead. lon’t know; Mr. Venhall says it’s a trade
city smells: the delicious aroma of a well- However, if the PCs act civilized and get ecret. But I wouldn‘t be surprised it it’s
cooked steak. This aroma, in fact, smells into the restaurant peacefully, read this rue- this meat is supernaturally good.”
exceptionally delicious. Maybe that’s aloud. The PCs can’t meet Aldo-”He’s slav-
because you‘re hungry after a long day in ng over a hot stove in back-and if
the wilderness. hey try to go back to the kitchen, Clar-
Aldo’s is a small restaurant filled with big nce or another waiter calls over the city
eaters. Every table is full of people, and
The building is a small restaurant named uards to prevent the intrusion (”Sorry,
every plate is full of steak-big, thick ity health regulations prohibit customer
Aldo’s, and the commotion concerns who is cuts of beefsteak, served plainly with a
next to be served there. People shout, ntry into food preparation areas.”)If the
side of corn or beans. The steak is going ’Cs get into the kitchen in spite of all
‘We’ve been waiting here for three hours!” fast, and the diners are getting as full as
or ”Look, how about an order to go?” They his, go to the description in the section
the restaurant is. They’re eating vigor- %e Methods, below.
seem to be very eager to eat at this particular ously, noisily, and fast. It‘s as if they can’t
restaurant.

61
guards described above show up; if combat ers and scullery help crowd by them
The meal passes without incident, and would slow the adventure at this point, the through the narrow aisles. Everybody
the check is brought. As they leave PCs can do what they wish with Dargent. If shouts at everyone else. Invisible characters
Aldo’s, the PCs see the line stretches even they turn him in to the police, he’s quickly are soon detected in all this hubbub, as peo-
longer than when they went in. They released on his own recognizance as an ple repeatedly bump into them.
walk down the street, and are hailed by a influential citizen (and the PCs have gained The only unusual points that separate
tall, well-mannered, well-dressed an enemy). In any case, if they turn down Aldo’s kitchen from those in other restau-
middle-aged stranger. the mission, other impoverished restaura- rants are the cooks’ outfits and the odd bot-
This old man is Dominic Dargent, a teurs repeat the offer to them at regular tles on a shelf above the grill vent. The three
rival restaurant-owner. He asks the PCs intervals, until the players get the idea. cooks wear weird multicolored robes dotted
to hear ”a business offer.“ Go to The Mis- Players might pretend to accept the mis- with odd astral symbols, and tall pointed
sion, below. sion, and plan to turn in Dargent later on. hats of the same fabric. They look like wiz-
This is fine, so long as they do intend to ards.
investigate Venhall. If they don’t, there is no However, prolonged observation (and, if
If They Go Somewhere Else to Eat adventure. the DM wishes, an Intelligence check)
Any other restaurant is open for business, shows that these cooks don’t gesture magi-
and there‘s definitely no waiting to be The Methods cally or chant; they behave like regular
served. Every eating establishment in the cooks. They have no magical items, and do
vicinity is almost deserted; all the customers The players may take several approaches in not detect as magical.
are waiting in line at Aldo‘s. solving the mystery of Aldo’s delicious On a narrow shelf surrounding the ceiling
This makes life hard for the other eateries food. Some of the likelier ones are listed vent are long rows of cut-glass bottles, of
in town. In fact, Dominic Dargent, who is below. You can handle others using the many shapes and sizes. They contain liquids
one of Venhall’s greatest rivals in the Guild information given here. The investigation of exotic colors. They look like potion bot-
of Restaurauteurs and Innkeepers, wants to isn’t time-dependent. The PCs can pursue tles. However, if a PC manages to make off
put Venhall out of business. His first step any or all of these avenues at their leisure. with any of them and tastes their contents,
toward this goal is to find the secret of he or she finds they contain nothing but col-
Venhalls steak recipe. He‘s tried buying it, 1. Get into the kitchen while it’s open. ored water.
but Aldo isn’t selling. So Dargent is ready Aldo’s is open from 11AM to midnight. In fact, there’s nothing magical in this
for desperate measures. During that time PCs can’t enter the kitchen room (except the continual light), though’
By some chance, Dominic Dargent runs without magic (such as invisibility, trickery someone has clearly gone to pains to create
the very restaurant the PCs pick for dinner. (like pretending to be health inspectors or the impression that there is. The ”magic”in
He serves them a good meal personally, somesuch), or bribery (10 gp to a waiter, 20 the kitchen is simply a red herring, created
treating them well and sizing them up. Then to the maitre d). Entry by force brings a to foster the idea that the steaks are magi-
after the meal is over, he offers to tear up the horde of guards. cally prepared. The light spell was cast by
check if the PCs listen to his offer. There in The kitchen is a clean 30’ x 15’ room, an itinerant spellcaster in return for a meal.
the deserted restaurant, he pulls up a chair with swinging doors into the restaurant and
and gives them The Mission, below. a single back door leading to garbage con- 2. Get into the kitchen after it’s closed.
tainers outside. Grease-covered windows This is a straightforward task; the restau-
The Mission are space evenly high along the brick walls, rant is locked with ordinary steel locks (the
but most of the kitchen‘s light comes from regular chance to pick them). The windows
Whether in a restaurant or on the street, an ordinary continual light spell. can also be opened by a competent thief
Dargent asks the PCs to find out Aldo’s rec- The room is completely dominated by the who can climb up to reach them, and magic
ipe and how to duplicate it. Other informa- brick grill in its center. The grill, 20 feet long allows easy entry as well.
tion, such as where he got it and how, is and 6 feet wide, has racks of steel bars over The restaurant is guarded at night by two
useful but not primarily important. The a wood fire, and a vent in the ceiling above. fierce dogs, trained to attack anyone but
investigation must be secret. On these sizzling bars the steaks are cooked, their owner (a professional trainer in town).
The mission is not strictly illegal, but may the bread toasted, the vegetables fried. Dogs (2): AC 7; Move 15”; HD 1+ 1;hp
make extremely lawful characters uneasy. If Clean marble slabs for food preparation are 8; #AT 1;Dmg 1-4; THACO 18; AL N.
necessary to gain the party‘s aid, Dargent spaced every few feet along the grills edge. No meat or vegetables are kept in the
will claim to be a highly placed member of Around the edge of the kitchen are racks kitchen after it’s closed: the vegetables are
the Guild (true) looking into claims of of pots and pans, sinks of steaming dishes, thrown out, and the steaks are always sold
health hazards (false). Magical attempts to wooden chopping blocks, and a large walk- out by the close of business. However, the
divine further information about Dargent in icebox that holds fresh meat and perisha- glass ”potion”bottles are still on their shelf.
are blocked by an amulet of protection us. bles. The wizard robes are stored in a trunk under
ESP. The air is smoky, the sounds of cooking a sink, to be worn as uniforms when the new
Dargent: AC 7;Move 12”; HD 1; hp 5; steak and clattering dishes are everywhere, day begins.
#AT 1;Dmg 1-4(dagger); THACO 19; ST 10 and the smells of grease and food are almost
IN 13WS 11 DX 11 CN 11CH 11CM 12; SD overpowering. 3. Question or follow the staff.
amulet of protection us. ESP;AL N. The place is a madhouse during all busi- The restaurant employs (besides Aldo) a
If the PCs attack Dargent, he cries for ness hours: three cooks stoop over the grill maitre d and four waiters, three cooks, a
help. If you feel like staging a fight, the city cooking vast numbers of steaks, while wait- couple of busboys, and three dishwashers.

62
All are ordinary 0-level people. All have so followers, all trying very hard to avoid
been threatened with immediate dismissal if looking like they’re trailing him. The PCs
they reveal anything about Aldo’s to stran- observe them immediately, though.
gers, so bribery or coercion will probably be If the player characters question these fol-
necessary to gain anything useful. lowers, they may learn that other compet-
There isn‘t much useful to be gained, any- ing restaurant-owners have hired these
way. The help knows that the cooks aren’t NPCs for missions like their own. Or, more
magic-users, and no magic is used in cook- likely, the NPCs simply tell the characters to
ing the meat. The steaks are delivered each shove off. A fight is possible; treat the NPCs
morning by a cart, before the restaurant as groups of four 4th-to 6th-level fighters.
opens. No one on the staff knows where the They flatly refuse to join the party. (“Why
cart comes from. split the reward any further?”)
Following the staff when they leave work The trail to Argus’s destination should be
leads nowhere useful. designed to throw off all but the most per-
sistent pursuers. The details are left as an
4. Question or follow Ado. exercise for the DM, but likely traps and
Aldo can usually be found in the kitchen dangers include the following.
(see #l),but he is hostile to questions about 1. The trail suddenly vanishes by a rocky
his food, and flatly refuses to sell, a beefy outcropping. Careful searching in the dust
any steaks to non-eating customers. Aldo is, shows that the cart‘s track vanishes into the
appropriately, a very big man. He’s not tall, cares, final garbage ,and laundry pickups rock. The outcropping is in fact hallucinato-
but is very hefty and completely hairless, so come after the restaurant closes. ry terrain, concealing a bend in the trail.
that in his white cooks outfit he looks not The cart drivers are 0-level normal This throws off the majority of the NPC fol-
unlike a white canvas balloon. But his humans who know nothing important- lowers.
appearance is deceiving: Aldo is all muscle except for the meat-cart driver. He‘s a sul- 2. Argus‘s cart passes beneath a high stone
(he lives on a protein-rich diet, after all) and len, slovenly fighter named Argus. His ledge. followers are attacked by 12 4th-level
an experience unarmed fighter. chainmail is rusty, his sword scabbard bandits armed with longbows and axes,
Not a friendly sort, Aldo comes on as cracked and stained, and he smells like he hired by Aldo to discourage pursuit.
strong, arrogant, and unflappable as a should be picking up the garbage instead of This situation can create a nice conflict
major-league umpire. His lips constantly delivering the meat. for lawful characters who have stowed
pout out, and he smells slightly of sweat and Argus isn’t especially dumb, though, and away in the meat cart. Tell them they see a
grease. The difference between a king in his won’t fall for tricks to learn where he brings band of fighters struggling to survive the
court and Aldo in his kitchen is that Aldo the steaks from. He’s been instructed to bandits’ onslaught, and force them to
doesn’t have a throne. Otherwise, his atti- make sure no one sneaks aboard the meat choose between continuing their mission in
tude is equally imperious, and no PC is cart while he’s not looking. secret or rushing to help the victims against
likely to get far before Aldo orders him and A clever move by the players can fool him the bandits. Paladins and other lawful good
all his friends out of the restaurant. on this point. The cart delivers large wood- characters should be penalized experience
Aldo is protected from charm spells and en crates filled with steaks, and then it for letting outnumbered fighters die.
mind-reading by an amulet identical to retrieves empty crates from earlier trips on Bandits (12):AC 4; Move 12”;FTR 4; hp
Dargent’s. the return journey. Ar,gus checks the crates 24 each; ST 13 IN 11 WS 10 DX 13 CN 12
Aldo: AC 4; Move 12”;HD 6;hp 30; ST thoroughly for unwanted passengers. The CH 9 CM 9; #AT 1;Dmg 1-6 (longbow) or
17 IN 14 WS 10 DX 13 CN 14 CH 9 CM 9; trick is, he doesn’t check anything else in the 1-8(axe); THACO 17;AL N.
#AT 1; Dmg 1-8 (haymaker punch); cart, and there’s a nice hollow beneath the These tricks and others the DM can
THACO 15; SA tremendous wrestling skill; bed of the cart where any number of PCs improvise, throw off all the NPCs from
SD amulet of protection us. ESP; AL N. can perch on the axle or cling to the bottom Argus’s trail. By the time he reaches his des-
of the cart itself. And, of course, magic is tination, the PCs are the only ones still tail-
5. Hang around Aldo’s looking for clues. always useful. Argus can be charmed or ing him.
This is the most productive route. During otherwise baffled by a clever spell.
the day Aldo’s receives deliveries around Argus:AC4;MoveI2”;FTRS;hp25;ST The Source
back from heavy carts drawn by lumbering 13 IN 10 WS 10 DX 13 CN 12 CH 9 CM 8;
oxen. Each cart is operated by some farmer The countryside they‘re passing through is
#AT 1;Dmg 1-8;THACO 16;AL N. hardly good terrain for a cattle ranch. It is
or merchant selling a particular item to the Argus hasn’t been instructed to take pre-
restaurant. The carts contain milk and eggs, practically a desert, with hard rocky soil
cautions against being followed. His and only a few scrub plants here and there.
bread, fresh vegetables, laundry (table- employer figures the path of the cart will
cloths and napkins), and-yes- steaks. There is no sign of livestock.
shake off most pursuers. Now and then the cart passes a villager-
Most of the carts (including the one with
the steaks) arrive in the hour or two after type walking by the roadside. If the PCs are
dawn each morning. More carts (including
The Trail in a position to stop and talk with these
one more with steaks) arrive between lunch When he leaves Aldo‘s, Argus drives the pedestrians, they can ask about the source
and dinner, bringing more food and picking cart to the edge of town and down a dusty, of the meat. But the natives are baffled;
up garbage and dirty laundry. If any player winding trail. In his wake come a dozen or there have never been cattle or sheep in this

63
area, and none have passed through. The scene is established, read the following like veal calves, completely helpless (how
villagers know nothing about the source of aloud. else does Aldo's crew butcher these fero-
the meat. cious beasts?), the ones that fight the PCs
Argus's destination is a fenced complex Butcher speaks in a raspy drawl. "I know have been let loose. Captivity has made
quartered in a box canyon in the hills. It why you're here," he says. "In fact, I them fierce and violent; they never check
covers about two acres, and is surrounded know everything important about you- morale, and attack as soon as the PCs have
by a Itfoot-high wooden fence. The only which is to say, that you're my enemies freed themselves.
opening in this hardwood fence is a gate- and you're about to die. This is very
house facing the outlet of the canyon. The good to know." He snickers under his Purple Worms
gatehouse is staffed by two guards identical breath. These two giant specimens are normally
to the city guards described in Aldo's restau- He continues. "You've come to find locked in heavy wooden cages that give
rant, and another guard stands watch on out how my brother's steaks taste so deli- them no room to move. There they are fed
each of the three other walls of the fence. cious. Now you will find out. You will garbage and animal carcasses. They grow
The whole place looks more like a stockade become food for our cattle." He stresses fat, and segments are cut from the living
than a cattle yard. the word cattle, and the guards all smile. flesh of their hind ends. The segments even-
Observers inside the fence or around the Butcher finishes by ordering them to take tually regenerate and are harvested again.
edge of the canyon can see the layout of the you to the slaughterhouse, "and return Now freed from their cages, the worms
complex. A small building beyond the gate- their weapons to them before you leave," have total freedom to move and attack with
house is an office. Behind it, and filling most he says to the guards. "Their efforts will both bite and sting. The cages may provide
of the fenced area, is a mysterious large save us the trouble of slaughtering the protection for fast-moving PCs, but the
stone building. animals ourselves:' worms will soon smash them to timber.
The building is long, low, rectangular, Purple worms (2): AC 6; Move 9"; HD
and has no windows. Its roof is covered The PCs are dragged out of the office to 15; hp 75 each; #AT 2; Dmg 2-12/2-4 (bite/
with black pitch. It smells rich, musky, the large, long building behind it. The sting); THACO 19; SA swallows victim
tangy- the smell of blood. One pair of very wooden doors are opened, they're shoved whole on roll of 20, or 4 more than required
large wooden doors forms the only entrance inside, their ropes are cut to allow them to to hit, swallowed victim dies in six rounds;
to this building. struggle free in a few moments, and their poison sting on tail, save vs. poison or die;
When the PCs are captured, they see the weapons are thrown after them. The doors AL N.
insides of both the office and the mysterious are closed and locked.
long building in turn. Yes, they're captured. This is the slaughterhouse. The interior is Unicorns
Make sure of it. a room about 50 feet long and 30 feet wide., In the stone building is a wooden corral,
The stone walls curve up to form a 20-foot where a herd of ten adult unicorns circles
The Trap high arch for the building's ceiling. The only tightly, horns outward, around a center
light is from flickering torches every dozen group of five young colts. The building has
Let the players scout the general layout of an anti-magic shield to prevent them from
the complex, if they're playing well, and feet or so along each wall. The smell of
blood and animal waste is tremendous. teleporting to freedom. The adult unicorns
even decide on a course of action. When charge in two groups of five.
they attempt to enter the complex, or leave Make it clear the PCs have no chance to
attack their guards or escape the building. Unicorns (10): AC 2; Move 24"; HD
the area, bring out any force you need to 4+4; hp 24; #AT 3; Dmg 1-6/1-6/1-2;
capture them (relatively) harmlessly. Some They must face the livestock.
THACO 15; SA horn attacks at +2 to hit
possibilities are: and double damage; SD immune to poison,
1. Twelve to eighteen 7th-level fighters in The Truth charm, hold, and death spells; SD dimen-
plate armor +2 with battle axes +l. They As everyone has probably guessed, Aldo's sion door up to 36" once per day, saves as
instruct the PCs to come along quietly. beefsteak does not come from cows. In fact, M-U 11;AL CG.
2. A spell cast on the fence which stuns the animals that produce the meat are mon-
whoever touches it and all others in a 10- sters from the Monster Manual. Dragons
foot radius, and sounds an alarm with a The DM may choose which type of mon- A large green mother dragon crouches
magic mouth spell. ster Aldo and Butcher are raising. It should amid the fragmented shells of her eggs. See-
3. Glass vials, broken by tripwires, that be hostile and dangerous, and the very idea ing her young hatch and grow, only to be
release poisonous fumes which incapacitate of eating one should be repellent. A good slaughtered for food, has driven her Chaoti-
the PCs for a few minutes. choice is a purple worm; some players may cally insane. The dragon attacks without
Poison, magic, brute force, battleships be more revolted by the notion of eating provocation, and cannot be subdued.
. . .whatever is used to render the PCs help- something benevolent like a unicorn, or Her two surviving offspring join in the
less, have them seized by guards, trussed intelligent life a dragon. These example attack. A PC who hurts either of them pro-
with heavy ropes, and take to the office. monsters are described below. The DM can vokes the mother's vengeance. She will not
There, the PCs are confronted by a virtual improvise another monster description attack any other PC until that one is dead.
twin of Aldo Venhall: short, stout, hairless, from the entries below. Mother green dragon (1):AC 2; Move 9"
sweaty, arrogant. The guards address him Regardless of the monster chosen, the (unable to fly in slaughterhouse); HD 9; hp
(very respectfully) as "Butcher." PCs are thrown into its lair and have to fight 45; #AT 3; Dmg 1-6/1-6/2-10; THACO 12;
Butcher is in fact Aldo's identical twin; their way out. It is a tough battle. Though SA chlorine gas breath weapon, save vs.
use Aldo's statistics, given earlier. After the these ranch animals are usually confined poison or take 4d6 damage; AL LE. Spells:

64
charm person, magic missile. shield, sleep. Butcher. He has a moment to scream before tomers about what they are eating. He
Young dragons ( 2 ) : AC 2; Move 9” they hit the door, shatter it to splinter, and rewards the PCs with 10,000gp-”a year’s
(unable to flyin slaughterhouse); HD 7; hp burst through to kill him. profit at my place, but it was worth itl” he
14 each; #AT 3; Dmg 1-4/1-4/1-10;SA The animals chase the guards around the says.
chlorine gas breath weapon, save vs. poison fenced compound. dispose of a few, then The characters‘ natural inclination may
or take 2d6 damage; AL LE. Spells: magic break through the fence to freedom, never be to beat up somebody, but this is not pro-
missile. shield. to be seen again. ductive. Dargent has given them as much as
Butcher’surge to gloat is the key to a dra- In Butcher’s office the PCs can find a he can, while Aldo would have them
matically fitting climax to the adventure. locked petty cash box containing 100 sp. A arrested for assault. Anyway, there’s really
The slaughterhouse manager is observing concealed wall safe holds 1000 gp. nothing technically illegal about anything
the fight through a small eye-level opening either man has done-that can be proven.
in one wooden door. When the PCs are hav- Aftermath The players’ true reward should come as
ing a bad time of it, Butcher giggles The compound guards, understandably word gets around about the source of the
repulsively- and, by a trick of sound, the demoralized, make no effort to prevent the steaks. Within hours the characters can
laughter carries throughout the stone build- PCs from departing. The trip back to the walk by Aldo’s deserted restaurant. No one
ing. city is uneventful. will eat there on a bet, ever again, and Aldo
The surviving animals hear him laughing, In town, the PCs can report to Dargent. has to find eithera new t o m or another line
and freeze in the midst of battle. They look who is horrified and delighted to hear what of work.
toward the wooden door. Then, with a roar, Aldo has been serving ...delighted, because
they break free of the combat and lunge for now he can spread the word to Aldo’s cus-

65
This is an adventure for five to eight charac- ny. In combat, Slakslime uses his magics to As an ally: Erskin will assume that he is
ters of 4th to 6th level. cause confusion, then takes on the form of group leader and will always lead into com-
one of his foes. bat, making no plans other than "We charge
Slakslime the rakshasa: AC -4; Move in and slay them all!"
DMs Information 15"; HD 7; hp 48; #AT 3; Dmg 1-3/1-3/1- Erskin Wulfhere: AC 2: Move 6"; R R 6;
Tumbling, turning and twisting, the float- 4+1; THACO 13; SA spells; SD hit only by hp 45; #AT 1;Dmg 1-8+ 1;THACO 16; ST
ing fortress of the storm giant Maelstrom magical weapons, weapons below + 3 do 17 IN 12 WS 5 DX 15 CN 13 CH 1 7 CM 14;
Thunderclash has begun its final journey. half damage; MR 100%against spells below AL CN. Erskin has a longsword +I, ring of
Gargantuan Skytumble Tor has lost its sta- 8th level; AL LE. Slakslime knows the fol- delusion (believed to be a ring of human
bility and magic as its master lies dying. The lowing spells. control), a potion of invulnerability, plate
giant has attempted to summon aid with Level 1: Charm person (e), friends, spi- mail and a shield.
messenger griffons, but none has come. der climb, sanctuary. curse
When the adventure begins, the castle's Level 2: Invisibility, darkness 15' radius Brother Udolf
descent has brought it low in the sky over Level 3: Fly, fireball Rotundly overweight, Brother Udolf
the wild borderlands of a civilized land on a Slakslime has hired the aid of two adven- spends most of his life whining about how
collision course with its major city If it is turing groups. The first is a band of adven- unfit and unworthy he is for the type of life
not destroyed, or shifted into another turers, none of whom look like appropriate he leads (between mouthfuls of rations). H e
dimension, the castle will destroy the city henchmen to an evil monster. When first believes himself to be under the power of
by the adventure's end. The time of impact encountered, two of the adventurers have Erskin's bogus ring of human control, and
is given in the Sequence of Events table at already died in mishaps. In contrast the that he has no responsibility for the out-
the end of this adventure. mercenaries are a mangy crew of desperate come of his actions. Unless prodded by
Slakslime the rakshasa, along with a band thugs; dangerous because of their numbers Erskin, he is slow to take action of any kind.
of deluded adventurers and a company of and apparent loyalty to Slack. Jezz of To convince: ( + 8 ) Must be convinced
unprincipled mercenaries, has sailed to Sky- Northwood initially appears as a most unsa- that Slack is an evil rakshasa and that Erskin
tumble Tor in an ancient flying galley, vory member of this contingent. is probably under its power.
accompanied by a flock of perytons. This Convincing t h e e characters to change As an ally: Will not make his own dec-
small army is slowly working its way sides should be presented as a matter of sur sions, fight or use magic offensively unless
through the perilous tumbling castle slightly vival for the PCs. The player characters must prompted. He always saves at least one
in advance of the player characters. They make a Charisma check to convince an NPC healing spell or potion for himself.
come toloot thedecayingcastleof itsguard- character to change sides. Following each BrotherUdolf: AC3; Move9"; CLE7; hp
ed secret-a cubic gate. a magical item that NPC description is the best way to convince 37; RAT 1;Dmg 1-6+Z; THACO 16; ST 14
gives its possessor access to four planes of the character into changing allegiances, IN 12 WS 14 DX 9 CN 10 CH 10 CM 10; AL
the multiverse. With this item, the rakshasa including a modifier (in parenth-) to the NG. Brother Udolf has a shield +I. mace
seeks to free more of its kin from exile in character's die roll. Add the modifier to the +2, potion of healing (e), potion of extra
Acheron. roll. If the Charisma check succeeds, the healing, golden holy symbol, holy water
Nevertheless, the presence of a few more argument succeeds. The DM may add or sub- (xZ), and chainmail. He knows the follow-
evil spirits in the world is a minor tract additional modifiers to the character's ing spells:
problem-almost nothing when compared roll, depending on the nature of the charac- Level 1: Bless, sanctuary, detect magic
to the eventual cataclysmic destruction of a te<s reasoning or bargaining. Level 2: Hold person, spiritual hammer
heavily populated city when the castle Once allied, each NPC will behave true to Level 3: Remove curse, dispel magic
finally crashes to earth. his or her nature and personal motivations. Level 4: Cure seriow wounds
The f o r c e of nature and evil greatly out-
class the adventurers. To save the city, the The Adventurers The Mercenaries
PCs must convert several of Slakslime's fol- Other than Jezz of Northwood, the dis-
lowers to their side and defeat the rakshasa's The adventurers are similar to the player guised ranger, none of the mercenaries are
forces. characters, seeking gold and glory. They particularly proficient fighters, but rather
believe Slacks story about rescuing trapped are mostly street thugs and bandits. Slack
adventurers and are unaware of both Slacks provided good money up front and a prom-
Slakslime the Rakshasa true nature and the castle's eventual fate. ise of much more should he succeed in his
Slakslime uses his ESP illusion powers to goal.
convince others that he is a human mage Eakin Wulfhere The average low-life mercenary who fol-
adventurer called Slack. His followers Bold, brash, and handsome, Erskin lows Slack willingly changes sides if the
believe that he must gain the cubic gate to Wulfhere makes all the decisions for his price is right. The mercenaries in Slacks
free his earlier companions-in-adventure band by sheer force of personality. Where troop will initially outnumber the original
from their banishment on another plane. He he goes, they go-regardless of the wisdom PC party by a ration of five to one.
actually intends to free his kin from the of the venture. Thus, it was relatively easy To convince: ( +5) 20 gp for each member
plane of Acheron, where they have been for Slakslime to gain the assistance of the of the encountered mercenary band.
exiled. He drives his followers towards this adventurers after he charmed Erskin. As allies: They will be loyal only to the
end and tolerates no disobedience. Slak- To convince: (+4)Dispel the charm per- PC who hires them, not his or her compan-
slime is always closely guarded by Erskin son spell and reveal that Slack is a rakshasa ions. Will fight former allies, but will not
Wulfhere and two of the mercenary compa- who charmed the barbarian. perform brave heroics.

66
Jezzof Northwood LG. Jezz has studded leather a m o r +t, attacking in pairs. They retreat to the castle
Although Jezz (short for Jeuelda), the shield + I , scimitar + I (swordofsharpness), if one of the flock is killed.
Ranger of Northwood, is actually a s t m - potion of exha healing, boots of levitation, If the griffon survives, it is friendly
ningly beautiful woman, she hides both her and a heavy crossbow (disassembled). She towards the PCs. After the combat, the PCs
beauty and her ranger skills for reasons she knows the following spells. will note an immense (3' wide) scroll
does not immediately disclose. She dis- Level 1: Detect magic, faerie fire, jump strapped to the griffon's chest. It is written
guised herself to join Slacks followers and Level 2: Obscurement in huge common language script.
cause his downfall, completing the job her
mentor, a powerful druid, began long ago
when Slakslime and his exiled brethren The Adventure Celestia Soulshadow,
I die and Skytumble Tor dies with me.
preyed on the villages of Northwood. She is Cold, intermittent rain and slashing winds M y castle will soon crash into one of thy
not aware of his plan to release the other make for miserable travel as the party human cities. I beseech thee. d o what
rakshasas. She will wait until the final con- crosses the open wilderness. thou canst to Stop it. M y griffon will
frontation in the castle's great hall to launch bring thee here and m y treasures will aid
her dramatic attack on Slack. thee.
To convince. ( - 6 ) Tell her the Pc's mis- attention to the gray skies. Through the -Maelstrom Thunderclash
sion. Agree to aid her against Slack. Have rain, a lone, wounded griffon struggles
one or more clerics present in the group. against a flock of large antlered birds. It The PCs recognize the name of a renowned
As an ally: She does not reveal her true notices you and dives frantically earth- wizardess who died long ago. but the writer of
profession, appearance or Slakslime's nat- ward, bringing the battle with it. Its the letter is unfamiliar. Once the letter has
ureuntil the final confrontation, playing the plaintive cries beg for aid. been read, the following occu~s.
part of a sulky mercenary seeking venge-
ance on Slack. She wants a cleric's bless spell The giant's messenger griffon is besieged
on a crossbow bolt to slay Slakslime with. byaflockof fourperytons. Theinjuredgrif- gloom. Above you, rolling across the
Jezz of Northwood: AC 2; Move 12"; fon lands within three rounds. It has only 13 leaden sky, is a gargantuan castle. The
RGR 10; hp 72; #AT 3/2;Dmg 1-8+2 (scimi- hit points remaining. ruined hulk tumbles end over end like a
tar), 1-6 (crossbow); THACO 12; ST 16 IN The perytons follow the griffon down, rolling barrel, slowly losing altitude.
15WS17DX16CN13CH17CM4(18);AL but direct their attacks against the PCs,
As the castle passes, a hailstorm of gigan- effect). Tell the players any other effects as room is open to the sky. Theslight gravity in
tic debris falls around the group. Be quite they occur. here is towards the tloor. Anything smaller
serious when describing the huge pieces of than a halfling will be sucked skyward
masonry and timber that plummet toward Vertigo instantly
the characters and suggest that Dexterity Inside the castle, its tumbling is not readi- As death nears, Thunderclash clings
checks might allow them to avoid serious ly apparent. However, characters who even tightly to a great bed, his gaunt face a pale
damage. No PCs will be hurt, but the area look momentarily at the spinning sky must death mask. If the PCs exolain who thev
surrounding them is pulverized. make a save vs. paralyzation or be subject are, the giant thankfully telis them of Slack,
As the shadow passes, more of Mael- to vertigo. The frightening dizziness of ver- who is not human, and his followers, that
strom's griffons descend from the sky and tigo penalizes all the character's subsequent they have come to steal the cubic gate. He
land near the PCs, enough for each charac- dice rolls (including attack and saving tells the PCs to destroy the gate to save the
ter to have a mount. Riding griffons, the throws, ability checks, etc.) by Id4 points doomed city. In return, heoffers his treasure
characters can reach the castle in two turns. for a full turn after leaving the area causing in area 4. Event 1occurs as the adventurers
the effect. Play up the terror caused by even leave the area.
Skytumble Tor momentary vertigo.
4. Treasure Tower
When viewed at close range, the ruins are This 50-foot tall, topless tower housed
obviously larger than human scale. CNm- Encounter Key much of the giant's treasure. However, any-
bling rooms and towers surround a gargan- 1. Roc's Aerie thing not nailed down has long since been
tuan great hall. The only safe entrance (and hurled away. What remains is hidden
the only one the griffons will approach) is beneath a five-foot diameter trap door cen-
Sheltered from the wind, the acrid stench
the 35-foot-tall opening to the roc's aerie tered in the room's floor. The gravity is
of scorched feathers lies heavy in the air
beneath the great hall. A second flock of six towards the west wall. Beyond 35 feet up
perytons swarms out of the opening when of the empty roc's lair. Near the opening,
an ancient galley ship rests on its keel, its the slippery tower walls, the characters
the griffons come near. Executing a dizzying must make Strength checks against centrifu-
tattered sail flapping in the biting wind.
maneuver, the giffons dive for the opening gal force or be flung into the sky.
and dump their riders, then rise to attack the Treasure: 5,000 gp in 10-gp-sized coins;
perytons with a vengeance, driving them The galley is an ancient flying boat. Close
inspection reveals that it floats a few inches 30 gems, valued as follows: 8 x 1000 gp,5 x
away from the castle. 500 gp, 10 x 50 gp, 7 x 10 gp; potions of fly-
above the floor. Its fading magic retains suf-
ficient power for the PCs to use it to escape ing (a), polymorph self, super-heroism,
Castle Physics human control (humans), potion of storm
The castle rotates in a clockwise direction the castle and fly (Move 21") for 12 hours
before sinking slowly to ground. giant strength; deep red ioun stone (XZ),
alonga north/south axis drawn through the pale lavender ioun stone ( ~ 2 )scroll
; of pro-
center of the great hall (room 10).The main The gravity in the room is towards the
floor. The steps to the stair are three feet tection from petrification.
wind force is opposite the direction of rota-
tion, Direction in these moms is given rela- high and four feet deep. Midway up the
stair, gravity changes towards the "west." 5. Trapped!
tive to a hypothetical north. Floor and The rope from area 2 is tied to a spike set
ceiling refer to those parts of the rooms and in thedoorframe. Thegravityintheroomis
2. Hall
are not relative. primarily toward the west wall. The floor
The castle ruins are little more than mas- Massive doors lead to several chambers
off this passageway. Gravity is toward the may be climbed as if it were a sloping wall
sive bare stone walls. In most rooms the fur- (seeDSG, p. 14-15). Deep, arching pilasters
nishings have been bashed into flinders and west wall (east is up). The doors to areas 3
and 5 hang open and a rope dangles down (half columns) support the vaulted ceiling
flung to the winds. Several of the rooms and can act as ledges for climbers. The east
have ceilings and/or floors that have fallen from area 5 . The door to area 4 is locked.
When the PCs begin moving around in pair of pilasters hid the rear guard of Slak-
awav. Ooen to the wind, rain and ice. these slime's troop: Brother Udolf and a number
I .
here, the dying giant in area 3 hurls pieces of
rooms have slippery floors and walls (see of mercenaries equal to the size of the PC
DSG. D. 22). rock down the hall (at -10 to hit) and
hoanely berates the PCs as ghoulish tor- party. The guards now find themselves
Thecastle's encounter areas have unusual trapped by the flock of perytons who wait
physics caused by its magical nature and mentors come to loot his belongings. The
first stone knocks the east door to area 3 off outside the dizzily spinning ledge in area 6.
rotation. Gravity may be towards the Regardless, the mercenaries feel obliged to
floors, the walls, or not present at all. Char- its hinges. If there is no response, he bel-
lows, "Take my treasure, kill me, loot my pepper the PC party with arrows. The pilas-
acters may he able to walk on walls or even ters provide + 4 AC to Udolf and the merce-
swim through the air. halls, but whatever you do, destroy the
cubic gate in the great hall or cause the naries (50% cover)
The fate of the castle is governed by the
Sequence of Events table. These events deaths of thousands!"
With a sharp crack, Event 1 occurs. 6. Vertigo Ledge
occur as the players work their way through This storm has picked up, slinging slee(~--
the castle. The apparent effect of most Meanwhile, the rain outside escalates into
an icy thunderstorm. across this slippery wind-whipped ledge.
events is a shudder during which the castle Gravity pulls towards the floor, but
seems to drop sharply. When this occurs, all nowhere is the spinning of the castle more
3. The Death of a Giant
characters must make a Dexterity check or evident than here. A taut rope connects the
fall "down" (in the direction of any gravity The ceiling of this windy, rain-drenched
door from area 5 to the door of area 7.

68
Characters who venture onto the ledge with the floor is 30 feet. The ceiling connects the
open eyes are subject to severe vertigo ( -4 balconies with the tops of the sculpted 100-
on the saving throw). During each round of foot-tall columns. The columns support a
combat on the ledge, an involved character 20-foot-tall windowed clerestory.
must make a Strength check to hold onto In all cases up is the central axis of the
the rope. Walking or fighting or falling on room, where the small carnelian cube of the
the ledge without a rope requires a Dexteri- cubic gate floats 50 feet above the floor.
ty check to not fall. A deadly wind shrieks through the clere-
When at least two characters are out on story. Any character who fails a save vs.
the ledge, four perytons attack. They direct petrification upon entering the clerestory is
their attacks at less armored targets (like flung out into the sky. Making the rolls
magic-users and mercenaries). After two allows the character to grab onto some-
rounds of combat, one peryton will try to thing.
bite through the rope (takes 1-4+1rounds). The first characters up through the door
If a character falls off the ledge, a peryton are attacked by Erskin and four mercenary
will leave the hattle to feast on the body. bowmen perched on the balcony railings 20
feet above. The total number of mercenaries
7. Floating in the hall is equal to twice the original num-
ber of members in the PC party.
Pieces of debris float tranquilly motion- The petrification trap on the cubic gate
less in this room without gravity. In ground (wrongly assuming that the merce- explodes in an oily green sphere of flesh to
marked contrast are the scorched bodies naries are backing her up). stone vapor, causing the castle to shudder.
hovering near the titanic, forty-foot-tall At area Bb, the sloping floor is slippery J e u chooses this moment to issue her
doors at the north end of the room. from its icy coating, impossible to climb challenge to Slakslime and rips off her dis-
without using tools. The mercenaries make guise. Winter-pale hair whips about her in
The bodies are those of a magic-user and it across to area 9, taking their rope with thewind as she pulls out her crossbow, bolt
two mercenaries. They were killed by the them. They will fire from cover at the party. ready to be blessed. Slakslime casts dark-
forked 10d6 li,qhtning bolts that arc out- The hole in the east wall is open to the spin- ness 15' radius and assumes the guise of a
wards from the door handles when they are ning sky. mercenary.
touched. The door is barred from inside The mercenaries begin shooting at the
with a 40-foot log. It is impossible for any- 9. Wind Tunnel PCs from positions on the furniture. The
one with less than storm giant strength to furniture provides then with + 2 AC cover.
break it down or move the log. After Id3 rounds of combat, a stray
To move in the room, characters must through the missing floor between the arrow will hit the cubic gate, causing it and
push off from a fixed surface and make a rows of pillars and screams out the miss- its deadly gas to move towards the clere-
Dexterity check to land without collapsing ing ceiling. story (Move W ' ) .It will be blown out the
in a heap. If combat occurs, flying creatures windows and lost in 12 rounds.
or characters may attack normally; all oth- Slakslime will try to get the cube (he is
Gravity pulls toward the east wall. An unaffected by the trap). If in range, he has a
ers attack at -2. Remember these two laws iced-over rope ladder spans the gulf to con-
of motion: objects put in motion tend to 35% chance of grabbing it on each attempt.
nect thestairlandingsat thenorthendof the Each round after Slakslime has the gate, he
stay in motion, and for every action, there is room. Both the west door above and the
an equal and opposite reaction. can make one attempt to contact Acheron.
east door below the rope are open. Climb- His success chance is initially 1 on a ld6.
ing the ladder requires an averaged Each successive round, his chance increases
8. Jezzelda Strength/Constitution check. Climbing
As the player characters open the doors by one. If it opens on Acheron, 1-6 raksha-
with eyes closed requires a Dexterity check sas come through the nexus. The rakshasas
from area 7.they hear the voice of a woman but avoids a vertigo check.
haranguing some obviously reluctant mer- all cast fly spells on themselves and fly off,
cenaries to support her in some type of dragging off screaming NPC victims.
10. Battle at the Gate
action. The creaking of the door serves to
cut her speech short. Destroying the Cubic Gate
Ten massive chairs and a 50-foot long Any destructive attack (see DMG, p. 80)
Treat the floor as a wall sloping down
towards the gravity on the multi-room table float weightless in Skytumble Tor's will destroy the cubic gate if it fails to make
great hall. Tiny human forms flit about its saving ttuow (saves as a stone or small
area's east walls. Jezz and the mercenaries
are standing on the wall at area Sa. There the cavernous hall like buzzing flies in gem). Destroying the gate causes the castle
are two mercenaries here for each member the chill wind. to shudder violently as it shifts from the
of the original PC group. Check for sur- Prime Material Plane to the Ethereal Plane.
prise. The mercenaries will immediately The east and west walls, floor and
shoot one round of missile fire at the PC cathedral-style ceiling all have about 1/10 Epilogues
group, then fight a delaying action, retreat- normal gravity and will allow characters to If the cubic gate is destroyed: The PCs
ing back towards area 9. Jezz stands her stand upright on them. The drop from the look out upon the endless void of the ethere-
east and west pillar-supported balconies to al plane. Vague shapes can be seen through

69
the eternal grayness as something large but
indistinct swims ever closer.
If the gate is not destroyed: The survivors
must return to the flying ship if they wish to
escape alive. They must exit through the
barred doors at the south end of the hall.
The galley leaves the castle just before it
crashes into the city, nearly leveling it and
taking a horrible toll of life.

Monster Statistics
Griffons(8): AC 3; Move 12"/30"; HD 7;
hp 13 (45). 42, 36, 42, 40, 35, 46, 50; #AT 3;
Dmg 1-4/1-4/2-16: THACO 13; AL N. Direction of rotation
Perytons (7hAC 7; Move 12" 121"; HD 4; square
hp 23, 25,30.15,20,24,26; #AT 1;Dmg 4-
16; THACO .IS; SA + 2 to hit; SD hit only
by magical weapons; AL CE.
Typical Mercenary: AC 7; Move 12"; HD
1; hp 8; #,KT 1; Dmg 2-8 (sword) or 1-6
(bow); THACOZO. A mercenary has leather
armor, shield, broadsword, short bow,
spikes, and 45 feet of rope.
Maelstrom Thunderclash, storm giant:
AC 2; Move 15"; HD 18 + ld8; hp 35; #AT
1;Dmg 7-42; THACO 8; SA magical powers
and rock hurling: SD unaffectedby electric-
ity; AL CG.

Sequence of Events
Fvent Effect
~~ ~

1.Area 3 falls (see text for


area 2 & 3)' shudder
2. A room* falls on 3rd turn shudder
3. A room* falls on 5th turn shudder
4. Area 8 falls" on 10th turn shudder
5. Area 9 falls'* on 12th turn shudder
6. Castle crashes on 28th turn destruction
* Not a numbered area on the map
** Only if PC group passes previous area

70
To Kill a Kraken is an adventure for four to for the two of them. Their war has lasted for Baronies
six characters of 6th to 10th level in an nearly a quarter of a century. There are six baronies, each of which is
adventure that combines the destruction of Recently, the arch-mage Terrigant learned important to the stability of Hurva.
a much feared monster, the kraken, with about the codict. Deciding that Gastion The northernmost barony is Tolon,ruled
political intrigue. was a threat to his plans, he instructed his by Baron Jurenst. Jurenst is a magic-user of
The political intrigue requires player ally Saladar-one of King Gerdant's high standing (M-U 7, LN); his barony
character involvement in the politics of barons- to make contact with the kraken houses the College Amagigo, the College of
Hurva, a coastal nation. Any similar nation and offer it assistance. Saladar was not Mages. Jurenst is the puppet of the College;
may be substituted for Hurva; some altera- pleased with his assignment, but eventually this fact is well known.His representativeat
tions in the scenario will be required. It is his underlings successfully contacted the the court is Rulens (M-U 9, LN), who has
possible to use Hurva as part of an "other- kraken and a pact was forged. This pact is angered Gerdant several times with an atti-
world," an alternate Prime Material plane responsible for the kraken's destruction of tude of superiority commonly found in wiz-
that the players may venture to bv accident the ships. ards. Rulens is not well-liked, but his job
or design. isn't to be popular; he is required to main-
Background Information on Hurva tain the aura of mystery and power that
DM's Information History
mages feel earns them respect from the com-
moners. (The college of mages do not
Hurva is at war with Harat. Wars are expen- Hurva is a nation founded centuries ago approve of Temgant's business practices,
sive, and Hurva has been investing heavily by several invading tribes which pushed out which they believe sullies their image, but
in exploring a new continent recently found the native cultGe and eventually estab-
Temgant is far more powerful than any of
in the west. To finance the war, King Ger- lished their own unique culture. Hurva is a them.)
dant borrowed several million gold pieces large peninsula, separated from the main The northeast barony is Valsar, a moun-
from a wealthy mage, Temgant, who made continent by high mountains. tainous region. This is ranger country,
several fortunes from plundering ancient The economy of Hurva has been based on infested by giants and humanoids. The
ruins. Now Temgant demands either Ger- agriculture and fishing; it is self-supporting, rangers hold Valsag Pass, a citadel on the
dant's money, or his throne. except for fine textiles, which it imports, land bridge between Hurva and Harat.
Temgant has the power to usurp the and for gold and gems, which it exports. Its Valsar is governed by Baron Wadel (RGR
throne, with an army of several thousand traditional enemy is Harat, against which 6, LG), an honorable, well-liked man. His
mercenaries permanently stationed at his Hurva has fought several wars. representative at the king's court is Belthurst
island fortress to back him (some followers The government of Hurva is feudal. (RGR 6, LG). Belthurst is the spokesman for
are high level). Rather than attack Terri- There is a King (or Queen, on rare occa- the council of representatives, but his advice
gant, Gerdant desires to repay his debt. sions; Human society is quite patriarchal), rarely changes the king's mind.
Hope came in the form of treasure ships, and six barons; the king or his heir is also The northwest barony is Fyd, an area of
bringing back the plundered wealth of new- administrator of the sixth barony, Gessel. wide forests and tall mountains. Grugach
found lands. However, a monster, the kra- The king is the absolute master of the king- dwell here: they do not tolerate humans,
ken, is sinking these ships. Gerdant hires the dom, and the barons are masters of the bar- nor do the few scattered goblin and kobold
party, who are not as well known as other ony who owe taxes, men and fealty to the tribes. Fyds forests harbor a number of out-
Hurvan adventurers, to perform three king. In return, the barons form a privy laws: the Lords Dremmon and Scaiz (FTR
important tasks: kill the kraken, recover the council, sending representatives to the 16, NE, and M-U 14, CE, respectively) are
jetsam from the sunken treasure ships, and king's council. the most prominent; they are dungeoneers
try to determine if the kraken has been spur- In the last centuv, vast fortunes were who thought that the throne of Hurva was
red on to his destructive acts by one of three recovered from ancient ruins called theirs by right of power (they were wrong).
factions: the enemy King of Harat; Rulkar, Dungeons. This wealth stimulated Hurva's Also in the mountains are three families of
Gerdant's exiled younger brother; or Terri- economy (as well as that of many other dragons (black, red, and green) known as
gant himself. In return, Gerdant offers the nations) and created a new social class, the the Fiends, who raid civilized lands on
adventurers titles as Lords of the Realm (fief wealthy non-titled. These individuals strive numerous occasions.
holders in the king's own barony of Gessel), for power; they usually marry into impov- Fyds Baron is Dalon (DRU 3 / R R 5, N),
and one third of all recovered wealth. erished noble families, adding new blood to a quiet, conservative man. His representa-
The reward is great, but it is not less than the upper class. The dungeoneers, as they tive at court is his son, Jale (FTR 5, N), an
is deserved. These will not be easy tasks, for are called, are becoming a powerful social obnoxious man whom Dalon probably
the truth of the matter is this: About a cen- force, appointed as representativeto keep him out
tury ago, the mage-vampire Gastion discov- The current government is the House of of his court. Dalon is a strong supporter of
ered that there was more water than land on Werax; King Gerdant (CAV 10)is the fifth Gerdant's wishes.
the world. Gastion discovered a p r o m s king of that royal house. The King is a gruff, Suress is a large western barony posi-
that allowed a vampire to breathe water tyrannical sort, but no more so than most of tioned below Fyd and Valsar. It is a land of
permanently, and then decided that he the other monarchs in the world. Gerdant rolling hills and fertile fields, the heartland
would make himself the Lord Under Wave. prizes peace and stability; unfortunately, of H U N X Iagriculture. Suress is the home of
But Gastion soon discovered that he had even kings do not get what they ask for. a small high elven kingdom, with whom the
a nemesis. An immense diabolical kraken Hurva has been involved in a major war Suressese are quite friendly; the Baroness of
was also trying to become master of the sea. against Harat for nearly a decade. Suress has at least quarter-elven blood.
Naturally, the ocean was not large enough That baroness is Gelia (RGR 6, NG), a

_-
close friend of Princess Juril. Her represent- Laws (CAV9, LN).
ative at court is her son, Galion (CAV 9, Hurva is a lawful neutral nation with Enemies: The Barons do not approve of
NG), a knight of great reknown, champion harsh laws for many crimes, as was com- this idea, nor does Saladar.
of the last royal tournament; he is more of a mon in medieval law. HUN^ law also con- Note: The war is going reasonably well
courtier than a councilor. tains a number of restrictions unique to a against Harat, and Keath is quite popular
Durid is an island Barony west of Hurva. culture of adventurers and magic. with the common people. They are a fickle
It is a wild, wooded land, troubled by orcs No magical spells may be cast unless one lot, though.
and by human barbarians, the Red Bear is a member of the Affiliates Amagigo. Cost Jud: Juril’s mother, Jasil, recently fled
Clan. This tribe is led by Adurad (BAR 11, for affiliation is 10gp per annum to cast can- Hurva to avoid imprisonment, Juri1(CAV 3,
N). The clan is negotiating a treaty with trips, 100 gp per annum to cast 1st-and 2nd- L(G))wishes to be named Baroness of Ges-
Hurva to protect their homeland and guar- level spells, 500 gp per annum to cast sel and heir to the throne; Gerdant refuses.
antee them sovereignty; historically, much 3rd-and 4th-level spells, 5,000 gp per annum Juril is estranged from the king, but refuses
blood has flowed between the tribe and the to cast 5th-through 7th-level spells. This all alliances. She detests Saladar, saying
Humans; Gerdant would like to free his applies to all classes, including clerics. she’d rather marry a leper. She is very high-
Durid garrison to attack the Haratese. Those guilty of this crime are tried by the spirited, and has engaged in many danger-
The Baron i s Kaliar (FTR 9, LN(E)), who College, and the penalty is death, subject to ous actions. She loves Holdafax (PAL 10).
isagainst peare with theRed Bears. His rep- royal pardon. grand master of the Order of Paragons, a
resentative at court, Hadoc (FTR 7, LN(E)), Weapons may be worn but not drawn in paladin brotherhood that is out of favor: it
is scheming to break off the peace talks. Hurvan cities. Duels are legal only on speci- is probably a doomed romance.
Hadoc is a treacherous, cunning, cruel man, fied dueling grounds outside the city, and Allies: Baroness Gelia, the Order of Para-
and is secretly allied to Saladar of Gessel. the longsword is the standard duelling gons
Gessel is the southern barony of Hurva. It weapon; non-lethal, unarmed combat is the Enemies: Saladar
is a mostly flat land, used for agriculture; it only allowable alternative. The King, the Note: Juril is very popular and beloved
is home to one-third of Hurva’s population, Barons, their representatives and body- by the people of Gessel, but there is concern
Rich mineral deposits are common in the guard may not be challenged without per- over her marriage and the succession, and
east; these resources make this area a prime mission from the King. that she would not have the strength to hold
target of Haratese conquest. No weapons or armor may be worn in the Hurva together by herself,
Gessel is the barony which belongs to the presence of the King or a Baron without Rulkarilasil: Rulkar, Gerdant‘s brother,
King. Normally, it is ruled by the King‘s son, their permission; the penalty is death. No attempted to usurp the throne using assas-
but all three princes were killed in battle spells may be cast in their presence (healing sins. He failed, and fled to Harat. Recently,
against Harat. Gerdant refuses to name his spells are exempted), and they may not be fearing that Gerdant would take action
daughter Juril as heir; instead, the barony is scried. against her, Jasil fled Hurva and found her-
governed by Lord Saladar (CAV 11, LE). All thieves must belong to the Hurvan self in Rulkar’s “court-in-exile,” a traitor’s
Saladar is considered to be the best swords- Thieves’ Guild, to which most wealthy peo- nest located in the Haratese capital. Harat
man in Hurva; he is bold and wily, but very ple pay protection money. The penalty for pretends to support them, but in truth they
treacherous. Saladar’s goal is to force Ger- those who do not join is whatever the would rather conquer HUN= than have it
dant to give him Juril in marriage, and then thieves think of doing when they catch the ruled by unreliable puppets. They are pro-
be named as heir to the throne. Also, Sala- miscreant. All magical items must be cata- tecting Rulkar to use as a figurehead in civil
dar has allied himself with a number of the loged and licensed with the College Amagi- war in case the current war fails.
King’s enemies, including Terrigant, as he go or the King‘s Mage; the fee is a simple 10 Allies: None. Saladar has secretly con-
seeks to weaken the King and make him vul- g p per item (no charge for potions). The tacted them, but has concluded they will not
nerable to possible overthrow. King may exempt his agents from this win and has cut ties with them.
requirement. Enemies: Nearly everyone in HUN=.
Religions Terrigant Terrigant (M-U 19, N(E)), arch-
Religious freedom is permitted in Hurva, Politics mage of the Scarlet Isle, is one of the weal-
where clerics do not have great temporal There are several political factions in thiest men in existence. Unlike most mages,
power. Death cults are persecuted, of Hurva, each seeking supremacy. Most are he could never retire gracefully or pursue
course. There are five major deities in Hur- supporters of the King, who wish to defeat the usual avenues of power. Instead, Tem-
va: Estereal (God of Law, Ceremony, Truth, Harat and return things to normal. Many gant decided to meddle, Using his wealth,
most popular of deities, LN); Azkal (God of have been urging King Gerdant to remarry he is putting political and financial pressure
War, Fire, a soldier’s god, LN(E) ); lvelto and try to have a male heir to replace his on several kingdoms. His goal is a takeover;
(God of Water, Ocean, and Sailing, CN); dead sons. The King seems receptive to the he would then band their military forces
Wajen (Goddess of Fertility, Druidism, idea, Then there are other factions, who together and conquer the entire continent,
N(G); and Torodin (God of Shadow, have other ideas. over which he would be Overlord.
Vision, Dreams, and Theft, N). Religious Keath: General Keath, commander of the Allies: Pharas (royal mage, M-U 10).
worship in Hurva is polytheistic; people Human forces (currently campaigning on Saladar
have one deity to whom they offer their pri- the southwestern shore of Harat) wishes to Enemies: The College Amagigo
mary allegiance, but all save clerics and reli- annex a large piece of Haratese territory and Note: Terrigant has absolutely no popu-
gious champions pray to a number of establish a seventh Barony. Keath (CAV 8, larity with the Hurvan nobility, military or
different deities depending on circumstanc- LN) has supporters in the King’sbodyguard. commoners; moneylenders are not well
es. Allies: Keven. captain of the King’s guard liked.

72
The Adventure fool, Jestus, the captain of the guards,
Keven, and three knights in full armor. The
o f displacement, ring ofprotection +2, dag-
ger +3, and a gem o f seeing. He knows the
Unless the DM wishes to incorporate Hurva statistics of the king and his council follow. following spells.
into his campaign world setting, or alter this Note effect of the weapon of choice on Level 1: Charm person, feather fall,
to fit the world setting, the players will attacks per round for cavalier NPCs. mount
likely enter Hurva via some freak acddent, Gerdant: AC 4: Move 12": CAV 10: ho Level 2: Knock, mirror image, shatter
such as a cursed a roll teleporting them onto 96; #AT 2: Dmg 1-8 + 1 + 1-5: THACO 4, Level 3: Dispel magic, suggestion
the Hurvan continent. In that case, it will ST 171N 16 WS 14 I)Y 17CN 18CH 16CM Level 4: Polymorph self
require at least one adventure to earn a rep- 13; AL LN. Gerdant is protected by a Level 5: Hold monster
utation which will bring them to the atten- stoneskin spell, and has these items: amulet Jestus: AC 7; Move 12"; T/A 8; hp 36;
tion of the King. This preliminary o f life protection, periapt of proof agaimt #AT 1;Dmg 1-4; THACO 19; ST 15 IN 1 7
adventure can be many things, such as a poison, rod of alertness, full plate a m o r WS7DX17CN14CH15CMlO. Jestushas
monster-slaying expedition against the +3, longsword + 4 (defender, ring of free a wand of wonder. deck of illusions, darts of
giants of Valsar or the fiends of Fyd. action, coronet of mind shielding, and a homing, and ring of shocking grasp.
Once they have earned a reputation as ring of protection +3. Keven: AC - 3 ; Move 6"; CAV 9; hp 79;
slayers of monsters, the characters will be Saladar: AC -5; Move 6"; CAV 11; hp #AT 2; Dmg 1-8 + 6; THACO 5;ST 18/42IN
brought to the King. Gerdant lives in a pal- 99; XAT?.;Dmg1-8 +ll;THACOZ;ST18/ 13 WS 10 DX 15 CN 17 CH 13 CM 16.
ace at the center of Geston, the capital of 84 IN 15WS 15 DX 18 CN 17 CH 17 CM 18; Keven has full plate armor + 1 , longsword
Hurva, where the adventurers will be treat- AL LE. Saladar has full plate armor +2, + I , and a shield + I .
ed as 'honored barbarians'-i.e., useful out- longsword + 2 , gauntlets of ogre power, Guards (Gryth and Torin): AC -1; Move
siders. They are given an advisor, whose job dagger of venom, ring of mind shielding, 6"; CAV 5; hp 45, 41; THACO 14; AL LN.
is to keep them from breaking Hurvan law ring of regeneration, and a necklace of They each have a longsword +I, full plate
and to provide information about the king- adaptation. armor, and a shield,
dom and its inhabitants. That advisor will Kalros: AC 0;Move 9"; CLE 8; hp 51; As the characters enter the King's hall,
be Ruthers, the King's Thief. #AT 1; Dmg 1-6+3; THACO 14; ST 13 IN they are greeted by Jestus' insults. He says
Ruthers: AC 5: Move 12":THF 7: ho 31: 12 WS 17 DX 15 CN 15 CH 14 CM 12; AL things 1ike:How many adventurers does it
XAT 1; Dmg 1-8) THACOis;ST ii iN 14 LN (G). Kalros has chainmail + 4 , mace take to cast a continual light spell? Five-
WS 12 DX 16 CN 16 CH 15 CM 16: AL +2. rod o f flailing, phylactery of faithful- one to cast the spell, and four to take turns
N(G). Ruthers carries a dagger +I and ness, and a periapt of health. He knows the blowing on the light to make sure it doesn't
wears leather +I. following spells. go out. Why did the adventurer go into the
Ruthers was caught trying to steal the Level 1: Command, cure light wounds, dungeon7 To become smellier than he
crown treasury; amused by his efforts, Ger- sanctuary already is:' After a few minutes of this, the
dant named him the King's Thief. He lives Level 2: Hold person, resist fire, with- king motions for his fool to stop. The chan-
on a pension of 1g p per week and is forbid- draw cellor offers greetings and the negotiations
den to steal except in the King's Sewice. He Level 3: Dispel magic, p r a y a begin. King Gerdant prefers to deal with
is a cheerful fellow, always smiling, fluent Level 4: Neutralize poison one party spokesman a t the meeting,
in many languages, and knowledgeable Pharas: AC 7; Move 12"; M-U 10; hp 29; although all may attend. He would prefer
about subjects ranging from Huwan politics #AT 1;Dmg 1-4+3; THACO 16; ST 12 IN this spokesman to be a cavalier; it must be a
to the nature of the multiverse. He enjoys 16 WS 9DX 15 CN 14 CH 10CM ~ - 1 7 : ALN.
~ fighter.
conversation. Pharas has a wand of lightning bolts, cloak The council is of mixed opinion regarding
Upon entering the palace, the characters the mission, mostly because Saladar and
are asked to strip themselves of armor and Pharas both serve Terrigant (although each
weapons; clothing will be provided, is unaware of the other's true loyalty). The
Ruthers makes it clear that under Hurvan council can be described as follows.
law this must be obeyed, and that all items Gerdant. Gerdant looks like an aging
will be returned. Ruthers briefly describes man who was quite active in his youth. He
the people they meet in the court, and tell pretends to listen to his council, but he does
the adventurers that under no circumstanc- not take advice very often. His main con-
es are they to touch the king's fool, who will cern is making certain the characters are
undoubtedly insult them grievously. true to their word and do not betray him. "If
you take a vow to execute all aspects of the
The King's Council mission," he tells the party,"then we will
offer all possible assistance. However, you
The characters are escorted to a large room
must agree to be examined so we may deter-
with a long table in it. At the head of the mine that you serve neither the Haratese nor
table is the King: he is unarmored, and fitted
Terrigant."
in robes, and a small coronet is on his head. Saladar. Saladar looks like a true cava-
To his left sits his chancellor, Kalros, in
lier, tall and handsome, although his beard
chain mail. To his right are his justiciar, and piercing gray eyes give him a rather sin-
Saladar, in full plate, and his master mage,
ister look. He argues in a firm voice that for-
Pharas, wearing robes. Behind him is his
eigners (Le., "barbarians") shouldn't be

73
trusted to the mission. "Majesty," he says, umph of law and reason over the force of he is determined "to skewer your cowardly
"there is no need to involve outsiders, wor- mystery; at midnight, the guests must carcass right here, if thou dost demand it:'
thy though they be." Saladar dislikes most unmask. It is a suitable opportunity for Belwast: AC 10; Move 6"; CAV 6; hp 65;
magic-users, unless he can manipulate
them, and he despises Kalros.
__
skullduzeerv.
never forget.
~. a nkht the characters will
I
#AT 3/2; Dmg 1-8+5; ST 18/18 IN 10 WS
10 DX 15 CN 16 CH 13CM 16; THACO 13.
Kalros. Kalros is a fat, seemingly lethar- TheseaffairsarenoteasvfortheDM. Itis Belwast owns plate mail +1, longsword
gic man who can be quite shrewd when suggested that each character be given a sep- +2, and a shield. Due to his drunkenness,
something strikes him as interesting. He is in arate encounter to role-play. Such encount- he is at - 1to hit. This is already added into
favor of the mission and would be more ers include: the THACO. His armor is available but not
generous than the King. "The monster must 1.Amasked representativeof Terrigant asks worn at the moment,
be destroyed. We have no choice, Only an a party magic-user whether he would If the fight occurs in the ballroom, an area
idiot would argue with that." He doesn't like to join with the forces of Temigant, is cleared on the floor for such a duel,
care for Saladar. who is one of their own kind, rather than although it is illegal. If either combatant is
Pharas. Pharas is tall and middle-aged, an arrogant cavalier. The magic-user seriously hurt (down to one quarter of his
his face cloaked and covered by a ceremoni- must he certain that no money passes hit points), the woman rushes into the area,
al mask; this is the custom for mages in Hur- into Gerdant's hands. The stranger will gets down on her knees, and begs that the
va in the presence of outsiders. He will answer no questions and, if apprehend- bloodshed cease. Belwast will be impris-
remove the mask if the player characters ask ed, will turn out to be a low level magic- oned, and the party member will receive a
the king to let them see his face. He argues user of the College Amagigo who will royal pardon if he only defended himself
along with Saladar that outsiders cannot be claim he was sent by Pharas to test the against attack. He will be in trouble if he
trusted, and he is much less polite about it. mettle of these barbarian adventurers. attacked in a dishonorable manner, or did
"Majesty, shall Hurva be shamed to 2. A 6th-level thief is working busily. He is a more than just defend himself.
embrace barbarians as its saviors?" renegade; the Thieves' Guild has been The DM may add more encounters, as
Jestus. Jestus makes jokes and agrees with paid off to avoid the masque. The thief seen fit.
everyone, regardless of what they say. may either steal from a party member or
When Kalros mentions that only an idiot be caught in the act by a party member. Assassin in the Night
would argue with killing the monster, Jestus If the party member is himself a thief,
jumps up and down, cartwheels, and shouts then the thief will offer to form a one- Following the masque, the characters are
'I disagreel" He has no real opinion to offer. night partnership, covering each other as directed to their guest chambers in the royal
Keven. Keven is young and tall; he is spy- they loot the hall. The NPC thief will palace. A single guard is stationed at their
ing for General Keath, who is otherwise not betray the adventurer as soon as possi- doorway; this guard, however, is a paid
involved in this adventure. Keven might ble. assassin in the service of Saladar.
break into the conversation to whisper sup- 3. A party member receives a note from a Kroig: AC 6; Move 12"; ASN 6; hp 37;
port for the mission into the King's ear, but lady as she bumps into h i m "Beware RAT 1; Dmg 1-6; ST 16 IN 13 W 10 DX 16
will otherwise keep silent. Saladar." If Saladar is approached about CN 15 CH 11CM 14; THACO 13; AL NE.
If the characters rrhw to take the mission, this, he smiles and says it is in all proba- Kroig has a dagger +I and leather armor.
then they will go their own way, although bility a joke. If the king is shown the His dagger is covered with poison; victim
mention of fabulous sunken treasure should note, he says of course, that they should must ST vs. poison at +2 or die,
whet their appetites. If the characters accept, beware of Saladar; he is the deadliest First, Kroig will assassinateRuthers, who
Kmg G e n h t sees them in private after the swordsman in the kingdom. If Gerdant insists on sleeping by himself, and then he
meeting. He will check their loyaltiesusing the did not have absolute tNSt in him, he will sneak into the least guarded room, kill-
detect lie p w e r of his rod of alermm. If they would not have invited him to the meet- ing henchmen first, then party members.
pass, he serretly loans them several magic ing. The woman is Sharella, a lady-in- There is a 20% chance henchmen victims
items from the Hurvan nation's magical waiting to Princess Juril. Saladar is on cry out and wake party members if they are
stores: a ring of free abion, two helms of the lookout for her, and if he catches her, not protected by someone on watch or by a
underwater action, and four potions of water will take her into a corner and warn he in spell. If Kroig is caught, he claims that a
breathing. These must be returned if u n d a menacing voice: "Never try that again, hooded man who didn't show his face hired
when the mission is completed. He also gives and give the same message to the tramp him, He is telling the truth; the hooded man
them a map which shows where the kraken you serve." A character who keeps his was an illusionist in the employ of Saladar.
lives, and is readying a ship, the Royal Navy eye on Saladar will notice this conversa-
Ship Pearl, to can-, them to the lair. In the tion with a successful Intelligence check. A Pearl of Great Price
meantime, there is a royal masque (ball)to e l - Toward the end of the masque, a woman Following the death-or attempted
ebrate the holy festival of Estmal; the charac- approaches a party member, and strikes up murder-of Ruthers, Saladar will not strike
ters are invited. Suitable dothing will be a conversation. She asks him to invite her to again until they are on board the ship. The
provided; characters may not wear armor, but dance. If they do, they attract the attention Pearl is a large merchant ship, comman-
may cany swords as long as they remain of a jealous boyfriend named Belwast, a deered by the king for use as a warship. It
sheathed. drunken cavalier in the service of Lord weighs about 130 tons and has a crew of 52,
Rulens. Belwast will challenge the party including the sailors and the officers (but
The Masque of Estereal member to a duel. He is moderately drunk; not the player characters). It has thirty-eight
see DMG, p. 82. If the character refuses the hull points, and is in very good condition.
The Masque of Estereal celebrates the tri- duel, Belwast draws his sword, saying that

74
The middle deck is 13’ above the waterline, (1
the two upper decks (forecastle and stem) CUUI , n u s , ‘lall-vru, I . I R A,,
are 18‘ above water level. The Pearl is In battle against warships, the ship Roll Encounter
armed with two ballistae (see DMG, P. 108) employs the following tactics. It uses its 2 Wereshark
as noted on the deckplans, and twenty har- superior speed to manipulate it into a posi- 3 Roc
poons are tied along the rail in easy reach- tion that will enable it to fire flamingballista 4 Ixitxachitl
perhaps, should there be a mutiny, in too bolts at enemy vessels. Twenty-four sailors 5 Whirlpool
easy a reach. P e d s captain is Captain fire at targets with heavy crossbows, using 6 Sahuagin
Sabatin (FTR 5, LN), a rather temperamen- flaming bolts, in groups of twelve firing on 7 Man-0-War
tal character who enjoys telling improbable alternating rounds. Eleven men remain in 8 Scrag (Marine Troll)
stories and strongly dislikes it when their reserve, to provide reinforcements and to 9 Demon, Type 11 (Hezrou)
veracityisdoubted. His first mateis Gorgon serve as fire control if necessary. Four men 10 Men, Haratese
(FTR 3, LN(G); ’Gorgon’ is his nickname), a are stationed on the appropriate ballistae, 11 Whale
huge man who loves to brawl and is a firm led by the ship‘s master-at-arms, Gorgon. 12 Shark
but fair disciplinarian. The navigator is a Ban1 and Grent will fire on ships, using cov- 13 Seaweed, Floating
sullen, skinny kid named Reed who looks a er as they do so. The captain and the pilot 14 Men, Pirate
bit young for the service (FTR 2, NG; ’Reed’ direct the ship’s course using whatever help 15 SeaHag
is also a nickname). The ship is staffed with is available. The player characters will assist 16 Squid, Gi;3nt
two mages, Grent and Baril (M-U 5 and 3, wherever possible. 17 Magic-use r
respectively); each is armed with a pair of Two days after the masque, the ship 18 Kraken
scrolls containing a total of seven fireball departs with the high tide. It will be entering 19 Shark, Giant
spells (as cast by a 10th level magic-user); dangerous seas and random encounters may 20 Triton
these were part of the magical archives of occur. Roll Id8 three times per day. On a
Hurva. Both Grent and B a d are quite anti- result of 1 an encounter takes place; roll Most of the creatures that inhabit this
social: they view adventuring types as too 2d10 on the Aquatic Random Encounters area have become ensnared in the grand
reckless. table to find the nature of the event. campaign between Gastion and the kraken.
Other important positions aboard ship Appropriate effects on their reactions are
include pilot (Ryarnos, FTR 1).navigator noted below.
(Shend, 0-level), sailmaker (Gridontine 2. Wereshark (1): AC 0; Move 12” I121” ;
“Grid,” 0-level), chaplain/chirurgeon HD 10+3: hp 68; #AT 1; Dmg 5-20;
THACO 10: SD silver or +1 or better weap- climbing, and are 70% likely to fail if they Level 2: Flaming sphere, mirror image,
on to hit; AL. NE: XP 2,452. attempt a boarding action. web
The wereshark is a spy for the kraken. If 9. Hezrou Wype Il Demons) (3): AC -2; Level 3: Fireball, hold person, lightning
encountered, he tries to sneak aboard ship Move6”1/12”:HD9; hp59,51,42; XAT3; bolt
in a sailor’s guise and find out what is going Dmg 1-311-314-16; THACO 12; MR 55%: Level 4: Minor globe, wall of fire
on. He then throws as many people over- SA darkness 15’ radius, cause fear, levitate, Level 5: Conjure elemental
board as possible, devours them in telekinesis (3,000 gp wt.), gate (Type I1 Borosl is a nasty magic-user, but some-
wereshark form, then leaves the area to demons, 20% chance): SD detect invisibili- what cowardly. He hides behind Hulrick
inform the kraken. ty. teleport; AL CE; XP 8.268. and Maella wherever possible, trying to
3. Roc (1):AC 4: Move 3 ” / 3 0 ” (E); HD These demons have been summoned by summon a water elemental to attack the
18;hp 108: #AT 2 or 1; Dmg 3-1813-18 or 4- Terrigant, to intercept the Pearl and slay all enemy.
24; THACO 7: AL N. XP 7,700. aboard. They will teleport aboard and Maella: AC -5; Move 6”; CAV 8: hp 57;
This roc is not out to harm the ship, but it attack anyone in sight. #AT 2: Dmg 1-8+ 5; ST 17 IN 13 WS 11DX
does fly fairly low, investigating what is on 10. Men, Haratese. This is the Haratese 16 CN 15 CH 13 CM 15; THACO 8; AL LN;
the ocean, and if it draws fire it will attack. warship Hippocampus. The Haratese XP 1,470.MaeIIa has fieldplate armor + l ,
4. lxitxachitl (11): AC 6; Move 12”; HD learned of the Pearl’s mission through spies longsword +4, shield +3, and a potion of
1+1; hp 9 , 7 (x2),6 , 5 (x3), 4 ( 4 . 2 ; #AT 1: in the Human court, and have sent this ves- extra healing.
Dmg 3-12; THACO 18; AL CE; XP 388. sel to intercept and destroy the Pearl. It is Maella is a cavalier who believes very
lxitxachitl cleric (1): AC 6; Move 12”; similar to the Pearl in design Le., use the strongly in honor. She will not fire a ranged
HD 1+l;hp 7; #AT 1; Dmg 3-12; THACO same deck plans); it has 33 hull points, is weapon, but prefers to engage enemy fight-
18; AL CE; XP 42. Spells: darkness, protec- armed with a catapult in its stem, a ballista ers in simple combat. She has a deep loath-
tion from good. in its forecastle, and has a crew of 36. Six- ing for Humans, typical of those who are
The ixitxachitl are spies for the vampire- teen 0-level crossbowmen are ready to stirred by patriotism to hate a national ene-
mage, Gastion. They will follow the ship, attack as soon as the ship enters crossbow my.
but they cannot board or attack it due to range. Ten men arm the catapult, four oper- 11. Whale (3): AC 4; Move 21”: HD 24;
their physical form. ate the ballista, the Hippocampus’ captain, hp 126, 120. 113; #AT 1; Dnng 10-40;
5. Whirlpool. See MMII, p. 137. pilot and first mate direct the ship, and the THACO 7: SA tail slap (Dmg 12 hp); AL N;
6. Sahuagin (20): AC 5; Move 12”//24”; special crew (see below) conducts itself in a XP 35,365.
HD 2+2: hp 17,15 (a), 14,12 (XZ), 11.10 manner typical of intelligent NPCs. The These are large carnivorous whales. Nev-
(x4), 9 (~31,8 (x4), 7, 5; #AT 1; Dmg by special Haratese agents are: ertheless, they will not attack unless they
weapon type (see below): THACO 16; AL Hulrick: AC 1: Move 12”; ILL 11: hp 30; are attacked first; they have a wicked tem-
LE; XP 1,321. #AT 1: Dmg 14 +2; ST 13 IN 17 WS 12 DX per when provoked. It is possible that an
Chieftain (1):AC 5; Move 12”/124”;HD 17 CN 13 CH 11 CM 10; THACO 14: AL N; NPC crew member will try to harpoon one
4 +4; hp 27; #AT 1; Dmg by weapon type XP 3,530. Hulrick has a quarterstaff +2. as it passes, and unless the player characters
(see below); THACO 15; AL LE: XP 265. ring of swimming, and bracers of defense stop this, it will provoke an attack. Also
Lieutenants (2): AC 5; Move 12“//24“; AC4. He has the following spells memo- note that the reputation of whales has not
HD 3 +3; hp 1 9 , 1 6 #AT 1: Dmg by weapon rized. alwavs been as eood as it is todav.
type (see below); THACO 16; AL LE: XP Level 1: Chromatic orb (XZ), colorspray, 12: Shark ( 7 h k 6; Move 24”; HD 6; hp
310. detect illusion, phantom armor. 40, 33,29. 27, 25,24,22; RAT 1;Dme 3-12:
I

The chieftain and ten wamors are armed Level 2: Alterself, blur, fascinate, mirror THACO 13; AL N; XP 2,250.
with trident, net, and dagger, while the two image The sharks are in league with the
lieutenants and four others are armed with Level 3: Phantom steed, phantom wind, sahuagin, but do not understand the signifi-
heavy crossbow and dagger. Six wamors wraithform cance of the characters’ ship. They will
wield spear and dagger. If encountered at Level 4: Confusion. dispel magic, phan- attack creatures in the water.
night, the sahuagin will use grappling hooks tasmal killer 13. Floating Seaweed. See MNII, p. 137.
and attempt to board the ship, killing those Level 5: Advanced illusion, projected 14. Men, pirates. This is the pirate war-
whom they can get their hands on. image ship Kraken. Most pirates have accepted
7. Man-o-War (2): AC 9: Move 1”: HD 3; Hulrick sees himself as a born leader and pardons and rejoined either the Human or
hp 17,14; #AT 1; Dmg 1-10; THACO 16; SA a future Haratese noble. He is supremely Haratese navies during the war, but the
paralyzation; SD transparent; AL N; XP confident in his abilities and the foolishness crew of the Kraken refused; instead, they
492. of his enemies. He enjoys tricking oppo- are Saladar’s agents. Saladar has instructed
As one might expect, these creatures can- nents with sophisticated illusions, viewing the captain, Bulgost (FTR ll), to destroy the
not harm the Pearl, but they can be a hazard this as proof that his art is supreme. Pearl. As with the Hippocampus, the Kra-
to swimmers. Borosl: AC 5; Move 12”; M-U 9: hp 24; ken is similar in design to the Pearl (;.e., use
8. Scrag (Marine Trolls)(5): AC 1;Move #AT 1: Dmg 1-4; ST 11IN 16 WS 12 DX 17 the same deck plans): it has 31 hull points,
3”//12“: HD 6+12: hp 56, 51, 47, 42. 33; CN 11 CH 10 CM 8: THACO 19; AL N (E): and is equipped with two ballistae, one on
RAT 3; Dmg 14/1-4/9-16: THACO 13;AL XP 2.286. Borosl has a ring of protection its stem, the other on its forecastle. It has a
CE: XP 7,248. +2, bowl of commanding water elementals, small crew, due to the war, of only 39. The
The scrag are sewants of the kraken; they and a scroll with fireball (x3). He has the fol- most dangerous thing about the Kraken is
have been instructed to board passing ships lowing spells memorized. its prow, which is magical. Once per day it
and wreak havoc. They have difficulty Level 1: Jump, magic missile, sleep ( ~ 2 ) . can breathe a billowing cloud of poisonous

76
gas in a 1"wide by 12" long line. Creatures ror image, uocalize
caught in this gas stream will take 5-20 Level 3: Dispel magic, fireball, Melf"
points of damage; creatures making a suc- meteors. slow
cessful save vs. poison take only half dam- Level 4: Dimension door, fire shield,
age. minor globe, polymorph self
In combat the pirates use these tactics: Level 5: Cloudkill, cone of cold, teleport
eight men operate the ballistae; eight remain (XZ)
in reserve as fire control or reinforcements; Level 6: Death spell
three men control ship movement and the 18. Kraken (1):AC 5/0; Move //3"(21");

1
prow weapon, and sixteen crewmen fire HD 20; hp 95: #AT 7; Dmg 2-12 (X2)/2-8
heavy crossbows (two groups of eight (x4)/5-20; THACO 7; SA constriction, ink,
shooting during alternate rounds). Mean- t control temperature (40' radius), weather
while, exceptional characters take actions as summoning (lx day), control winds (Ix
need dictates. day). fish summoning 1II (3x day), faerie
The maior crew members are Buleost. fire; SD airy water. ink: ALNE; XP 19,750.
Hejek (first mate, FTR 8), Jeru (navigator; This is the kraken, the creature that the
FTR 1). Taith (vilot. FTR 2). Mureant king commissioned the Pearl to destroy. It
(mage. M-U 6), a i d Vruud (chaplain, ?LE will use its weather powers on the ship as a
8). distraction, and then grab it with its tenta-
Bulgost: AC -2; Move 12"; FTR 11; hp des and try to sink it. If the kraken is badly
85; #AT 2; Dm8 1-8 +5; ST 17 IN 14 WS 10 mail Saladar after the war. injured (e.& 50% hit points lost, three or
DX 18 CN 16 C H 16 CM 15; THACO 5;AL 15. seaH~~~ (2): AC 7, M~~~15,~ ; HD 3; more tentacles severed), it will flee to its lair
NE; XP 4,760. Bulgost has leather a m o r hp 17,14;#AT 1;Dme 1-4; THACO16; MR on the ocean floor, where it broods on
+3. scimitar o f speed +4. buckler +Z, ring 50%; SA weakness, death gaze (3x day): AL vengeance.
of protection + 2 , and a brooch ofshielding. 19.Giant Shark (2):AC 5:Move 18": HD
CE; XP 1,293.
Heiek: AC 1; Move 12": FTR 8: ho 64: These sea hags are adrift on floating sea- 13; hp 71, 60; IAT.1; Dmg 5-20; THACO 9;
HAT 3 2: Dnig 1-8+ 7; ST IS 68 IN 9 WS 1 0 weed (see MMII, p. 137). They serve no one SA swallowing whole; AL N (E); XP 8,358.
DX I6 CN 15 CH 12 CAM14: THACO 8: AL except themselves when they need food. These sharks are used by the sahuagin,
NE; XP 1,668. Hejek has leather armor'+2, They will attempt to board the ship, grab although they are not the most dependable
a longsword + 4 , crossbow of speed, and a some food (men), and leave. of servants. They are vicious, and will
shield +2. 16. Giant squid (1):AC 7/3: Move 3 " l l attack anything moving in the water,
Vruud: AC 5; Move 9"; CLE 8; hp 41; 18"; HD 12; hv 56; #AT 9; D m 1-6 (x8)/5- including humans.
HAT 1;Dmg 1-6 + 3; ST 14 IN 13 WS 15 DX 20; THACO 9:'SA constriction;SD ink; AL 20. Triton. This is a small family of tri-
11CN 15 CH 12 CM 9; THACO 19; AL N N; XP 2.896. tons, which once flourished in these waters
(E); XP 1,235. Vruud has chain mail +2. The squid is too stupid to seme anyone. It but which have been forced to migrate to
flail +2, and a scroll of cure light wounds will attempt to ram the ship from below, safer waters in recent years. This family has
( ~ 3 )He
. knows the following spells. crack it open, and bring it down, dragging decided to stand and fight. They are very
Level 1:Command, create wafer, cure food (men) with it. suspicious of others, having no trust of out-
light wounds ( ~ 2 )sanctuary.
. 17. Magic-user. To ensure the Pearl's siders, although their friendship can be
Level 2: Aid, hold person (x2). silence 15' destruction, Terrigant has commissioned a earned with the right gestures. If the party
radius. pupil, Durytus, to seek it out and destroy it. successfully negotiates with them (aiding
Level 3: Death's door, dispel magic, pray- Durytus will use Terrigant's crystal ball to them against their enemies), then their lead-
P"
_I
find it, use one of his teleport spells to get on er, Baldrin (CLE 8), will agree to join the
Level 4: Cure serious wounds, protection to the ship, and then use spells and magic- party and aid them in their quest.
from good I O ' radius. items to wreak the vessel, then teleport out Baldrin: AC -1: Move 15": CLE 8: ho
Murgant: ACS; Move 12"; M-U6; hp 17; when he is done. He may use scrolls to 5i:~~~i:~mgi-6+8.sr1~.8ii~i5wS
#AT 1; Dmg 14; ST 9 IN 16 WS 11DX 15 repeat these tactics. 17 DX 18 Ch' 15 CH 17 CM 18, THACO 7;
CN 12 CH 10 CM 10; THACO 19; AL N; XI' Durytus: AC 5;Move 12; M-U 12; hp 39; MR 90%; AL NG; XP2.312. Baldrin has a
452. Murgant has bracers of defense AC 6 #AT 1; Dmg 1-4; ST 10 IN 17 WS 10 DX 17 horn of the tritons, + 3 trident. Keoghtomi
and a wand of magic missiles. He knows the CN 15 CH 13, CM 11;THACO 13;AL N (E); ointment, and seashell armor (improves by
following spells. XP 4,174. Durytus has a ring of protection two steps). He knows the following spells.
Level 1:Affect normal fires.. ,feather fall.
I
+2, dagger +3, stoneskin spell, a cloak o f Level 1:Bless, command, cure light
s&ep ( ~ 2 ) displacement, pearl of the sirens. ring of wounds ( ~ 2 ) remoue
. fear
Level 2: lnuisibilitv. stinking cloud animal friendship, philter of glibness, and a Level 2: Aid, hold person (~2).messen-
Level 3: Fireball, pame arrow necklace o f missiles (one 9d6, two each of ger, silence 15' radius
In Bulgost's cabin there is a large chest 7d6, 5d6, 3d6). He knows the followinr- Level 3: Death's door, dispel magic (XZ),
filled with 3,MxI gp, 20 gems worth 100 gp spells. prayer
each, and letters 1:rom Saladar which prove ~~~~l 1: B ~ hands,~ jump ;magic mis-
~ ~ Level 4: Cure seriou wounds, protection
the cavalier is a traitor. Saladar had com- sile. slwa from euil IO' radius
~ ~
-~--
-r ~ ,
manded that the letters be burned, but Level 2: Ramingsphere, invisibility, mir- Baldrin is a triton who has leaned to be
Bulgost had other ideas, intending to black-

77
suspicious the hard way. He is anxious to this attempt. If the characters chose to place If the Hippocampus is destroyed, ignore any
participate in any legitimate enterprise a watch outside their door, the assassin may further encounters with the ship (do not
against evil. He is a born leader, and his be noticed if he fails his mom silently roll, reroll).
ideas may not coincide with the party's, but and if the character makes his Intelligence Pericy's Isle is inhabited by swanmays
he will give his life willingly for his friends. check with a +4 penalty to the roll. If the and selkies, and is a small, tranquil para-
If he joins the party, he will pass control of adventurers post a guard outside of the dise. By agreement with the natives of the
the triton community, and the horn, to his ship's mage's quarters, they will prevent island, the HUN^ navy may use Pericy's
young son, Areodus. their assassination. Cove as a base, and may clear a few trees for
Areodus: AC 3; Move 15": HD 6; hu 38: Galoz: AC 4; Move 12";ASN 8: hp 32; shipwright purposes if needs dictate,
XAT 1: U m g l d +3; ST 17 IN 15 WS l b DX #AT 1;Dmg 1-8 +3; ST 16 IN 11WS 9 DX
16 CN 16 CH 15 CM 17; THACO 10; MR 16 CN 15 Ch 11 CM 12; THACO 17; XP
90%; AL NG; XP 1.004. Areodus has a
Day 21: Bloodsea
1,320. SA move silently 47%, hide in
spear +2. shadows 37%, hear noise 20%. Galoz has a Off the weSt coast of Pericy's Isle, the parts
Baldrin and Areodus are accompanied by scimitar +2. leather armor +2, and poison. that the swanmays and the selkies stay
five tritons. All seven are riding hippocam- Dolgon: AC 2; Move 12"; ASN 10; hp 36; away from, is the heart of evil in the seas.
pi, and there are two sea lions swimming #AT 1;Dmg 1-4 +2; ST 14 IN 13 WS 11DX This is the region that has been given the
with them. Two tritons are carrying heavy 17 CN 14 CH 10 CM 10; THACO 14; XP ominous nickname of Bloodsea. It is appro-
crossbows and daggers, another two wield 2,904. SA move silently 67%. hide in priate.
trident and dagger, and the fifth is armed shadows 54%. hear noise 25%. Dolgon has This area is on a flat undersea plate,
with a spear and dagger. a dagger +2, ring of protection +3, boots although several rifts cleave these aquatic
Tritons (5):AC 5; Move 15": HD 3: hp of striding and springing, leather armor, plains. The average depth of this area is 150
16,15,12 (a), 10; #AT 1; Dmg by weapon and poison. feet, which is m;uginally tolerable for diving.
type; THACO 16: MR 90%; AL NG: XP The Bloodsea map indicates the places
720. Day Nineteen: Water, Water Every- where encounters may be found. For ran-
where...
Hippocampi (7): AC 5; Move 24"; HD 4; dom encounters, roll 2d10 and check the
hp 29,23,20 (~2).18,17,15; #AT 1;Dmg 1- Bloodsea Random Encounters table, To
4; THACO 15: AL CG; XI' 988. The assassins lay low following theattempt- attack the kraken, or to salvage treasure
Sea Lions (2): AC 5/3; Move 18"; HD 6; ed assassination of the mages Baril and from the ocean floor, it will be necessary to
hp 35. 26; #AT 3; Dmg 1-6/1-6/2-12; Grent, until the nineteenth day, just before enter the water.
THACO 12; AL N; XI' 666. they reach Pericy's Isle. Then they poison
the drinking water. This poison is a special Bloodsea Random Encounters
one. It is quite undetectable in water, and
The Voyage of the Pearl has an onset time of 3-12 turns, during Roll Encounter
The Pearl is sailing to lands only recently which the victims experience painful cramps 2 Water Weird
discovered. Instead of using a map, the ( -4 on all to hit rolls during this time peri- 3 Wereshark
ship's voyage will be measured in days. The od). The poison does 30 points of damage, 4 Ixitxachitl
destinations listed in this section are reached or 15points if a saving throw against poison 5 Squid, Giant
in a certain period of time, given a decent is made. In all cases, this poison causes the 6 Shark, Giant
wind. A lull or a storm will add additional loss of 2-8 strength points and 1-4 constitu- 7 Scrag (Marine Troll)
days, at the DMs discretion. Events listed tion points for 1-3 days; if any statistic is 8 Sahuagin
here are in addition to the Aquatic Random brought to 3 or less, the victim falls into a 9 SeaHorse
Encounters above. coma. A neutralize poison spell removes 10 Whale
these effects. During this time, the SUNiVing 11 Shark
Day Eight: Poa Rogue assassins attempt to flee in a ship's lifeboat, 12 Ray, Sting
bound for Pericy's Isle. 13 Demon, Type I1 (Hezrou)
Port Rogue is an island controlled by Hur- 14 Lacedon (Ghoul)
va, and is a base for Hurvan privateers Day Twenty: Battle! 15 Kopoacinth (Gargoyle)
(pirates who serve Hurva in wartime). 16 Hippocampus
There is a small settlement, Rogueston, On day twenty, the ship arrives at Pericy's 17 Octopus
which has many of the amenities that sailors Isle, an island discovered by Captain Pericy 18 Kraken
enjoy. Rogueston is a place where ship on his second voyage to the New Lands. If 19 Morkoth
repairs may be made safely, although the the Haratese warship, the Hippocampus, 20 Verme
social life is quite rough and tumble. has not met the Pearl in battle before now, it
will do so here, since the warship hides in a Refer to Aquatic Random Encounters for
Day Fifteen: Assassins Strike! cove on the island. statistics on the wereshark, ixitxachitl, giant
Captain Sabatin wants to fight unless the squid, giant shark, scrag, sahuagin, whale,
O n board the Pearl are two assassins, assassins have successfullystruck, in which
placed there by Saladar through his hooded shark, Type 11Demon, and the kraken. See
case he'll run. He will listen to any advice triton encounter for hippocampus statistics.
friend. Their orders are to slay the magic- that the characters offer.
users on board and destroy their fireball Remaining Bloodsea encountersare detailed
Use the tactics listed for the Hippocampus below.
scrolls. A single assassin, Galoz, will make in the Aquatic Random Encounters section. 2. Water Weird (1):AC 4;Move 12"; HD

79
3 + 3; hp IS; #AT 1;Dmg 2-12; THACO 16; backgoodsfrom theNew Lands. It lies amid Down in the vent two of the kraken's pet
SA drowning; SD weapon immunities; AL a bed of coral and tangled seaweed vines. giant sharks guard about fifty ex-sailors, C-
CE; XP 442. The ship contains a giant squid, which level humans who work in an airy water
3 - 8. See Aquatic Random Encounters views the ruptured carcass as its home and area, expanding some of the tunnels to
9. Sea Horse (5): AC 7; Move21"; HD 3; its territorv,
.. which it will fiercelv defend relieve the pressure and vent the steam so
hp 18, 15, 14, 12, 9; #AT 1; Dmg 2-5; against interlopers. that an eruption will be less likely to take
THACO 16; AL N; XP 372. Giant Squid (1):AC 7/3; Move 3" 1/18"; place. They also serve as appetizers for the
10 - 11. See Aquatic Random Encount- HD 12; hp 65; #AT 9; Dmg 1-6 (x8)/5-20; kraken. The humans work in a state of
ers THACO 9; SA constriction; SD ink; AL N; shock, almost resembling zombies.
It. Ray, Sting (3): AC 7; Move 9"; HD 1; XP 3.040. Giant Shark (2): AC 5;Move 18";HD 15;
hp 6,4.2; #AT 1; Dmg 1-3; THACO 19; SA The ship is filled with three huge chests: a hp 77,69; #AT 1;Dmg 6-24; THACO 8; SA
poison; SD camouflage; AL N; XP 282. chest filled with 4,000 gp worth of gold and swallowing whole; AL N; XP 10,820.
13. See Aquatic Random Encounters 12,000 gp worth of mithril, a chest filled In a faraway vent, guarded by a curtain
14.Lacedon (Ghoul)(11):AC 6; Move 9"; with 350 pearls worth 35,000 gp and 10,oOO of bubbling water which does 4-16 points of
HD 2; hp 14,13 (~2).12,lO. 8 (xZ),7( ~ 2 )6,. gp in platinum ore, and a third chest filled heat damage if passed through, are five
4; #AT 3; Dmg 1-3/1-3/1-6; THACO 16; SA with wooden artifacts, masks and carvings metal chests. The first chest contains 200
paralyzation; SD various spell immunities; from a New World native tribe, worth uncut emeralds, worth 200,000 gp when
AL CE; XP 919. These lacedons are in the about 100 gp if resold. cut, and silver sculptures worth 20,ooO gp.
service of Gastion. The second chest contains 3 . m gp in gold
15. Kopoacinth (Gargoyles) (5):AC 5; B 14. Kraken's Lair ore. The third chest contains a bar of ada-
Move9"//15";HD4+4;hp27,22.21,18, If the Pearl enters hexes A13, A14, 813, mantite worth 25.000 gp and 4,000 pieces of
12; #AT 4 ; Dmg 1-3/1-3/1-6/1-4; THACO 814, B15, C14, or C15,they will be attacked silver (200 gp). The fourth chest contains a
15; SD + 1 or better weapon to hit; AL CE; by the kraken. See Aquatic Random magical wooden mask which radiates a pro-
XP 1,325. These kopoacinths arein the EN- Encounters for its statistics. tection from evil I O ' radius continuously
ice of Gastion. The kraken's lair is located in a deep rift in (this has a resale value of 10.000 gp, and an
16. See Aquatic Random Encounters the ocean floor, through which bubbles of X.P. value of 1.200). and several other non-
17. Octopus (1):AC 7; Move 3"//12"; steam emerge at sporadic intervals. The magical wooden carving worth 500 gp,
HD 8; hp 44; #AT 7; Dmg 1-4 (x6)/2- 13; water pressure, perhaps due to the casting wrapped in otter pelts worth 4,000 gp. The
THACO 12;SA constriction; SD ink; AL N of many airy waterspells, is tolerable in the- final chest contains a scroll which reads
(E); XP 990. se normally crushing depths to creatures "The bargain is sealed.", signed " T . The
18. See Aquatic Random Encounters native to the shallows, and even humans. page is inscribed with an albatross, the sym-
19. Morkoth (1):AC 3; Move 18"; HD 7; The lair is a large complex of vents and bol of Terrigant. There are also 3,000 gp
hp 29; #AT 1; Dmg 1-10 THACO 13; SA blowholes, with pillow lava boulders scat- here.
charm, hypnosis; SD spell reflection; AL tered along the basalt seabed as a reminder
CE:
~ ~.XP 1.282. The morkoth is in the service to the kraken that there are powers even C 12. Ixihrachhitl's Wreck
of Gastion. greater than his ... This is the resting place of the good ship
20. Verne (1):AC 3 / 5 ; Move 18"; HD The entrance is guarded by a sahuagin Basilisk; Rogg the cook, who served on it,
18+18; hp l W ;#AT 1;Dmg 7-28; THACO war party and a pair of scrags. A large net is calls it the "Mother of Pearl" due to its simi-
7;SA swallow whole; SD resistant to edged suspended along the downward passage, larity to his a m e n t vessel. It rests on jagged
weapons, fire; AL N; XP11.275. waiting to trap creatures who try to enter coral. Unfortunately, it is currently being
Those characters who venture underwater the vent (see DMG p 56). The guards are as explored by a war party of ixitxachitl who
should be made to realize the limitations of follows. have just finished a skirmish against the
underwater combat beforrhand. If the playem Chieftain (1):AC 4; Move 12"/124"; HD sahuagin for control of this ship. There are
do not already know, then someone-an 4 +4: hv 26; #AT 1;Dmg by weapon type;
~ ~. many dead forms floating in the water and
experienced sailor perhap, or Baldrin if he THACO 15; AL LE; XP 260: blood is everywhere. Note that this is likely
decided to accompany the party-will explain Lieutenants ( 5 ) : AC 5; Move 3"//18"; to attract sharks to the area.
the limitations to the group in careful terms. HD 3 + 3; hp 23,20,18,17,15; #AT 1;Dmg Lritxachitl (22): AC 6: Move 12"; HD
Likewise, Hurvan mages may instruct the by weapon type; THACO 16; AL LE; XP 1 + 1 ; hp 8. 7'($), 6 (A), 5 ( ~ 4 )4. (x6), 3
magic-users about the differences between 799. ( ~ 5 )1:
. #AT 1: Dme. 3-12; THACO 18; AL
~

normal and underwater spell<asting, and The chieftain and one of the guards is CE; XP 860.
they may have a c m to a spell-alterations armed with crossbow and dagger; the other Vampiric lxitxachitl(1): AC 6 Move 12";
chart at the DMs option. four (who work with the nets) wield spear HD 2 + 2; hp 17; #AT 1; Dmg 3-12; THACO
and dagger. They also have several shark 16; SA energy drain; SD regenerate; AL CE;
Bloodsea Fixed Encounters guards. XP 341.
Sharks (3):AC 6; Move 24";HD 8; hp 51, The Basilisks hold has been emptied
All encounters are keyed to the Bloodsea 40,38; #AT 1;Dmg 3-12; THACO 12; AL N; except for a single secret compartment in its
map. XP 2,475. broken hold. This compartment contains a
Scrag (Marine Trolls) (2): AC 1; Move chest with 20,000 g p worth of platinum.
B 9. Squid and Shipwreck 3"//12";HD6+12: hp48.43; XAT3;Dmg
This is the final resting place of the Duty, 1-4/1-4/9-16 THACO 13; SD regeneration; E 7. Scrag Lair
a HUN^ merchant ship, which brought AL CE; XP 2,892. The ocean floor in this area is home to a

80
familyofscragswhoroamtheseasinalarge Galthrin was the ship's mage, who died in energy drain, charm, summon (see below);
radiuslookinl:forfo~,d.Thisisthesourceof the sinking of the Coriolis. Malanastra (illu- SD + 1 or better weapon to hit, regenerate
marine trolls that guard the kraken's lair; sionist, 7th level) is well-known as Saladar's (3/round), water form, limited immunity to
there is an 85@0 chance that only Scrag X2 right-hand man. Malanastra was the hood- mental spells; AL CE; XP 4,836. Gastion
and X4 will be in the lair. ed man who hired the assassins. knows the following spells.
Scrag (Marine TrollsJ (4): AC 1; Move Other than these items, there is no trea- Level 1: Alarm, magic missile, sleep,
3"//12": Hl>6+12; hp48. 45, 43, 33; HAT sure. taunt
3: Dmg 1-4 1-4 9-16; THACO 13: SA regen- Level 2: ESr! mirror image, vocalize
eration: AL CE: XP 5,628. H 11.Wereshark Lair Level 3: Dispel magic, holdperson, light-
This area c o n t a m treasure stolen from This place is the lair for the wereshark ning bolt
sunken ships: 2.000 gp and 10 gems worth listed on the Aquatic Random Encounters Level 4: Dimension door, polymorph self
1.000 gp each. table. The lair is a section where the ocean Note these special changes in Gastion in
floor has collapsed, and there are short but marine vampire form. He is not affected by
E 14. Sahuagin'r Wreck wide tunnels leading into the treasure cham- running water, but is affected by blowing air
This ship, tho Conolis. is a large warchip ber. The lair is guarded at all times by four (wind) in the same way that his vulnerabili-
that was escnrting a treasure ship when it sharks. ty to water used to affect him. He can turn
was sunk by the kraken. This chip is now Sharks(4):AC6; Move24";HD6; hp36, himself into liquid rather than a gaseous
being searched by a sahuagm war party, 30,28,26; #AT 1; Dmg 2-8; THACO 13; AL form, and in this form cannot be struck by
which has bedten off oneof aseriesof ixitxa- N: XP 1,320. weapons. However, a transmute water to
chit1 attacks. dust spell cast on him in water form inflicts
The party is led by a sahuagin baron who L 6. Vampire Mage 3-19 permanent hit points damage. He is
wields a glowing trident. There are three This lair is in a cave along the wall of a affected by holy water, and his summoning
lieutenants. A rleric. twelve warriors. and great underwater cliff. The entrance is brings 2-8 lesser sea wolves outdoors, and 5-
threeyharks. Thelieutenants we trident. net guarded by the morkoth (see Bfoodsea Ran- 30 normal lampreys indoors. It still requires
and dagger, the cleric u m a spear and dag- dom Encounters). 2-12 rounds for summoned creatures to
ger, four warriors use trident and net, three If the characters get past the morkoth, appear.
wield spear and dagger and the last five are they will find upon entering the cave that Gastion attempts to charm rather than
using heavy crossbow and dagger. there are seven colored buttons on the wall. kill; he will send his new "friends" after his
Sahuagin Baron ( I ) : AC 3; Move 12" , The buttons are each a different color of the enemies, such as the kraken and its minions.
24": HD 6+6: hp 37: XAT 1; Umg 1-6+2: spectrum. If the correct four-color code If hard pressed, he tums to liquid form and
THACO 11: AL LE; XP 646. He carries a t n - sequence is entered (Yellow, Green, Indigo. flees his lair. He has secondary coffins
dent +2 Blue), then the party will be teleported to located in vents under the ocean floor.
Cleric (1): AC 5 ; hlove 12"//24": HD Gastion, the underwater vampire-mage. If the meeting room is examined, the par-
4 + 4 (C 4): hp 18: #AT 1; Dmg by weapon The ixitxachitl noblm know the correct ty will find a hollow statue containing
type; THACO 16; AL LE: XP 260. Spells: sequence; it is possible to obtain it from 30,000 gp in gems in a box marked "Cor-
Level 1: Command. curse, protection them via telepathy. ESP, or similar means iolis:
from good (seeBloodsea Fixed Encounters, C 12).
Level 2: Chant, sileuce 15' radius 'The teleportal chamber sends the charac-
Lieutenants (31:AC 5; Move 12"/,24"; ters to long corridor, framed by statues of
The Voyage Home
HD 3 + 3 ; hp 20.18.17; UAT 1; Dmg by lamias holding jars. The floor is as smooth If the Pearl was destroyed during the adven-
weapon type: THACO 16; AL LE: XP 475. as pearl; everything is elegant, although ture, and survivors can stay adrift, they will
Sahuagin (12): AC 5: Move 12") 24"; impossible to see without light. wash ashore on Pericy's Isle. There will be a
HD 2 + 2 : hp 16. 13. 11 (x2I. 10 (~31.9 (~21, This corridor leads to Gastion's meeting wreck available on the isle that the selkies
8. 7. 4: UAT I: D m e Bv weaoon twe:
T H k O 16; AL LE; Xf77;.
_. room. The passage is unguarded, and a wall
of force is in the doorway to the meeting
will help make seaworthy for the charac-
ters.
SharksO):AC6: Move24": HD8: hD50. room. There is another set of seven colored On the voyage back to Hurva, rolls must
43,39; XAT'l; Dmg 3-12; T H k O 121LL NJ buttons; the series Red, Yellow, Blue, and still be made on the Aquatic Random
XP 2.435. Violet is required to pass. Dispel magic Encounters table. Creatures that were killed
The remains of the ship contain a pair of against the 14th-level wall of force will also should be ignored, Two days from Hurva,
scrolls, preserved in a water-tight leather be effective. The ixitxachitl nobles also however, there is an attack. If the Kraken,
and bone scroll case. One is a mage's fireball know this code. the pirate ship, has not already attacked the
scroll, with fireball (x4) a t 10th level Gastion is in the meeting room: he Pearl, it will do so here. Use the guidelines in
inscribed on it. The other is a confidential appears to be a cross between a human and the Aquatic Random Encounters section for
letter, which reads as follows. a sahuagin, with mannish features but deep tactics.
"Galthrin, you are to lose yourself on the blue skin. He tells the characters to leave If the characters are captured, they are
isle, and S. shallsend asmall boat for you. and return only when they receive an invita- sold into slavery and put into use on Hara-
Keep strong, and the power of Lords shall tion. If the adventurers refuse to go, or if tese galleys. If the characters win, they are
be yours, the rulers of Hurua. they don't leave immediately, Gastion two days from Hurva, and may have the
attacks. evidence to prove that Saladar is a traitor.
-Malanastra" Gastion: AC 4; Mv //12"; HD 8+3; hp Upon entering Istur, the westemmost
53; #AT 1; Dmg 1-10; THACO 12; SA (and safest) Hurvan port, the ship is met by

81
a mysterious messenger: the same woman ers, 20 1st-level squires, and 5 knights loyal cal wounds spell. Also, tell the player that
who attempted to slip a message to the party to Saladar: Sir Royce (CAV 8,LE), Sir Dray1 his character feels supremely confident, as if
at the masque. She is Sharella, a beautiful, (CAV 7,LN (E)), Sir Brice (CAV 7, LN (E)), the knowledge of his righteousness gives
proud-spirited daughter of a noble Hurvan Sir Raigant (CAV 5, LN), and Sir Pascolis him a power he has never known before.
family, and lady-in-waiting to Juril. She (CAV 5, LE). Also, Pharas, the royal mage, If Saladar is losing, he will cheat. His
asks to see the party leader, the fighter is now supporting Saladar. Guards loyal to guards fire on the hero, and mayhem breaks
regarded as party spokesman by the king. the king have been accused of being in loose. Saladar attempts to flee, All of the
She brings disturbing news. league with the "traitorous" chancellor, and party members should be engaged in the
Since the group's departure, King Ger- have been replaced by those amenable to upheaval except the hero, so he may pursue
dant has fallen grievously ill. The physics Saladar. Saladar and continue their contest in pri-
and clerics are able to do nothing. Saladar If the characters sneak in and contact the vate.
has been named regent, and the Chancellor, king, Saladar denies the accusations and When Saladar is slain, Pharas will change
Kalros, has been arrested for allegedly plac- says that if he is to be accused of a crime, let sides and begin attacking the enemies of the
ing a curse on the king. Princess Juril has him defend himself as is his right-in trial king, claiming that "Saladar forced my
been imprisoned to keep her from fleeing by combat against the fighterlleader of the betrayal." Several kniihts will advance on
while Saladar attempts to force the ill king party. The king will then (with a cough) tell the sick king, trying to slay him; it will be up
to give her to him in marriage, which would the party leader that he has hvo options: to the characters to defend him.
ensure Saladar's grasp on the Hurvan withdraw the accusation, and abase himself At the end of the fight, either the King or
throne. Sharella will ask the party's help in before Saladar in a manner of the knight's Princess Juri1 (if the King is slain) will award
rescuing the princess, which will keep Sala- choosing, or fight him to the death in a the party with deserved honors. The trea-
dar from d a i m i i his prize. sacred duel before the power of Estereal sure will be split fairly; royal treasurers col-
At thispoint, theshipisgreetedbymilitia (''before whose five eyes there can be no Iected it while the party was occupied with
of 30 &level troops, led by a third- level secrets"), knowing that Saladar is the best Saladar, just to make certain that geed
fighter wearing the royal emblem. He says swordsman in Hurva. doesn't rear its ugly head. The characters
they have been commanded by the king, The duel is fought in the royal courtyard, will be given titles and lands belong to the
through his regent Saladar, to offer thanks an exception for duels of this sort. The priest traitor knights. If any character is so
and escort the party and the treasure to the of Estereal performs a rite of truth, and the inclined, Sharella is available for marriage.
king, where his regent Saladar shall use the contest begins. Terrigant, however, will be upset. Gen-
treasure to pay the king's debts. This is a fight that good must win, and eral Keath will not be happy at being
If the characters refuse, they will have a Estereal is not ignoring this combat, upstaged by a pack of barbarians. Things
fight on their hands. If they have proof of although his ways are subtle. Saladar will will remain interesting, and that's how they
Saladar's treason, Sharella will lead the fight at -2 to hit and - 2 on all damage should be.
characters into the royal palace. There, they rolls, while the DM should secretly add + 2
may present their accusations to the king, to hit and +2 to all damage rolls for the PC. Special thanks to Kathy Luzzi for inspira-
who is sick but well enough to understand If the character is still at a great disadvan- tional material.
their implications and act upon them. tage against Saladar, one ofhis wounds will h

The castle is guarded by 50 0-level fight- close in battle, with an effect as a cure &ti-

i
i

This adventure is recommended for four to woods. The DM may select these encounters Weird Woods General Description
six characters of 4th to 8th level. The sce- by choice, or he may roll randomly to select
nario is divided into two sections that can the order of the numbered encounters in the The Weird Woods is a grove of wooded
each be played in four to six hours. Weird Woods Encounterr below. Each result hills on the western shore of a clear water
adjusts subsequent die rolls by ad* am u - lake. Beechwood and cattail marshes
lative die roll modifier. Plant statistics are
DMs Information given in the Combined Monster Statistics
crowd the shore, while stately pines and
tall ash mantle the western quarter where
The idyllic, peaceful woods on the western table. Once these eight encounters have it borders a ridge of rocky bluffs. Now
shore of Lake Shimmerlight, a half-day's occurred, you may then proceed with the the wood has turned dark and shadowy.
journey north of the village of Tristor in the Druids Tower. This free form of adventuring Leaves carpet the ground and a thick
Esterland Foothills, has recently gained an permits the player characten to choose their leafy canopy screens out the sunlight. In
ill reputation. Strange new plants and twist- own route while guaranteeing a challenging most places, thorny brambles and briars
ed versions of common foliage have been adventure that cannot be avoided. form a treacherous undergrowth that
reported by those few who returned from confines most travel to a few game trails.
hunting trips near its edge. No one is sure of The Adventure The rustle of leaves and flitting of
what is causing the bizarre change, though shadows proves the existence of some
there are many speculations. Here are several ways you may introduce hidden woodland life. Many trees are
This grove has become the domain of a this scenario into your campaign. now dark and twisted, with gnarled
mad druid who calls himself Baron Orchid. I. A Plea for Help. An innocent fanner vines draping and strangling much of the
His odd experiments with plant life have from the area approaches the heroes with a plant life. And here and there, this
transformed this graceful grove into a night- plea for help. His daughter, who has proven dreary place is disturbed by the presence
mare land. He shuns people, caring only for headstrong, took a liking to a man who was of some monstrous creation of Baron
his solitude and his creations. The townsfolk part of a band of adventurers. Despite her Orchid's.
are unaware of his existence, and only father's plea, she seemed determined to go
another recluse or another traveler may have against his will, and disappeared a week The forest should be described eerily. It is
even heard of the Baron, who was exiled ago. The band had boasted that they were filled with strange sounds and sights, or
from southern lands for his cruel reign. going to solve the mystery of the Weird sudden silence and an odd appearance of the
Once the heroes have been motivated to Woods. His daughter had white-blonde hair normal amid the twisted nightmare copse.
explore the Weird Woods they will first and a cross-shaped locket. The farmer can Give the player characters reason to pause
encounter the outdoor environs of this fear- not offer much of a reward, only a couple of and be uncertain of what dangers lie hidden
some forest. Upon reaching the heart of the gold pieces and a prize boar. The daughter beneath the leaf mold or behind a crooked
grove, they will discover the druids tower actually eloped with a local boy and will stump. The DM could even create some fear
and will seek to confront Baron Orchid him- turn up one week later. by showing the heroes the remains of an ear-
self. Where the story goes from here is up to 2. Vendetta. Baron Orchid has developed lier adventurer caught on some thorny
the DM. The DM may ensure that Baron a vendetta against one of the player charac- branches high in a tree or dangling from
Orchid flees at the end after being severely ters, either because this character is also a some unnatural plant trap. In this place, the
trounced by the heroes, so that he may retum druid or because the character is unknow- characters' imagination should be their
another day to exact his vengeance. Altema- ingly in line for the baron's title. Orchid, in worst enemy.
tively, the DM may reward the heroes by pre- disguise, asks around town about his foe,
senting clues and motivations to a new and word gets back to the heroes. Then he
adventure, such as a treasure map, a prisoner pulls several harmless but unnerving pranks Weird Woods Encounters
to return home, or a new mystery to solve. followed by warnings for the heroes to get Roll 1-2 3-5 64
Whatever the choice, there is still plenty of out of town and not come back. These Mod. f Z +I -2
adventure left if the DM wishes to make the pranks could include framing the characters Enc. Beneficial Neutral Hortfle
heroes struggle to escape the Weird Woods or for a theft, ransacking their rooms while 2 Firebush Giant Sun- Hangman
to return it to normal through some plot they are gone and leaving a tanglevine sur- flower Tree
device of the DMs own creation. prise package for them, getting the heroes 3 Topiary Walking Praying
caught in a barroom brawl, or trying to Plant Stick Mantis
bum down the inn where they are having 4 Obliviax Glue Moss Lure Lichen
Notes About Forest Encounters 5 Lime Path Cord Bells Humming
dinner. These actions should be enough to
This forest does not just contain deadly chd- Leaves
set the heroes on Baron Orchids track.
l e w ; there are many neubal but bizarre 6 Cattails Snake Grass Living Pool
3. Eerie Woods. Use tales of the bizarre 7 Ironwood Thistles Vampire
plants as well as beneficial phenomenon, if the woods and hints to the heroes that whoever Vines
heroes can only sort the good from the bad. A solves the mystery of that grove will be 8 Termite Giant Spear
Wandming Monster Encounter Table and a acclaimed champions of the village and gain Towers Dandelion Grass
master table for all monster statistics appears much status. Or youmay create othermeth- 9 Wornwort Tangle Vines Man Trap
m the center of this adventure. ods to motivate the characters such as pun-
There is no map for traveling through the ishment for a crime they were framed for, Using this table: Roll ldlO for type of
weird woods. This adventure is designed so tales of one character's relative who was lost encounter. Modifiers are cumulative for
that the heroes will have eight different there, and so forth.
encounten before they reach the heart of the

83
subsequent rolls. Roll Id8 or select specific 24% Garroting Gmve
encounter in appropriate column. Numbers
2 - 9 to the left of the table refer to the num- The leafy bowers thicken and the shade
ber of the encounter description in the text. beneath these branches is a cool, blue-
gray hue. Tough vines lace the branches.
1. Warning adding shades of red and gold to the ver-
Read boxed information to the charac- dant mantle, Pale yellow flowers grow-
ters. ing on the forest floor dot the gloom like
pools of candlelight. The flowers appear
The gently rolling hills and light forest to shift and sway as you pass.
are replaced by twisted, blackened
woods and dark draping shadows. This A hangman tree lurk here in the guise of a
must be the verge of the Weird Woods. spreading oak. It will wait till the characters
As you walk, you pass crudely carved are distracted by the blossoms to silently
signs. The first sign says, "No Trespass- attack the character in the rear of the party.
ing!" The second notes "Deadly Hazards lifting him into the shade of the leaves over-
Lye Aheadl" The last one is festooned head. This monster only has six n o w vines.
with dead birds and a broken sword. It and once these are destroyed it will play dead.
reads, "I'd Turn Back if I Were Youl" The creature holds no treasure, but bur-
ied beneath a hummock of leaf mold within
2 8 . Fire Bush ten yards of the trunk is a cache of banded which it can fight using cover and gaining
Here is a cluster of fern-like bushes whose mail in an oiled sack, a silver dagger, a + 2 on initiative.
foliage is turning gold and russet, the color pouch of five amethysts (100g p each), and a
of flame. If one of these bushes is treated flask of sweet oil. It is good for lubrication, 3-H. Praying Mantis
roughly it will burst into flame, causing Id8 but does not burn well.
points of damage each round. The fire lasts At last the forest thins and there is a
for one turn and then dies out, turning the 3-B. Topiary Plant return to the natural green hue of leaves,
bush into a dried brown husk. Here is an oddity among the wilds, a in contrast to the blue-green of the weird
Tiny berries grow along the fronds of the- small thorny bush trimmed to resemble a woods. Small leafy saplings, tall ferns
se bushes. I1 the party observes a bush for dog. This is actually a living creature and if and dwarf dogwood grace the copse.
one full turn, they will see a bird alight on a the party looks away, when they look back
branch and eat some of the berries. After a the bush appears to have moved, although Hiding within this copse is a giant praying
moment something will startle the bird and at the moment it is motionless. mantis. It has disguised itself by pasting
it will thrash in the bush, causing it to burst This is a topiary plant, a strange scaven- leaves to its carapace and standing stock
into flames-but the bird will be unharmed. ger that can adopt the shape of anything it still. When this mantis at last attacks, it is
Fresh berries bestow the equivalent of a consumes, gaining 1hit point per hit die of lightning swift and quiet. If threatened with
resist fire spell for one turn after being eat- its prey, The plant's hit dice equal one- flame or in dire straights, it leaps into the air
en, but they lose their potency in 12 hours. fourth of its hit points. A topiary plant may and flies further into the woods in the direc-
Further, these berries only work once a day grow no larger than 0 hit dice. It takes one tion the party is traveling, carrying any
per creature. turn for a topiary plant to alter its shape. prey it can catch in its deadly embrace.
This plant is non-aggressive, preferring
2-N. A Ray of Sunshine dead prey to living. Its thorns exude a weak 48. Lost Spells
poison (save at + 4 to avoid its effects).
Any druid with a speak with plants spell
light can be seen streaming though the may befriend this plant for one day. brush. As you approach the noise, you
woods. find a small deer with its antlers caught
3-N. Walking Stick in the brambles. The animal is covered
This is actually a stand of six transformed with scratches and draped with torn
sunflowers. The sunflowers send forth a ray Against a vinecovered tree leans an vines. Black moss hangs from its antlers.
of light equivalent to sunlight and warm the eight-foot tall bare wood staff. There is
clearing in which they grow. If a creature The heroes may aid the beast: if not, it
attempts to harm the sunflowers, they spit will manage to free itself in three rounds.
exploding seeds at their attacker at the rate If the characters look away, when they This is really a zombie deer, as will be dis-
of four per tlower per round. Each blossom look back the staff will have moved. This is covered on closer examination. The moss
has 24 seeds. Once a blossom is cut it con- a giant walking stick, a relative of the pray- between its antlers is a patch of obliviax
tinues to glow for one hour and then will ing mantis, but not nearly as aggressive as moss that has drained a 5th level magic-
wilt and die. A flower will also wilt if it fires one, It moves if touched, standing up and user. It will attack only if the party
all of its seeds. waving its four forelegs. If unmolested, it approaches within 60 feet. If the heroes
then walks away. If the creature is attacked, approach too closely, the moss attacks also,
it retreats into a stand of tall grasses from rising up into the shape of a mossy man and

84
casting its spells once each round, starting This is actually the lure of a deadly lichen. caught in this clamor will be deafened for a
with the first level spells and working Ithasgrawnapartofitsshapetorrsemblea short time and will be automatically sur-
upwards. If the moss is grabbed and eaten woman. Anyone touching the woman prised by their next encounter.
by someone, that character learns and is causes it to explode into a cloud of spores,
able to cast any spells that remain if he suc- inflicting 3d8 points of damage to all within 5-H. Humming leaves
cessfully saves vs. poison. If this character 10 feet and requiring a save vs. poison. A
fails the save, he becomes sick for 3d6 turns failure results in spore infestation similar to
and is unable to fight. yellow mold. In addition, the lichen has set est opens out to a small vale. Here is a
The moss knows the following spells. out rhizomes beneath the leaf cover that field of broad leaves that float a couple
Level 1: Burninn hands. manic missile surround the lure for 20 yards. Anyone of feet above the ground. A bass hum-
approaching the lure must make two saves ming from the vale sets the air vibrating.
vs. death ray when approaching or retreat-
Level 3: Lightning boll ing. A failed save indicates that a rhizome These leaves appear harmless. They will
has been triggered. The rhizome flings a part when a creature wades through them
4N.A Sticky Situation spore cyst into the air that explodes, doing and their'constant shiftingin the wind reveals
l d 8 points of damage to all within a 5' radi- that nothing hides beneath their cover. How-
us, but does not cause infestation. ever, the leaves are attracted to metal item,
here and only a bed of moss forms a Beside the lure is a cross-shaped leather particularly weapons and armor. They c l i
piecemeal carpet. Beneath a tall elm tree locket. Within it is a long needle that has to such items like a magnet and require a
lies a gray mound. been coated with a sap that is deadly to all strength of 12 to remove two leaves per
plants. Plantsmust savevs.poisonat -201 round. A stroll through the vale takes three
The mound is the moldering remains of a die. The needle can only be used twice. rounds; a dash, only one. For each round a
decaying backpack. Inside are a mildewed character is in the vale Id6 leaves attach
travel cloak and a rolled sheaf of musty 5-8. Safe Path themselves to the character's items.
papers. The papers contain crude map scrib- The humming of the items sets up a sonic
bles, notes on adventures and personal aharmonic vibration that inflicts damage
finances, and a series of cryptic notations towards the heart of the forest for 200 each round, causing one point of damage
and sketches written on the back of a cleri- paces. Its stark white ribbon forms a for each leaf on a metal item touched by a
cal scroll. The scroll has bless, cure light contrast against the green foliage, and is creature. These leaves may also be
wounds and neutralize poison spells on it. bare of all plant growth, As you look destroyed (AC 10; hp 5); cold or fire attacks
The moss growth is gluemoss, an odd vari- closer, you see that some of the plants causealeaftosavevs.fireasifthin woodor
ety of plant that sticks to metal, earth and beside the path have started to turn fall off.
animal material, but not to any plant materi- brown and shrivel.
al. This moss is securely fastened to the stony 6-B.Cat Tale
ground and anyone unfortunate enough to This is a path of lime. It causes 1d4 points of
step on the moss becomes stuck fast. This damage per round to any bare flesh that
moss will not bum, but is subject to corro- comes in contact with it. This lime may be Beyond a stand of reeds and cattails,
sives. It has 8 hit points. A total strength of used as a weapon against plants, causing 2d4 sunlight dances off the lapping silvery
25 points can tup an item free, but this inflicts points of damage per pouch of lime. It dam- waves. Here and there the path turns
ld4 points of damage to stuck, bare flesh. ages stitching and rendem leather uselm if into puddles of leaves and mud.
The moss does not cover all the ground and kept in contact with the lime for 24 hours.
may be cautiously stepped around, except Along the path are three patches of con-
when approaching the pack. 5-N.Coral Bells cealed quicksand. These patches are hidden
by a cover of leaves floating on a puddle of
4-H. A Comely Bait The wind carries the distant tingle of water. Characters stumbling into the quick-
chimes. The sound seems without source sand disappear beneath the leaf cover and
The undergrowth has thinned, and only though it comes from a clearing through sink into the quicksand. They may hold
a leafy carpet blankets the black earth of which the path winds. Stalks of tiny their breath for a number of rounds equal to
the forest floor. white flowers adorn the green of the tall '/lath their Constitution, but each round
grasses. thereafter must make a Constitution check
There is a 1in 6 chance each round of tra- at -2 per additional round or drown. For
vel for the next 10 rounds that the lead char- These are transformed coral bells that each round spent in the quicksand beneath
acter will fall into a leaf-filled pit. No harm chime when blown by the wind or jostled. the pool of water, a character must also
will come to this person, but he must be dug They overgrow the path and must be waded make an ability check against half his Wis-
out by his friends. While he is being rescued, through. There is a 1 in 4 chance that the dom score or suffer Id6 points of damage.
one of the heroes sights a sleeping figure at chiming created by the characters' passage Characters falling in the quicksand must be
the foot of a tree some fifty yards off the will draw a wandering monster. If the pulled free by another character.
path. The figure appears to be female, with heroes are not careful, or if they fall among As the heroes approach the patches of
pale white hair and gown. No sounds or the flowers, their actions may set the entire quicksand, a meow sounds from the nearby
effortsfrom a distance will rouse the figure. meadow to chiming loudly All characters cattails in warning. The cattails will always

85
meow when a creature approaches any nat- beneath the surface of the creature not only 100 yards will the thistles stop following.
ural or plant hazard within ten feet. A cat- suffer acid damage, but after the first round
tail plant and tubers may be uprooted and must make a save vs. death magic each 7-H. Vampire Vines
taken along, but can only survive for an round or suffocate.
hour after being uprooted. Cattails do not The sword is not magical, but is perfectly
discern between friend or foe nor degree of balanced and coated with a silvery alloy canopy of leaves and vines. In the cool
danger, and they can only be silenced by that resists tarnish and NSt. shade the smell of sweet basil and mint
destroying them. This obviously can warn fill the air; small white flowers growing
foes of traps and ruin surprise as well as 7-B. Ironwood on the vines glisten in the blue shadows.
prove beneficial to characters.
The path twists and winds through a Around a bend in the path, the heroes can
6N.Snakes in the Grass grove of strange, glowing, sparking make out a shape lying on the trail. It
brush. Spaced sporadically among the appears vaguely human and seems to be
bushes are bare, spiky saplings with dark crawling slowly, painfully along. This is the
past stands of reeds and floating lilies. barkless limbs. Wind stirs the furry corpse of an adventurer through which a
Here and there the path turns into a leaves of the glowing bushes, but seems bloodthorn, also called a vampire vine, has
patch of mud and leaves. Suddenly, you to have no effect on the black saplings. grown. Two other bloodthorns lurk in the
are brought to an abrupt halt by the trees before and behind the figure.
sound of hissing and rattling that comes These are crackle bushes, with furry The bloodthorn vines erupt from the
from a patch of segmented reeds that leaves, hard rubber branches and crystal ground and the corpse's chest when he is
overgrows the path. roots. The action of the rubbing leaves moved. Then, while the heroes concentrate
builds up a static charge that spits and their efforts on themonster before them, the
This is a patch of snake grass. This weird crackles along its branches. Anyone passing one behind attacks the rear of the party. The
animated grassy reed bears the tiny head of through the grove must make three saves corpse has no treasure save for a brass chain
a snake at its tip that hisses and curls its vs. paralysis or suffer l d 8 points of electri- worth 2 gp. However, in the shadow of a
tongue at intruders. Anyone trying to cut a cal damage from static sparks. The static tree, embedded in its trunk, is an axe that
path through them will be attacked by the charge makes hair stand on end and fills the has almost split the tree in half. This is an
elongating reeds. Every time 5 points of air with the smell of ozone. are of hewing, +1/ +3 vs. plants. In addi-
damage is inflicted, a reed will be severed The saplings are ironwood, and act as tion, the axe can cause as much damage to
and another segment will be revealed lightning rods, draining the static charge wooden structures as it does to plants.
beneath with another snake head. The harmlessly into the ground through trailing
snake grass injects a weak poison that metal wire roots. A sapling may be uproot- 8-B. Mud Towen
causes a cumulative -1 penalty to all rolls ed and used as a spetum; it may also be used
for one day. Save vs. poison at -2 for no to intercept electrical attacks as long as the
damage. There are 18 reeds. roots trail into the ground and the ironwood nests of hardened mud, rising like towers
is held with some insulating material. from the branches of trees 30 feet off the
6-H. The Living Pool ground. Each nest is two feet tall. These
7-N. Marshalling Thistles trees appear to be sickly and dying, Clos-
The overhead foliage thins and sunlight er examination shows the trees to be rid-
dances off the surface of a pond of water The woods thin and grasses fill in the dled with holes.
that languishes beside a beech grove. The spaces on the hillside. Purple tufted this-
water is delightfully transparent and dean tles wave their tall stalks in the wind. These are termite nests. If a nest is careful-
where little else is in t h e weird woods. ~~ ~

ly removed, one may be carried by the par-


These thistles are animate and are attract- ty, When one is broken open, the termites
The pool appears to be perhaps ten feet ed to noise. As the party crosses this hill- inside attack the nearest thing. If this item is
deep. Green algae and brown mud line the side, the thistles become thicker and finally made of wood, the termites bore into it and
pond bed, and from this soil, small green are detected moving to surround the party. weaken the item at the rate of one turn per
leafy fronds float on the surface. No fish or In five rounds they crowd around the char- door-sized item. Weakened wooden struc-
bug swims in or on the clear water. Hidden acters. trapping them. Their spines find tures must make a save vs. crushing blow as
among the weeds at the bottom of the pool a their way even past the toughest armor and if made of thin wood whenever 6 points of
human skeleton in rusting armor may be cause 1 point of damage per round. The damage per door-sized unit is inflicted. Fail-
sighted. Nearby lies an untarnished broad thistles are densely packed and are difficult ure to save indicates the item is broken. If
sword glinting silver. tohackapart. TheyareAC3,eachhas9hit the target of the attack is a creature, the vic-
This pool is actually a living predator, points, and they move 9". tim must make a save vs. breath weapon to
related to the parasitic fungi, oozes and jel- Hundreds of these thistles continue to fol- avoid the attack, or suffer from bites and
lies. It has the ability to change the consist- low noises. If the party stands still and stings for one round. The termites then pro-
ency of i k form from a thin syrupy liquid to makes n o noise, the thistles cease to press ceed to the nearst sizeable wooden object.
a firm gel. It lures prey to drink or swim in closer. Initially, the party is surrounded by Sting victims suffer a - 4 penalty to hit and
its "water" and then attacks with pseudo- 50 thistles; each round another 10 arrive. saves, recovering at a rate of +1 per day or
pods and digestive juices. Characters pulled Only when the party outdistances them by per every 4 points of damage cured.

86
EN. Golden Field several that line the bank the heroes have
walked along for several minutes. The
plants track by sound and then communi-
woods fall away to a field of giant golden cate with others of their kind using a --
blossoms, white downy puffs, and tling language. The party has just passed
sprawling sawtoothed leaves. The other within short range of this cluster and it has
grasses and brush are dwarfed and stran- flung one spear in an attempt to elicit more
gled by these giant weeds. noise. Then the spear grass will alert the rest
of the clusters to the presence of prey. Once
This is a field of giant dandelions. Jostling alerted, the way back will become a gantlet-
the stems of a plant or the impact of a sud- run of deadly missiles. Ahead, beyond the
den wind will fill the air with a shower of stream, there are no more stands of spear
floating tassles. Three tassles will support grass, and the characters will be out of range
the weight of a man like a parachute, but in two or three rounds.
each tassle is fragile and easily damaged. Spear grass clusters have 24 missiles that
Giant butterflies flit overhead, dancing they may fling four at a time, and another
from flower to flower to drink their nectar. 12 immature stalks that may be used in
While crossinz the field bv clamberina melee with any creatures that attack it. The
over the leafy tronds and aroind the trans- spearsareattakhed toa thin hollow filament . . . . .
lucent hollow stems, the heroe, encounter a through which the plant may suck bodv flu- .~
large green branrh that IS actually the back ids once prey is impaled, diaining an addi-
ot a giant caterpillar. The ca~erpillarattacks tional ld4 points each round. These stalks
anyone walking across i t s back. This insect are replaced at the rate of 12 a week. coil and twist about themselves here and
sutfen double damage from cold-and fire- There are three clusters of spear grass there. Str- c o r b buds droop on
based attacks. within range of the stream crossing. The long curling nmners from them.
streambed is littered with 150 platinum
EH.Gantlet Run coins that may be picked up at the rate of 10 The vines seem innocuous enough,
coins a round. There are also three rubies though a bit oily Nothing untoward hap-
The path has turned to parallel a stream on worth 150 gp, 275 gp and 650 gp. It requires pens when they are touched. However, this
one side and a rtony bluff on the other. The two round of searching to find one ruby. slippery ivy excretes a very slippery oil, so
trail twists m u n d looming rocky o u t a o p that anyone walking among them must
pings. Tall stands of bamb-like growth 9-B.Wormwort make a Dexterity check or slip and fall slid-
stretch along the trail's edges,lending a ten- ing toward the tangled bushes.
uous fwootinpin the rocky soil. You notice The ground ahead is covered with a sick- The bushes are M e v i n e s . Any character
that it has become uncommonly quiet for ly gray mantle of slime. The reek of who touches t h e bushes or falls into them
some time. Approximately 60 yards decav fills the air. will be swiftly bound by the flailing vines.
ahead, the path descends to ford the apek, This effectis equal to a doublestnmgth entan-
which has drawn very near. A compan- Anyone coming in contact with the slime gle spell. A tanglevine bud starts to sprout in
ion's foot slip and there is a loud crack of a suffers Zd4 points of damage from its addic five segments after b e i i exposed to body
snapping branch. The sound of rustling m t i o n s . If the heroes examine the patch, heat, forming a ten-foot wide barrier of half-
arises from one grove of bamboo-like they will sight an odd, barren, gnarled plant strength tanglevines. It takes five rounds to
plants near the strean-and then a spear- that sits to one side of the slime patch. Warty Cut sommne free of a tanglevhe. Oil from the
like object is flung to land, point first, in and woody, the growth occasionally writes at slippery ivy or from some other s o m will
the path before you. the spread of the slime and squirts a clear liq- free a character in 1round. Fire and alcohol
uid. Where this fluid touches the slime, the will destroy the vines,but the victim will suf-
This cluster of spear grass is but one of ooze tums crystal clear and soaks into the fer half damage from the fire.
ground like water.
This wormwort plant may be dug up and 9-H. Mantrap
camed with the party, but it will live only24
hours after being uprooted. Once every
three turns, the plant excretes its fluid,
which can neutralize poiSon or cure diSeme
caused by a plant on one creature if applied
within one turn of the secretion. bell-shaped violet blossoms break the
monotony here and there. A sweet, cloy-

i
Thin vines with waxy leaves trail a a m The giant flies buzz about the party's
the downhill slope and drape the trees to heads annoyingly. They land on shoulders,

87
flies can be driven off by flame, smoke, or a target passes within 20 feet it will spring to
strong repellant odor, but not before one attack and attaches itself to its victim.
yard wide dearing. Ivy trails up its side, 3. Slicer Beetle (1-3):These beetles lie bur-
steals some small item, such as a cap. This
fly will lead the PCs on a crazy chase past several narrow windows; at a height ied beneath the leaf mold.
of 40 feet, the cliff splits behind the tower 4. Black Willow (1): The deceptive black
through the prehistoric forest, alighting
into a steep canyon. Black clouds rumble willow assumes the shape of a log bridge, a
again and again. It will eventually perch
overhead, and the wind blows clouds of tree that has toppled across the path, or of a
near a mantrap.
The stalki of blossoms mark the locations dust across the barren hillside. weeping willow.
of several mantrap plants. Anyone approah- 5. Giant Dragonfly (1-4):Typically found
h g within 60' of one of these plants must There is a wooden door at the base of the beside the water and in fields.
make a save vs. poison or become fascinated Jwer but it is shut. Once the characters 6.Giant Mouse (1):This creature is 20 feet
by the odor. Such individuals will halludnate, leave the shelter of the trees, rain starts to long and is scavenging for roots, berries and
viewing the plants as offering a safe refuge, fall and lightning crackles earthward to seeds. It should appear to menace the party
pock the hillside every round. Baron Orchid in its curiosity, but retains the demeanor of
and will unwittingly p r d to lie down in
one of the large leafy traps. A victim must be has used a scroll to summon weather. Each mice of normal size, scurrying about and
-ed by comrades, as he will be unable to round one random character in the open over everything.
free himself. will be attacked by a lightning bolt with a 7. Snapper Saw (I): This plant is hidden
One of the leafy traps of the mantrap THACO of 16. If the lightning hits, it causes among the ferns that grow beneath the
which attacks the party already holds earli- 6d6 points of damage, though a save vs. woodland canopy.
er prey. Thrusting out from the leaf trap is a paralysis will reduce this to half damage. 8. Strangle Vine (1): This plant is found
man's hand. If the trap is opened, only dis- The wooden door is locked. growing up a cliff face or draping a tree. The
solved jelly remains of the victim. His gear trunk is usually hidden at least 20 feet above
is in various states of decay, including frag- Wandering Monster Encounters the ground.
ments of parchment and leather armor, cor- 9. Wolf-in-Sheep's-Clothing (1): This
This list of wandering monsters is provided deadly plant has adapted the shape of its
roded metal weapon hafts, and melted gold. as a further aid to the DM. It should not be
Only a soapy gray stone seems to have sur- lure into one of several forms: a crying
used during the initial exploration of the child, a very intelligent bird who carefully
vived the acids. The stone is actually the Weird Woods unless the heroes are avoiding
remains of a partially dissolved potion bot- watches the party and caws at them, a spin-
most of the combat encounters. Monster ning, colorful top, or a wriggling sack.
tle, and within its hollow middle is a potion statistics are given on the Combined Mon-
of neutralize poison. 10. Zombie Animal (1-3):The DM may
ster Statistics table. pick the specific type to use: statistics for
1. Giant Ants/Bees (2-8):If the encounter five types of zombie animals have been pro-
10. The Final Challenge takes place near water, fields of flowers or vided. These animals have been slain and
near the stony bluffs where a hive may be reanimated by a dread fungus that each had
At last, the forest falls away before a hidden, the encounter is with curious giant eaten. They retain a semblance of their orig-
stony bluff into a large clearing of baked bees. Otherwise, use warrior ants searching inal habits, and harass trespassers in an
earth. Blending into the diff face is a gray for food. effort to protect the woods.
2. Barkburr (1):This woody giant limpet
grows on trees disguised as a bole. When a
Ll

Baron Orchid
30. Roof Garden
29. Treasure Room
28. AHIc Scale: 1 square = 10 feet

25. Window
31. Canyon Park
24. Negotiation Roo
32. Lion Cave
23. Park Door
33. Druid’s Cave

21. Rat Room


20. Closet

17. Laboratory

13. Root Cellar


2
c

Combined Monster Statistics


Name AC MV HD hp HAT Dmg SA SD AL THACO BOOK
Ant, Giant 3 18 3 13 1 2-8 Poison ( + 3-12) Nil N 16 M1-7
Ape, Carnivorous 6 12 5 25 3 1411411-8 Rend (1-8) Nil N 15 M1-8
Ape, Giant 6 12 10 50 3 2-812-8/2-16 Rend (2-16) Nil N 10 Orchid
Barkbum 0 20' 4 I8 1 1 Turns towood Mental N 15 MZ-14
Immumty
Bee, Giant 5 12/30 4 + 2 20 1 14 Polson (-1 save) Nil N 15 M2-17
Beetle Slicer 3 6 6 2 7 1 2-16 Severs on 19-20 Nil N 13 MZ-17
Black Willow 2 Vr 13 65 1-4 each See book Regenerates
l p t / t u r n N(E) 9 M2-126
Bloodthorn 3/4 0 10 4518 2-5 Drains 25% ho Nil N 16 MZ-18
Caterpillar, Giant 7 9 13 65 2-12 Spittle (1-6) Camouflage N 9 Orchid
Dragonfly, Giant 3 1/36 7 39 3-12 +2init. -2 to hit
with missiles N 13 M2-59
Fly, Bluebottle 6 9130 3 13 1 Steal item Jump 3" N 16 m-65
Hangman Tree 315 0 16 3500 3 1-3 each (Acid (d10+2) See book N (E) 7 M2-74
Lion 6 9 3 + 1 16 3 1-3/1-3/1-6 Rear (1411-4) Surprised on
1 N 16 M1-61
Living Pool 7 3 13 100 Marget 3-12 each Acid (1-8) Disguise N (E) 9 Orchid
Lure Lichen 4 0 3-5 23 1 3-24 Poison spores Mines (1-8) N (E) Nil Orchid
Mantis, Giant 3 6112 10 54 1 2-12 Bite (3-12) Camouflage N 10 M2-83
Mantrap 6 0 7 3 2 Special Victim's AC Fascinate odor Nil N Nil M2-83
Mouse, Giant 7 9 12 56 1 2-12 Trample (4-16) Digs N 9 Orchid
Obliviax 10 0 If< 2 Spells Memorv Drain Nil NE 15 M2-96
Rat, Giant 7 12//6 V z 4 1-3 Disease Nil N (E) 20 M1-81
Rat, Gigantic 7 12/f6 I 8 2-6 Disease Nil N (E) 19 Orchid
Snake, Giant 5 9 6+1 28 1412.8 Constrict Nil N 13 M1-88
I" " I . 1 A d
heads
SnapperSawPlant 9 0 5 30 2-5 each Holds ( 5 + 5 % /
STR to escape) Camouflage N 15 M2-66
Spear Grasr. 7 0 7 4 9 1-6 each Blood drain (1-4) Nil N 13 Orchid
Spyder Plant 8 6 1+1 5 1 1 Poison (save +2) Nil N 18 Orchid
Stirge 8 3118 1 + 1 5 7 13 Blood dram (1-4) Nil N 18 M1-92
Strangle Vine 516 25 1001
12 8 14each Strangles (10%) See book N 10 M2-25
Sunflower, Giant 8 0 3 15 1 1 Nil Immune to
heat N 16 Orchid
Topiary Plant 7 12 3+2 14 14 2-5 each Poison (save + 4 ) Shape N 16 Orchid
change
Walking Stick 5 6 9 5 4 3 1-2/1-2/14 Nil Camouflage N 12 Orchid
Witherweed 8 0 3 1 8 l/target Special Drains 1-4 Dex Nil N (E) 16 F95
Wolf-as-Sheep 5/3/7 1 9 4 5 /
Zombie -
~

Bear 6
20f15
6 6 + 6 24
2
3
_ _
1-4
_
1-5/1-5/1-0
^ _ I -.
Bite (7-12)
,..
nug \A-0)
I\ .I
unoeaa .
Camouflage N
1,
IY
1 .-
12
13
M2-127
n- I .,
vrcnm
Zrjmbie Birds 8 1 2 1 4 lltarget 1 Dive (2x dmg) Undead N 20 Orchid
Z<mbie Dver 7 9 4+1 13 1 1-6 Ram (Zx dmg) Undead N 16 Orchid
Z<,mbieRmcoons 7 6 2 7 1 1-4 Steal items Undead N 18 Orchid
Z<,mbie Turtle Of6 3 6 1 3-12 Break bone on 20 Shell/ N 14 Orchid
Undead

located there, and recommends tactics that item against invaders.


T'he Druid's Tower the druid might employ if encountered in The DM should run Baron Orchid as best
TIlis section of the adventure is given in two that room. suited to the actions of the heroes, perhaps
paats: the tower key and the druids charac- The druids character sheet lists Baron casting spells to delay pursuers and to gain
teiIsh-t.
.~~..~. Orchids abilities and any equipment he car- time to set some traps later on. Certain
The key to the tower map describes the ries. It also recommend; way; in which he standard tactics are described for use in spe-
contents of each room, details any monsters might utilize each ability, spell, or magic cific rooms to help the DM by creating sev-

90

~~ ~
era1 wily traps. Where these are noted with- to animal or back again, he cures 10 to 60% Scroll of Animal Growth
out alternatives, the DM should be sure to of all damagesustainedup to themoment he This scroll works the same as the spell
save the particular spell or ability noted changes. cast by a 10th level druid. It causes up to
until the indicated location is reached. Languages: Druid, Common, Neutral, eight animals to grow to twice their normal
Baron Orchid, the druid, will act to Gnome, Centaur, Green Dragon, Manti- size, doubling hit dice, hit points, and dam-
defend himself once his tower is invaded, core, Lizardman. age caused. C: 7 seg; R: 8": D: 2 t.
knowing he could not survive a pitched bat- Magical Items: Tanglevine roots (x3). Use: This scroll may be used either in
tle. He will flee up into his tower, placing potion of plant growth, firebem'es (x6), encounter 27. or in 19 if the PCs are pressing
obstacles and traps in his pursuers' path. He scroll of animal growth. too closely.
will only stand and fight as a last recourse. If Equipment: leather a m o r +2, ring o f
it is apparent that he will lose further con- protection + I , cudgel, ball of twine and Equipment: Descriptions & Uses
frontations with the PCs and cannot flee knife, crock of grease. pouch of pollens.
further, he will transform into a raven and Spells: Ball of Twine
fly away. Level 1:Entangle (x2), faerie fire (x2), If the druid is given sufficient time, he
Baron Orchids retreat will take him from invisibility to animals, shillelagh may prepare some traps using this twine. He
the second story of his tower up to the fifth. Level 2 : Charm, fire trap, heat metal, will string trip lines or snares, or may attach
From there he retreats out the window in liz- obscure, warp wood it to stacks of crates and doors to pull down
ard form and climbs down the vine- covered Level 3: Protection from fire, spike or shut things on top of characters.
wall to the park behind the tower. Then he growth, stone shape
retreats to the cave from which the stream Level 4: Animal summons, quench fire, Crock of Grease
flows and makes his last stand there. cure serious wounds This holds enough grease to butter a ten-
Level 5: Wall of fire, rock to mud foot square area, This effect acts just like a
Baron Orchid grease spell. It may also be used to make am
Magical Items: Descriptions &Uses item too slippery to hold on to,
Following is Baron Orchids character infor-
mation. Since most of the encounters in the Tanglevine Roots Pouch of Pollens
tower are with the Baron, this information These roots start to grow when exposed The pollen dust in this pouch may be
should be studied carefully. All of the to body temperature, and sprout to form a flung in the face of a pursuer, blinding him
druids abilities and special gear are detailed barrier of writhing vines 10 feet wide, Any for one round. He must then make a Consti-
here along with suggestions on how and creature caught by one of these vines will tution check, and if he fails will sneeze and
when he might utilize each power. become entangled and must be cut free. It wheeze as his eyes water. This incapacitates
Feel free to create original encounters, fol- takes five round to cut someone free. Oil the character for 2d4 rounds and causes a -
lowing the pattern provided here. This may loosens the vines' grip and a victim may be 1 penalty to all roll for eight hours. There
prove necessary when the player characters freed in two rounds. Fire and alcohol kills are three doses in the pouch.
do something that is unexpected, For and dissolves tanglevines.
instance, Baron Orchid only uses two of the Spells: Descriptions & Uses
languages he knows to confuse the PCs. An Firebem'es
encounter might be designed where he These are similar to fireseeds, but are nat- Level 1
speaks in Green Dragon through a mega- ure's own variety. To activate a berry, it
phone in an attempt to make them believe must be thrown onto the ground and a com- Entangle. C: 3 seg; R: 8"; D: 1t.
there is a dragon present. mand word spoken. This causes the berry to This spell causes plants to grow and
Baron Orchid AC 2; Move 12"; DRU 10; burst into flame causing l d 8 points of dam- entangle anything nearby, holding victims
hp 70: #AT 1;Dmg by weapon; THACO 14; age and igniting any combustibles within fast for the duration, If victim makes a suc-
ST 16 IN 14 WS 15 DX 16 CN 16 CH 15 CM contact. They may be thrown up to 10 feet. cessful saving throw vs. Spells, it only slows
12; AL N. Spells are listed below. Use: The use of three of these berries is movement to half.
Ability Modifien: +1 to damage; +1 to noted in encounters 12 and 24. Others may Use:Cast upon poison ivy at windows, or
hit with missile weapons; -2 to AC for Dex- be used as missile weapons, or the druid on plants in the park to delay party.
terity: +15% to reaction rolls. may delay speaking the command word
Swing Throw Modifiers: +1 vs mind- until someone picks up the thrown berry, Faerie Fire. C: 3 seg; R: 8"; D: 40 r.
and willpower-affecting magic; +2 vs. fire causing it to explode. This causes up to ten man-sized creatures
and lightning attacks; +2 vs. directional within a 40-foot radius to be outlined by a
magic attacks; + 4 with cover. Potion of Plant Growth violet flame, including invisible but sensed
Natural Abilities: pass without trace This potion has the same effects as a plant creatures. This flame can be seen at a range
through undergrowth; immune to all wood- growth spell. It causes plants to grow into a of 8" in the dark, and 4" in light, and causes
land charms; f o m change three times each dense barrier of thorns and briars. To use it, all victims to become easier to hit ( + 2 to be
day, changing once each into an animal, the potion must be poured onto the ground; hit) for the duration. There is no save vs.
bird and reptile and then back to human it will affect a 100' X 10' area. this effect.
form. The forms Baron Orchid uses in this Use: This potion is to be used in the park, Use:Use this spell when there are invisible
adventure are a giant rat, a chameleon lir- encounter 31, to delay the party. characters and in melee in dim light to
ard, and a raven, as noted in the adventure increase chances to hit.
key. Each time he changes form from human

91
Invisibility to Animals. C: 4 seg; R: Touch; Warp Wood. C: 4seg; R: 10"; D: Permanent the dark.
D: 2 t. This spell warps up to two quivers full of Use: At encounter 19.
This makes the recipient invisible to all arrows, five bows, or a door, so that three
animals, and he will not be attacked by successful open door rolls must be made to Level 5
them unless he harasses them first. force the door open.
Use: Use this spell in encounters 19 and 20 to Use: This spell should be used to destroy Rock to Mud. C: 7 seg; R: 16"; D: Special
make sure the stirges attack the party missile weapons or to block a door if the This turns 20 cubic feet or 400 square feet
instead of the druid. party gets too close. It may also he used to of rock into mud. Though this affects only
warp the tower steps to cause pursuers to unfinished stonework, the stone of the
Shillelagh. C: 1seg; R: Touch; D: 1 t. trip and fall down the stairs. druids tower is unhewn and still in natural
This changes the druids cudgel into a + I form, and thus subject to this spell. Use;
weapon, causing 2-8 points of damage. Level 3 This spell may be used to slow the party in
Use: This spell will he reserved for the final encounter 19 and aid the stirge attack, or it
melee with the party. ~. R: Touch: D:
Protection us. Fire. C: 5 see: may be saved to be used on stairs some-
120 pts where to transform them into a muddy
Level 2 This negates up to 120 points of damage slide. Any character attempting to climb the
from all fire attacks, both normal and magi- muddy slide must make an Ability check
Charm Person. C: 4 seg; R: 8"; D: Special. cal, and then it fades. every ten feet at half their Dexterity score,
This convinces the victim that the druid is Use: The druid casts this spell on himself as or slip and fall. Characters who slide down
his friend, and he will agree to do anything soon as the intruders enter the tower. to the base of the stairs suffer l d 6 points of
that is not a command to commit suicide. damage.
Use: Intended for use at encounter 24, or SpikeGrowth.C:5seg;R:6";DldlO+12t.
whenever Baron Orchid is alone with a This causes all plants within a 100-foot Wall ofFire. C: 7 seg; R: 8" D: Special
small group of characters. square area to become hardened and sharp This creates a 2O-foot wall of flame that
while retaining their original appearance. causes Id4 points of damage each round to
Fire Trap. C: 1t; R: Touch; D: Special Any character crossing this area will suffer all within 20 feet, and 2d4 points to all with-
This makes anything that can he opened as if from two attacks by the druid each in 10 feet. If a creature attempts to leap
into a trap that explodes, causing ld4+10 round. Each attack causes Id4 points of through the flaming barrier, it suffers
point of damage to all within five feet of the damage. 4d4+10 points of damage.
trap when it is triggered. A saving throw vs. Use: This spell should be retained for use in Use: This should be used in encounter 26,
spells will reduce this damage to half. the part, preferably at the mouth of the although it may be used earlier if the party
Use: The druid needs a lot of time to set this druids hidden cave, so that attackers must gets too close.
spell up. A good place is door 123, when the cross the area.
druid flees the tower. Tower Key
Stone Shape. C: 1I; R: Touch; D: Perma-
Heat Metal. C: 4 seg; R: 4"; D: 7 r. nent This gray stone tower is built into the base
This heats all metal items causing damage This can change the shape of 13 cubic feet of a ZWfoot-high cliff. The tower is 100 feet
to anyone touching the items. On the 1st of stone. tall and climbing poison ivy grows across
and 7th rounds no damage is caused; on the Use: This spell may be used to form a stone the face of its six stories. At a height of 40
2nd and 6th rounds ld4 points are caused; ball to roll down stairs (Dmg 3d6), or to feet, the cliff splits to form a narrow box
on the 3rd, 4th. and 5th rounds 2d4 points delay or trap the party with a stone block. canyon behind the tower. Baron Orchid has
of damage are inflicted. planted the canyon and made it into a thick-
Use: This spell may be cast from a vantage Level 4 ly wooded park where many strange plants
point during combat, forcing a victim to grow. A 10-foot-tall wall to either side of
drop weapons and strip out of armor or suf- Animal Summons 1. C: 6 seg; R: 40"; D: the tower, at the mouth of the canyon,
fer damage. Special closes off the garden. The top of the tower is
This summons the two mountain lions flat, and there the druid has planted a box
Obscurement. C: 4 seg; R: 0; D: 4 t. who live in the park (encounter 31). garden.
This spell clouds the area with a blanket Use: This spell should be used in a location The interior of the tower is cool and
of mist, obscuring all within a 10" cube, and where the lions can exploit the ground cover smells earthy. Most of the corridors are 5
reducing visibility to 2 to 8 feet. This to hide and attack with surprise. feet wide and the ceilings are 15 feet tall. The
obscuring mist makes missile fire impossible doors are all made out of heavy oak and
and provides all within the cloud with 90% Cure Serious Wounds. C: 6 seg; R: Touch; swing into rooms, not out into the hallway.
concealment ( + 4 to AC). D: Permanent There are windows in several places and ivy
Use; This spell may be used as a defense to This spell cures 2dS + 1points of damage. grows in through them.
hide the druids escape if he becomes cor- Use: It should be used when needed. Anyone unfortunate enough to come in
nered. It may also be used to hide terrain contact with the poison ivy will suffer a
hazards, such as deadly plants, pits and Quench Fire. C: 6 seg; R: 4": D: 1 r. burning. itching rash that causes them to
drop-offs, and conceal the druid so he can This spell extinguishes all fire in a 12- foot fight at -1 to hit and damage rolls for the
attack with surprise and retreat. square area, snuffing out torches. All rest of the adventure. This may be cured by
humans must then fight at -4 to hit while in a neutralize poison spell.

92
11. Entry Hall He then throws a tanglevine root in front of
The door to the entry hall is locked

The entrance- hallway is 15feet wide. It is


web drapes across the exit. In the middle
of it huddles a dark shape. I them to delay the party while he retreats out
the opposite door.
Within one terrarium are several oddly-
damp, with moss and mildew growing The web is actually a network of vines shaped tubers with blue flowers and small
and rootlets with a dark blossom in the cen- spiral-formed roots. If a character picks one
on the stained walls. The floor is earthen
ter that looks distinctly like a large spider. up to examine it, a round later the tuber
The web can be attacked without harm to begins to grow, rooting itself in the charac-
the party. Several of the baskets are filled ter’s hand. It will grow rootlets throughout
12. Carriage with wood chips and dahlia tubers. the victim’s body, causing one point of dam-
age each round thereafter, until the tuber is
A large archway opens into the room. In 15. Spyder Plant destroyed by flame 01a cure diseuse spell is
the center of the room, in shadow, is a Just beyond the doorway is a spyder plant cast on the character. The tuber takes half
two-wheeled carriage and harness. The in a pot hanging in the shadows overhead. damage from fire and has 8 hit points. Its
carriage is made of twisted living vines; Two spyder plant shoots attack the first growth is activated by body heat.
the seat has a cushion of growing moss, character to walk through the doorway. The In a canister on one counter is a small
and the harness is made of woven grass. I two shoots are attached by vines to the quantity of a pink powder, potassium
mother plant, which cannot move. nitrate, If this powder is bumed it produces
This is the druids carriage. He summons a cloud of smoke in a 20-foot cube, lasting
wild stags and harnesses them to pull it. 16. Library two rounds. There is also one quart of wood
Growing in a chink in the wall on the left ~ alcohol here.
end of the room is a small vine. It is a cling- A large archway opens into this room.
ing peeper; it has small yellow flowers and There are two stone benches here and a 18. Stairway
hard, white berries that appear to be little stone table stands against the left wall.
eyes. The plant bends and twists to follow The other walls are lined with book-
motion in the room, If anyone reaches out shelves. On the shelves are a few books; trails in through them and grows along
to touch the peeper, it wraps a thin tendril on a low bookshelf on the right wall are the wall.
around the object. These tendrils are easily several strange tomes with bark cover-
brokenwithno othereffects.Theberriesare ings. On the table is an unlit oil lamp, a The ivy is poison ivy. If the party is pursu-
bitter and sour. quill pen and several sheets of parch- ing too swiftly, the druid will cast entangle
ment. A large almanac rests open on one on it, or cast some defensive spell, such as
13. Root Cellar bench. rock to mud,on the stairs. Then he will cast
invisibility to animals on himself.

I------
This room contains mounds of straw and The books on the shelves are written in a
earth piled up against the walls opposite strange, archaic script. They are books on 19.Stirges
the entrances. Strangely-shaped roots gardening. The bark-covered books have
and tubers are stored beneath the straw. dried but supple leaves for pages. They are This room is filled with a loud squeak-
There are potatoes shaped like heads written in druidic runes and detail some of ing. It comes from two wire cages on a
with many eyes, heart-shaped beets, hol- the more important holidays for druids. table beside a door across the room. The
low turnips. doubled carrots, and tulip One also cryptically details some of Baron cages hold 18 stirges. There are other
bulbs that look like a type of clove. In the Orchids more bizarre experiments. The tables and stools standing against the
corner between the two entrances is a almanac is open to a page on today’s weath- walls of this room, and a wooden cup-
pile of manure with mushrooms and er: cloudy and cold. board stands opposite the stirge cages
odd-shaped white plants growing on it. beside the entrance. To the right a door is
17. Laboratory
~~

just swinging shut.


These plants are mandrakes. If studied The door to this room is locked.
closely, they appear to be man-shaped, bur- ~~

The stirge squeaking is making a lot of


ied up to their necks. If anyone tries to pick This is Baron Orchids laboratory. It con- noise and it is hard to hear much. There is a
a mandrake, it screams, causing pain to all tains several large tables with glass ter- secret door in the back of the cupboard and
upon thefirstfloor(-Z toDexteritvand - 4 rariums and various chemicals, roots, spyholes cut into the cupboard door. Baron
on hit rolls for 2-20 turns). and clippings. Beneath the tables are Orchid is hiding in the cupboard watching
casks of water, and sacks of soil and the party. Once they enter the room and
14. Web manure. There are also several trowels seem distracted, he will cast quench fire on
The door to this room is unlocked. and other small gardening tools on the the party’s light source and it will become
tabls~ dark. Then Baron Orchid will step out of
the cupboard with surprise and open the
it are stacked baskets for harvesting Baron Orchid is here when he becomes stirge cages. The stirges fly to the attack,
herbs, a sack of soil, a watering can and aware that there are intruders in the tower. ignoring the druid who is invisible to them.
several garden tools. Across the room in He casts protection from fire on himself and The Baron then retreats through the door
the left wall is a passageway, but a huge waits for the party to break into the room. and locks it. The stirges will swarm over the

93
.
oartv. attacking demi-humans in preference
I

to humans.
and various knickknacks. There are also
several rolled rugs here.
Baron Orchid really begins this encounter
standing in a corridor at right angle to the
If the druid is not immediately pursued, party. A mirror in shadows at the mouth of
he will pile boxes in front of the door and 22. Draped Hallway the passage is set at a 45 degree angle to
return to the cupboard through the secret The door to this hallway is unlocked. make the hall appear to run straight ahead.
door. From here he will cast whatever spells This dusty corridor has old, dry, green Spells and missiles cast at the druid will not
he has time for: rock to mud, faerie fire and drapes hanging on the right wall. Baron affect him; a lightning bolt will shatter the
warp woodaresomepossibilities. If thepar- Orchid changes back to human form here mirror and bounce back at the party off the
ty attacks the cupboard, they will see the and waits for the party. He pulls the drapes stone wall behind it.
secret door closing just ahead of them as the down upon the characters in the front of the If the party decides to attack, the druid
Baron retreats. party as they round the comer, and then throws down another tanglevine root at the
On the table next to the stirge cages are a tosses two firebem'es as he shouts the com- end of the hall to delay them. He has
pair of leather gloves, a long wooden ladle, mand word. The drapes burst into flame dropped a firebeny beside a cask of alcohol
and a decanter filled with blood. and the druid retreats up the stairs. at the mouth of the hall, If the party
The burning drapes cause ld6 points of charges, Baron Orchid will shout the com-
20. Closet damage each round and burn for 10 rounds. mand word to cause the fireberry to burst
The door to the closet is unlocked. The party may beat the fire out in one round into flame if the party charges. The barrel
using something to smother it with, such as then splits open and forms a 20- foot pool of
a rug. flaming alcohol. This fire bums for three
This room is a tiny closet holding a small
rounds and causes l d 6 points of damage
cabinet. Thrown over the cabinet is a
23. Park Door each round. (See encounter 25 for further
small mesh net, five feet square. Atop attacks made in this room.)
the net stands a silver candle holder; This wooden door is barred from the
inside and it does not appear that the druid Stored in the room are barrels of water
three white soapberry candles lie beside
has gone through it. The door exits into the and wine, food, and crates of dried plants,
canyon park. Baron Orchid will not exit bulbs and seeds.
The candle holder is worth 50 gp; the cab- here. If the party goes through the door,
they will not find any tracks in the soft dirt 25. Window
inet is locked, but may be broken open. Baron Orchid retreats to this point and
Inside are several bottles of reagent, one before the door. Later this door will be fire
trapped as explained in encounter 31. from the cover of this window tries to cast
flask of acid, and a small metal box contain- several spells, such as charm person, heat
ing a ring of fire resistance. metal, warp wood, or wall offire (instead of
24. Negotiation Room
As the player characters reach the top of saving this spell for room 28). He has also
21. Rats stashed a sling and 20 bullets in a niche here,
these stairs, they trip a cord at ankle height
The door to this room is unlocked. and can fire from the cover of the curtained
that sets a bell ringing. Here is a large room
with a 25-foot-high ceiling, It is filled with window, The druid gains a + 6 to his AC
stores inbarrelsandcrates. In the right wall, from the cover of the window.
chests thrown open, and wicker baskets at a height of 15 feet, is a small, partially If the party pursues too swiftly, the druid
stuffed with straw, all in disarray about curtained window onto a hallway beyond. retreats to the top of the stairs. From there,
the room. At the right side of the room Across the room is a corridor going straight the Baron may cast other spells, such as
stands the druid, casting a spell. Several ahead; a candlestick bums in a sconce on stone shape, on the small wall beside the
giant rats stand beside him. the wall lighting the end of the corridor. As landing in order to create a ball of stone to
the bell rings, the druid steps forth into the send crashing down the stairs. Characters
If Baron Orchid has time to prepare light from around a comer at the hallway's struck by the stone sphere suffer 3d6 points
(which he should not), the DM may wish to end. of damage (saving throw vs. petrification
have him cast an animal growth here, Baron Orchid appears empty handed and for half damage).
before the party enters the room. The spell asks the party to approach no further. He Alternatively, the druid may cast a rock
the druid is casting may be any defensive wonders why they have broken into his to mud spell on the stairs, transforming
spell, such as faerie fire, as the party enters tower and are chasing him. If the group is them into a muddy slide. Characters
the room. Then the good Baron will trans- reasonable, heasks forachance to negotiate attempting to climb the muddy slide must
form into a giant rat and all the rats will with just one party member, as the Baron make an Ability check at half their Dexteri-
scatter behind the pile of crates, chests and feels safer that way. Herequests that therest ty score every ten feet, or slide to the bottom
baskets, From this cover, they attack with of the party retreat down the stairs while he of the stairs, suffering Id6 points of dam-
surprise as the room is searched. There are speaks with their leader. age.
seven giant rats. If the player characters agree and only
The Baron, while in rat form, will prove one character is left to talk with the druid, 26. Cell
indistinguishable from the other rats. He the Baron walks forward to the mouth of The door to the cell is locked. When the
runs behind a wicker basket in the rear wall. the corridor and tries to charm that person. party passes this door, they hear cries of
There is a small rat hole there into the hall- If he succeeds, he attempts to have each par- anguish in the Elvish tongue, coming from
way beyond. ty member come up one at a time; the druid behind the door. If someone shouts back in
The wicker baskets contain china and and the charmed PC will try to quietly Elvish, the voice warns them to flee; the
crystalware. The crates hold bolts of cloth defeat each character until discovered. druid is too powerful, and they should

94
please save themselves, for he (the prisoner) acter to climb through. There is nothing of gems (500gp each). The sword glows green
is too weak to help. value in this room, only fruit rinds and in the dark, but otherwise has no magical
If the party tries to break into the cham- bones of small animals. properties. The flask holds a potion of
ber, the voice greets them as saviors and extra-healing.
urges them to hurry, for he is near the end of 28. Attic
his strength. 30. Roof Garden
Within the room is a wooden stool, a mar- The door to this garden is unlocked.
row table, and an old cot with straw ticking comer is a trap door in the ceiling that
on which is slumped a figure in ragged leads up to the roof. There is a pull-down The roof of this tower has parapets
clothes. Across the room is a bricked-up ladder here. around its edge, and two large box gar-
archway, and beside it is a small one-foot
barred window cut into the wall. dens have been planted here. This roof
garden has smaller versions of the weird
This encounter is a carefully staged trap. 29. Treasure Room plants encountered in the warped woods
Baron Orchid stood in the hallway beyond surrounding this tower, such as archer
the window and cried out to the party in
bushes, strangle weeds, vampire vines,
Elvish through the window. He altered his and so forth. Beside one of the box gar-
voice to disguise it and lure the party into In the center of the room is a chest, over-
grownbyadry, brittleplantwithbrown, dens is a small sack containing a white,
the room, chalky powder, a sack of black earth, a
If the party enters the room, the Baron razor-edged fronds.
box of compost, and some gardening
will step back into the hallway behind them tools.
and cast a wall of fire spell through the This plant is a withemeed. The weed's
doorway, trapping the party in the cell. attacks drain Dexterity points. Lost dexteri-
ty cannot be regained during the adventure. These plants are too immature to offer
Characters within 10 feet of the wall offire
suffer 2d4 points of damage each round, This plant readily bums, but produces a any real threat to the characters. They are
while those cowering away from the fire toxic, heavy, oily smoke; characters upon more of a nuisance-firing thorns that hurt,
this floor who breathe it must save vs. poi- catching and scratching, but not causing
suffer Id4 points. Baron Orchid will remain
son or die. A fire will bum for 10 rounds. any real damage. The sack with white pow-
in the hall concentrating on the magical
wall, until someone leaps through it or it is The chest beneath the weed is locked, der holds a modified lime powder that will
Within it is a crystal ball, a sack of coins, a harm plants, causing all vegetation within a
dispelled. Anyone leaping through the
sword, and a flask. This is a special crystal ten- footsquare area to wither and die.
flames suffers 4d4 +10 points of damage. From the roof top, the party may survey
When this occurs, the baron will flee to the ball of precognition. To use the crystal ball,
next encounter. a character must gaze into its depths and the park behind the tower.
concentrate on a subject. First, he will see
what the subject of his thoughts is doing at 31. Canyon Park
27. Ape Room
present; then the ball will cloud and he will If Baron Orchid reaches the park a turn
glimpse something of the future. Anyone before the player characters do, he will have
As you round this comer, you see Baron using this magical device must rest for one cast a firetrap on the exit to the park at
Orchid duck into a room and slam the encounter 23. When this door is opened,
turn after each use, to recover from the
door. From behind the door you can hear strain of viewing the future. there will be an explosion and all within five
two voices, one deep and gruff speaking If the party searches for Baron Orchid feet of the door suffer ld4+10 points of
in Hill Giant language, and the other in with the crystal ball, they first see him hur- damage (saving throw vs. Spells gives half
the druids. rying uphill through the park beside a damage).
stream. Then the ball fogs and they view the Baron Orchid uses his ability to pass
The party may attempt to break this door druid battling the party. He suddenly shifts without trace to enter the wilds of the park,
open, but it is barred and requires three suc- form into that of a raven and escapes. and then casts a plant growth to delay the
cessful open door Strength rolls to break the The sack of coins contains 50 pp and two PCs'pursuit. This barrier may be destroyed
bar. If they break in they will see a large
hairy figure with the Baron standing beside
it. There are windows in the right wall. Common Plants for Park Encounters
Baron Orchid transforms into a chame- Roll 1 2 3 4
leon lizard before their eyes and darts out
one window while the hairy form moves to I Arrowhead Duckweed Snake Grass Cattail
attack. This shadowy figure is a camivo- 2 Weeping Willow Firebush Fir Rubber Tree
Tous ape. If the Baron is given enough time 3 Pin Oak Quaking Aspen Ash Tree Milkweed
and has not yet cast animal growth, he will 4 Hackberry Iris Toadstool Snapdragons
use this spell to enlarge the ape to giant size. 5 Puffballs Jelly Fungi Cottonwood Nightshade
If any character attempts to attack the druid 6 Raspberry Gooseberry Sunflower Slippery Ivy
as he climbs down the ivy to the park, he 7 Dogwood Crab Grass Tea Rose Bird of Paradise
will use his chameleon ability to become 8 Skunk Cabbage Crab Apple Pigweed Locoweed
95% undetectable when not moving. 9 Chestnuts Locust Tree Dwarf Apples Comb Flower
The windows are too narrow for a char- 10 Palm Pitcher Plant Tiger Lily Sagebush

95
in five rounds using the lime found on the drench any who walk beneath its boughs. of damage.
tower roof or from the lime path of the Specific encounters are left for each DM to If the Baron is losing the battle, he trans-
Weird Woods. Otherwise it will take two create. See the table Common Plants for forms into a raven and retreats into his
turns to bum a path through. Park Encounters for a list of plants that cave. If the party has a net with them, they
The Baron will next cast animal summon- might be encountered. may attempt to catch him by rolling to hit
ing 1, and two mountain lions who live in AC 6. If the party follows the raven into the
the park will answer the summons. These 32. Lion Cave cave, he flees into the smaller chamber,
lions stalk the party through the underbrush where there is a bolt hole in the ceiling. Sit-
and attack five rounds after the PCs break ting on the edge of this shaft, he caws mock-
through the plant bamer. They will attack balls in the corners and the cloying odor ingly and then flies off.
with surprise and attempt to drag PRY off of musk fills the air. The stream runs from a small spring-fed
into the dense foliage. Any characters who pool in the center of the cave. There is noth-
pursue will also have to deal with the odd ing of value here. However, submerged in
plants of this park, which will delay pursu- 33. Druid's Cave
the spring is the druids treasure, in a casket
ers for ld6 rounds. The lions will retreat To reach this cave, the party must climb specially constructed to look like a stone.
from large groups of pursuers, returning to up a hillside, following a stream. This is The casket has a firetrap rune upon it, and a
attack later with surprise. where the baron will make his final stand. needle in the lock (although the needle is not
The park is innocuous but bothersome. From the mouth of this cave, Baron Orchid poisoned), The cask holds 19 milky pearls
Party members may move freely along the casts whatever offensive spells he has (worth 200-500 gp each), and a jade statu-
paths without encountering any plant men- remaining, and then throws the darts he has ette of the moon goddess (worth 2,100 w).
aces. However, the DM may wish to por- stored here in the cave. There are I2 darts, This is actually a potion bottle containing a
tray the plants along the way as warped potion of plant control. Here is also an
and each round he can throw 3 a distance of
versions of common varieties to create 45 feet with a +1 to hit (due to his Dexteri-
ornate, curved silver dagger (25 gp),a silver
bizarre encounters. None of these plants ty) and a +I to damage (due to his and ivory necklace (777 gp), and three
should cause any harm. Each plant should Strength); he suffers a -2 at medium range acorns, Two will explode as a small 3d6 fire-
be warped to be a wordplay on the plant's and -5 at long range. At the last. he will ball when split open, and the last will
name. For example, a sunflowermight shine change the user into gaseous form for a
cast shiflelagh on his midge1 and attack with
bright lights into a character's eyes, while a an additional + 1 to hit, causing 2-8 points number of days equal to his constitution.
weeping will might be heard sobbing and

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