Documente Academic
Documente Profesional
Documente Cultură
FIRE
BY GRANT AND DAVID BOUCHER
named Jalussa the Merciless, attacked
his ship, and the crewmen of the ill-
fated craft were killed or captured in
the ensuing battle. The prince hid
belowdecks and escaped the initial
onslaught, only to be discovered later
during the pirates search for booty. The
A lost prince, a silver boat was burned and, as Jalussa never
ransomed his captives (prefering more
direct ways of acquiring cash), Prince
necklace, and a Lomaran was sold into slavery with the
other survivors. His silver necklace,
dangerous journey engraved with the royal seal of his
family and his own name, was cast into
the ships treasure pile.
The pirates eventually met their own
42 Issue No. 1
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DUNGEON 43
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44 Issue No. 1
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Foothills and Plains, Night (d6) ture begins. lords who lived centuries ago.
4-6. A giant owl. This beast is merely 2. A haunt. This spirit is that of a
1. Force of 20 ogres lead by an ogre looking for food. woman looking for her missing husband
mage. This force has come down from who was slain by Flame sixty years
deep within the western mountains to ago.
raid for slaves and booty. Some of the Mountains, Day (d6)
3. Three will-o-wisps. These are
ogres have seen a huge flying beast in 1. An ice troll. This creature is hiding merely looking for human prey to
the mountains (actually the dragon in a snowbank, waiting for prey of any torment and slay.
Flame), but have no idea of what it was. kind. 4. A band of 21 ghouls and 4
2-3. Bandits. This force consists of 2. A storoper. This beast lairs just ghasts. This force of undead attacks
sixty 1st-level fighters, six 2nd-level slightly above the pass. It has eaten any living group with a certain, crude
fighters (guards), three 3rd-level fight- well but doesnt mind catching extra degree of stealth. These monsters never
ers, two 4th-level fighters, a 5th-level prey. check morale.
fighter, a 6th-level fighter, a 7th-level 3-4. Two mountain lions. These are 5. Bandit group (raiding). See
fighter (lieutenant), an 8th-level fighter hunting for food, but they will avoid encounter 2-3, under foothills and
(lieutenant), and a 9th-level magic-user large and loud parties plains encounters (night) above. If this
(leader). These bandits have just arrived 5. Ogre raiding party. See encounter force has been met and dealt with,
in this area after being chased by royal 1, under foothills and plains encounters ignore this roll.
forces to the south. They specialize in (night) above. If this forces has been met 6. A lone gray elf. This ranger/druid
attacking helpless pioneers and pil- and dealt with, ignore this roll. (R9/D11) is looking for shelter from the
grims during the midnight hours, but 6. Bandit group (camped). See elements and some companionship. He
the winter weather has made pickings encounter 2-3, under foothills and has heard rumors of a dragon in the
scarce. plains encounters (night) above. If this mountains, but believes it to be a white
The 1st-level bandits wear leather force has been met and dealt with, dragon. He might join the party if elves,
armor and use shields (AC 7). All other ignore this roll. druids, or rangers are present.
fighters wear chain mail and use
shields (AC 4). All the bandits are The following encounter key applies to
armed with a variety of weapons. The Mountains, Night (d6)
the DMs map on the opposite page.
DM should determine magic items and 1. Two wraiths. These are the
treasure for all NPCs before the adven- doomed spirits of two human bandit
46 Issue No. 1
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48 Issue No. 1
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fire giants: AC 3; MV 12"; HD 11 + 2-5 100 pp, and two iron armbands worth Dmg 2-12 and by weapon type; SA sing-
hp; hp 85,70,70,65,64,64; #AT 1; Dmg 50 gp each. ing ,brings on lethargy; SD cold-iron or
5-30; SA hurling rocks; SD impervious The square camp contains large bon- + 1 (or better) weapon required to hit;
to fire; AL LE). The giants have brought fires in each of its four corners and one MR 10%; AL CE). His follower will
their pets as well (eight hell hounds: AC giant bonfire in the very center. Six take after him if he leaves (eight winter
4; MV 12; HD 6; hp 40 (x3), 35 (x2), 30 rough beds lie within the confines of the wolves: AC 5; MV 18"; HD 6; hp 40
(x3); #AT 1; Dmg 1-10; SA breathe fire; fires. Some backpacks contain the cured each; #AT 1; Dmg 2-8; SA frosty breath;
SD detect invisible or hidden objects flesh of various creatures, kegs of very AL NE).
(50%), surprise on 1-4 on d6 and only strong ale, and regular clothing. If the Liscales possesses a long sword +2,
surprised on 1 in 6; AL LE). party tries to determine whether the which. hangs from his belt, and a potion
The circumstances surrounding this giants are, responsible for the disappear- of fire resistance. He carries 100 pp and
encounter depend on what time of day ance of the patrol, it is noted that the a base 4,900 gp gem in a small pouch.
or night the characters arrive at the giants have obviously been here for only He is actually a very fine musician and
crossroads. Should the party arrive just a very short while two weeks at the his lute is made of the-finest woods,
in time to camp for the evening, the most. They would never have encoun- inlaid with silver (up to 500 gp value to
giants are cooking a young roc over a tered the knights at all. a collector or bard).
very large bonfire, throwing the scraps If captured, Liscales can only be, made
and bones to the hounds. The hounds G. The Wolfwere to talk if threatened with death. He
and the giants are not on the lookout. recalls seeing the lost patrol, but did not
This gives the party an increased The pass here is watched by a wolfwere follow them out of a sense of respect for
chance of surprising them (i.e., +1 to and his pack of eight winter wolves. The the military or so he says. In actual-
the die). most likely scenario is as follows: ity, he saw a large flying shape in the
If the party arrives during the day- distance to the east, in the direction in
light hours, the giants are either leav- From far ahead of you, the usually which the patrol was heading. He pru-
ing or returning from scouting (40% still mountain air gives way to the dently let the patrol leave. This infor-
chance for each) or resting in the camp sounds of music. As you carefully mation can only be gained by ESP.
(20% chance). If not resting, they are. round the next bend, a young man
armed and ready for immediate battle. dressed in brightly colored furs
dances down the trail towards you. H. The Rocky Pass
If resting, the hounds are on guard, but
the giants require a round to get their Strumming a small lutelike instru- The party comes to an intersection with
swords before entering melee. There is a ment, hes oblivious to your presence. another small, rocky, snow-covered pass
40% chance per giant that instead of through the cliffs, winding steeply up
grabbing his sword, hell throw rocks, The wolfwere, Liscales, is a wander- the face of a mountain to the north
There are 14 large rocks near the camp, ing soul, constantly in search of inno- Flames Mountain. The main mountain
all suitable for throwing. cent victims. He has control over a pack path continues to the east, bypassing
The giants possess the following of winter wolves and always has them the mountain. The narrower path leads
treasure: follow within whistling range (it directly to area I. If the characters
Giant #1 a belt pouch containing requires only one round for them to search here for one turn, they find a
300 pp and a ruby (3,000 gp base), two arrive). If the party obviously appears dead horse (with a broken leg) in the
golden armbands worth 800 gp each, good in alignment (e.g., displays numer- snow. The horses packs contain food,
and a giant sword +1; ous good holy symbols prominently) or tools, and a carefully drawn map show-
Giant #2 a belt pouch containing very powerful, he does not stay but ing the patrols route. The writing is
200 pp and a ruby (2,000 gp base), two, dances right on past. He then follows smeared and blurred by the melting
golden armbands worth 600 gp each, the party and returns during the night, snow, but it is definitely similar to the
and a scarab of protection +1 (six levels singing while the wolves attack. map the party received at Fort Silan.
remaining) as a brooch on a silver neck- If the party appears vulnerable to The horse was killed when the storm hit
lace (worth 100 gp) around his neck; deception, he masquerades as a wander- the knights, several weeks ago. The
Giant #3 a belt pouch containing ing bard and tries to join the party. He knights, having lost their map, subse-
200 pp and a diamond (2,500 gp base), tires to steal as many magical items quently took a wrong turn and found
and two golden armbands worth 500 gp and wreak as much havoc as possible. If themselves at the Lake Haven (area I).
each; allowed a watch duty during the night,
Giant #4 a belt pouch containing hell sing the characters to sleep and
slip in his slow song to boot. He then I. The Lake Haven
100 pp and an emerald (1,500 gp base),
two silver armbands worth 200 gp each, tries to kill the sleeping adventurers This area is depicted on the map on
and a scroll of protection from water and, if discovered, lets the winter page 51; numbered area references are
elementals in a hollowed-out bone hang- wolves do the rest. shown on the map itself.
ing from his waist; If the battle ever begins going badly Flames home is in a crater at the top
Giant #5 a belt pouch containing for Liscales, or he is discovered, hell of a long-dormant volcano (called
100 pp and a diamond (base 1,000 gp), slow the party and change into wolf Flames Mountain by the dragon, of
and a pair of silver armbands worth 200 form, hopefully outrunning any pursu- course). The crater contains a lake filled
gp each; and, ers, never to return (wolfwere: AC 3; with magma-heated water rising from
Giant #6 a belt pouch containing MV 15"; HD 5 + 1; hp 40; #AT 1 or 2; old lava vents (see area 6). This hot
DUNGEON 49
INTO THE FIRE
springs keeps the air within the crater a detection and location which prevents bridge collapses into the lake on the
humid but comfortable 75° F, while the all scrying, etc. following round.
snow-bound slopes surrounding the Any character who falls into the
mountain peak usually remain well 1. Between the Cliffs. Read the follow- waters draws the attention of the croco-
below the freezing point. There is no ing passage: diles, which attack immediately (see
chance whatsoever that Flames Moun- area 3). Otherwise, there is only a 5%
tain will erupt. Passing between the cliffs, the sting- chance per character crossing that the
One hundred forty years ago, before ing cold gives way to pleasant, crocodiles notice them.
Flames arrival here, a young wizard humid warmth. Before you lies a Characters may, if able, fly across
named Uthion built a tower in the cen- large lake, mist rising from its without worrying about the crocodiles,
ter of this crater, using the lake as a unbroken surface. Around the edges but Flame may see them instead (see
moat. He lived happily and bothered no to the west of you, a black beach of area 4). Remember to inform the charac-
one except those evil enough to warrant volcanic sand leads to a path rising ter doing so about the other visible
his attention. Most of his experiments high into the cliffs. Something features of the crater.
dealt with creating larger versions of catches your eye to the north and you Characters who use the drawbridge
otherwise normal creatures (see area 3). strain to see through the fog. As the arrive on the outer surface of tower
Twenty years later, while Flame was mists part along the water, a disturb- level 3 (adjacent to area 5j).
out searching for food, the dragon found ing sight is revealed. A solitary
the secret lake and decided to lair there. tower is lying, off its base, against 3. Crater Lake. This is a beautiful
Flame watched, waited, and after the east wall of the crater its once heated lake formed when hot water
learning enough about Uthion smooth stone walls cracked and forced its way up through the old lava
attacked. Flame landed in the lake crumbling in a lake that must have vents and filled the crater. Uthion found
beside the tower and used the considera- once served as its moat. The remains this lake many years ago and chose to
ble might dragons possess to push the of a drawbridge lead from the beach settle in this spot for its seclusion and
structure over into the eastern crater to the ruins. built-in protections. He filled the lake
wall. Unfortunately for Uthion, Flames with crocodiles and fish to provide pro-
plan succeeded and the wizard was If one of the characters should ascend tection for himself, and he performed a
killed by falling debris, believing to the to get a better view of the crater, he number of experiments on them. Char-
end that the volcano had erupted. should be told of the hot springs to the acters who take the time to investigate
Flame decided that it was now time to northeast (area 6) and the cave in the its depths find many enlarged, reduced,
make this crater into a new home. cliffs to the northwest (area 4). There is and mutated fish, all harmless. How-
Shortly, Flame found an old lava vent a 20% chance of spotting movement in ever, there are, also a large number of
on the western slope of the mountain the lake (area 3), and there is also a regular and giant crocodiles which are
and followed it down into a large set of 65% chance that Flame spots someone not harmless in the least. These include
ancient magma chambers. With some and begins setting the trap (area 4). 20 normal crocodiles (AC 5; MV 6"//12";
effort, Flame turned this into a new lair. If anyone bothers to check for tracks, HD 3; hp 15 each; #AT 2; Dmg 2-8/1-12;
Later, a few unfortunate gnomes were he finds enough to indicate that about AL N) and six giant crocodiles (AC 4;
used to expand another vent on the 6-8 humans (or humanoids) and as MV 6//12; HD 7; hp 35 each; #AT 2;
inner side of the crater into a human- many horses were here some weeks ago. Dmg 3-18/2-20; AL N).
sized tunnel, and to build the portcullis/ These are the tracks of the missing If anybody enters the water, he is
pit trap found there (see area 4a). The patrol knights. The tracks abruptly attacked by 2-5 assorted crocodiles per
giant creatures in the water serve as an scatter in all directions near area 2 and round, with a 20% chance that one is of
abundant source of food, and Flame is show signs of flight and struggle, but the giant variety. Note the problems
quite satisfied with this new home, the prints are unclear and have been with underwater combat and spell use
preferring to remain here until Tiamat damaged by an unknown agency. Blood (see DMG, pages 55-7, and Unearthed
calls. stains cover the area, but no bones or Arcana, pages 81-2).
Flame originally came from far to the other remains are left. (Flame was very The depth of the lake varies from 30
west of these mountains, and often thorough in cleaning up after the near the tower to 90 at its greatest
returns there when in the mood for knights.) depth. The depth near the drawbridge is
pillaging. Until recently, there wasnt a smooth gradation from 5-30 , from the
enough food (i.e., people) to the east to 2. Fallen Drawbridge. The drawbridge southern shore to the tower. At the
be worth raiding. Now now that men is relatively sturdy, though it is parti- bottom of the lake, just to the west of
have arrived on the frontier, Flame ally covered with slime and a bit slip the towers base, two large oval depres-
plans to become a major threat to the pery. One character may travel to the sions can be seen (if one is underwater).
entire eastern kingdom. tower every three rounds, but must roll These were made a 120 years ago by
If any characters fly in the vicinity of his dexterity or less on a d20 to avoid Flames rear feet when Flame pushed
area 4a, there is a 65% chance per turn falling into the water (5 below). If more Uthions tower into the eastern wall.
that Flame sees them and learns of the than one character tries to cross at the Also, at the deepest part of the lake
partys presence. Note, too, that Flame same time, the DM should warn them (near the northwest corner), there is a
has a rod of alertness to tell of any that the bridge appears to be giving small pile of treasure that has fallen
thieves in the vicinity (see area 4) and way and begins to wobble. If the other from Flames cave above (see area 4).
possesses an amulet of proof against characters dont withdraw, the draw- The treasure includes a ring of warmth,
50 Issue No. 1
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52 Issue No. 1
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DUNGEON 53
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necessary (It spoils the taste). If these 4b. Main Chamber: This rather large floor of this chamber. Indeed, characters
characters are somehow able to defeat chamber was formed when the volcano are unable to see the lever at all until
Flame bare-handed after their items are cooled. The charcoal-black walls are they advance further into the room.
removed, they will have accomplished rough in places and glasslike in others.
quite a feat. A relatively large hole lies to the south 4c. Sleeping Chamber Read the
If the characters win, the treasure is and leads to Flames sleeping chamber following:
theirswith a few hitches, of course. It (area 4c). A ledge runs around the
possible that Flames body blocks the chamber at the same level as the small You enter the chamber to see what
entrance to the rest of the lair, requir- eastern entrance (area 4a). The floor of was obviously the sleeping chamber
ing many hours to remove. Even after the chamber is 30 below the east for the great dragon. Tons of assorted
removing the body, the amount of trea- entrance and the ledges. A lever that clothes, furs, and cloth lie heaped on
sure is tremendous and requires many operates the portcullis/pit trap in area the ground, fully 20 thick at its
weeks to catalog, identify, and haul 4a is placed about 10 below the east- deepest point. You cant help but
away. ernmost ledge, out of reach of normal think about all the beings that have
characters either on the ledge or on the been slain just to make this beasts
54 Issue No. 1
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DUNGEON 55
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Flame was able to learn a number of years of campaign history. Tower level 1
spells, unlike other dragons, though The only entrances to this chamber
still restricted to a total of eight spells are to the east (unblocked) and to the This level was formerly used as a
per day (two each of first through fourth west (blocked by massive boulders). To dungeon. It contains five cells (5b-f, all
levels). Flame created and kept regular the east lies the sleeping chamber (area open and empty. There is a trap door in
spell books containing the following 4c), and behind the boulder is Flames the floor (5a) which leads out to the
magic-user spells: magic missile, light, personal entrance and exit, a large lake. It was formerly used to feed the
ESP, invisibility, audible glamer, haste, volcanic shaft (area 4e). crocodiles. There is also a set of stone
slow, phantasmal force, hallucinatory stairs going up to level 2, located in the
terrain, polymorph other, identify, pre- 4e. Volcanic Vent. This is the entrance center of the room.
serve, dispel magic, write, read magic, to Flames lair that Flame often uses. It If the party enters from above (area
and polymorph self. These four books is almost perfectly smooth; the length is 5g) and has not already dealt with the
(one per spell level) are wrapped in a about 200 and its diameter varies from crocodiles in the lake (see area 3), there
mammoths hide (worth 3,400 gp) and 60 to 80 . The lower entrance is are 1-3 crocodiles in the water. The DM
tucked safely in a niche 12 off the cave always blocked from the inside (area 4d) should then amend descriptions
floor. Each book is made from carved by two gigantic boulders. Three people accordingly.
wood plates (designed by a woodcarver must simultaneously roll their bend
that Flame later ate) and weighs about bars/lift gates scores in order to move Tower level 2
10 lbs. per spell-plate. The value of this only one of these boulders enough to
work to a sage or magic-user varies pass by it (only three such attempts This level was the main entrance hall
from 5,000-30,000gp. may be made per hour). (5g). The remains of a massive pair of
Also present are 15 assorted potions, The upper hole is covered from above doors lie against the bottom of the
eight scrolls (six clerical/druidic, two by an old rocs nest that Flame acquired chamber. The portcullis is still intact,
magic-user/illusionist), 60 gems (of at 50 years ago. The hole is detectable as a but bent. A character may attempt to
least 1,000 gp base value), and 20 pieces secret door from above. lift the portcullis from the outside if a
of jewelry (determine all values and successful lift gates percentage is made
identities randomly), Lying in a mas- 5. Uthions Tower. Many years ago, (at -10% to the roll). Flame often
sive heap, mixed together with dragon Uthion, a young wizard, was killed by dropped prisoners inside this room and
scales and teeth, are 122,976 cp, Flame when the great beast used its then watched them drown, while hold-
141,727 sp, 41,117 ep, 59,540 gp, and awesome might to knock the tower over. ing the portcullis closed. Flame subse-
3,363 pp. Human, dwarven, elven, orc- Now Flame has firmly established a quently ate them.
ish, ogre, goblin, and animal bones home in the cliffs and has spent many There are three entrances to this
litter the entire room, indicating that years pillaging the tower by using cap- level: up the stairs from level 1; down
Flame was responsible for the deaths of tive humans and demi-humans (all the stairs from level 3; or, by removing
over a thousand sentient beings in the eaten later). But, even after 120 years, the portcullis.
last few hundred years alone, nearly all some of the treasure remains.
from the areas west and north of the The tower is now partially underwa- Tower level 3
mountains. The dragons ravaging of ter. Levels 1-2 (5a-g) are completely
local wildlife can only be imagined in a submerged while level 3 (5h,i,l) is only This level was used as the barracks and
druids worst nightmare. partially so. No natural light sources guest rooms for Uthions guards and
In addition, hundreds of valuable exist on levels 1,2,3, and 5, so charac- visitors. It has remained completely
mundane items, such as normal weap- ters must use other means to see. The untouched since the towers fall.
ons, helmets, shields, rock crystals (1-4 rest of the tower is still lit by continual
gp each), unusual skeletons and skulls, light spells which remain active until 5h. Gathering Room. This room is com-
assorted papers, spell components, rid- dispelled (vs. 14th-level magic). The pletely submerged. It was once a small
ing equipment, boxes and crates, body party may enter through the secret gathering area for the guests, complete
parts of assorted monsters, clothing and window in area 5n, underwater with a table and four chairs, all rotted
footwear, rare woods, religious items, (through the trap door on level 1, or with time and merely shells of their
and miscellaneous adventuring equip- through the portcullis and doors on former grace. A silver candelabra (200
ment, also litter the cavern room. The level 2), or through the hole in the roof gp value) rests on the low end of the
total value of such material is suggested in level 7. If the characters enter the chamber.
to be about 10,000 gp, but cataloging water, the crocodiles in the lake attack
and hauling such material away could (see area 3). 5i-l Guest and guard rooms. Each room
prove to be too enormous a task for any is identical and contains a bed, small
adventurer. dresser, wooden chest, and a small mir-
The DM may add or delete from this The following room and floor descrip- ror, magically attached to the stairwell
hoard as he or she sees fit, in accord tions refer to the mans of Uthions tower walls. Rooms 5i and 51 are underwater,
with the campaign structure and the on page 58. All the stairwells are filled while the others remain dry. The guest
difficulty of the quest. Remember that with varying amounts of debris; and rooms (5i,j) are soundproofed (not
every item, valuable or not, has a past. each requires 1-6 man-hours to clear. silenced!)
Feel free to let your creativity loose and If the party enters room 5j, read the
give the players a sense of over 400 following:
56 Issue No. 1
INTO THE FIRE
Tower level 4
5m. Dining Room. The stairway opens
into a dining area. A very large, ornate
table lies toward the bottom of the
chamber, with a number of broken
chairs scattered amongst the wreckage.
There is an open door on the left. No
items of value are present.
5n. Kitchen. The kitchen is choked with
rubble. The only important aspect of
this room is the secret window near the
ceiling. Uthion used to watch the crea-
As you enter the door, an eerie in a 10 radius; detection of evil/good in tures of the lake from this window, and
glow is revealed. Lying beside a long a 10 radius; and, detection of gems, it doubled as an emergency exit and
dead soldier, armored in full plate kind, and number in a 5 radius. The entrance. The secret window can only
and shield, is a brightly glowing long sword can, see through a gem set in be detected by normal physical means
sword. its hilt, above the handgrip. (as a secret door); no magical means of
When someone approaches Mironus, detection works. The door leading to
the sword shrieks piercingly for rescue. area 5m requires five man-hours of
Here lies the skeleton of a long dead If a dwarf or gnome holds it, the sword work to clear away the debris. A fine set
knight, Sir Frederick of the Wolnars, uses the appropriate language (dwar- of silverware (worth 5,000 gp in total) is
the bodyguard of Uthion. His body is ven, by preference). If not, Mironus will scattered around the room.
still wearing a set of full plate armor use an alignment tongue.
+1; a shield +1 and a long sword +3 Theres one major problem with
(see below) lies at his side. Note that the Tower level 5
Mironus. It has been trapped alone in
armor and shield will glow if worn by a this room for over 120 years and is a bit This was where Uthions new appren-
living being able to use said items. The screwy. Should it be rescued by a party tice was to live. Uthion had just fin-
sword, however, glows brightly whether member, the sword never, ever allows ished equipping the rooms when Flame
it is held or not. The body is partially that character to leave it alone, any- attacked.
buried under rubble, where Sir Fre- where, anytime, for any reason (includ-
derick was trapped and died. No other ing taking baths, etc.). The sword is 5o. Display hall. In this room are six
persons besides Sir Frederick and very worried about being deserted again disoriented paintings hanging on the
Uthion were present when Flame and screams as loudly as possible until outer wall, depicting various scenes of
attacked, those who returned later were brought along. Its also afraid of the mighty good mages battling the forces
eaten. dark, and always glows at full strength of evil. The paintings could be sold for
The long swords name is Mironus and (equal to a light spell) at night or in 200 gp each.
it is intelligent (IN 14), with a neutral- darkness even in a scabbard.
good alignment and the ability to speak The DM should have some fun with
the languages of dwarves and gnomes Mironus and not make it too much of a
as well as its alignment tongue. It has liability. A well-played sword adds a lot
an ego of 8 and possesses the following of flavor to a characters treasure hoard.
abilities: detection of traps of large size Mironus knows the exact nature of Sir
DUNGEON 57
INTO THE FIRE
5p. Apprentices library and workroom. bottle (providing, of course that his hands is locked. The key was formerly on top
Read this to the party only after it first are free to do so). If he fails, the potion of the chest, but is now buried under the
enters this room. saves (as crystal) vs. crushing blow or closet. The chest itself is worth 5,000 gp
smashes on the ground. The potion is oil and can be used for a Leomunds secret
The door is unlocked and gives way of slipperiness and should provide some chest spell if the replica is possessed (see
easily. Suddenly you are struck by an comic relief for the DM. It is impossible to area 5u).
avalanch of books, glassware, and stand up in the room until the oil is
furniture. Colored smokes and removed (see DMG, page 127), and the Tower level 6
liquids pour from every crevice. DM should modify any attempts at get-
ting into area 5q accordingly. 5r. Display hall. This room appears to be
the same as, though smaller than, the
The party is not harmed in any way room below it (area 5o). All the paint-
by falling debris. Note any possible 5q. Apprentices quarters.
ings have been crushed by falling
effects on personal protection spells debris. The stairs end on this level.
(e.g., stoneskin). The party enters the The door opens to reveal what must The door on the south side of this
room to find: have once been a quite beautiful room is a trap (see area 5s) and the real
bedroom. Remnants of silk sheets entrance to Uthions former quarters is
A door is obvious to the upper left of and fur-lined pillows lie under a a secret door on the left (see area 5t).
the chamber. Lining the walls of this toppled oak-framed bed. A large The secret door can only be detected by
chamber are rows upon rows of chest remains sealed shut on top of a normal physical means. No magic what-
shelves and benches. They are now small bureau. A fallen closet lies at soever reveals its presence, although x-
completely empty, except for one the far side of the room. ray vision or a similar spell works
small bottle precariously balanced on normally.
the edge of a table leg. It begins to The sheets are damaged and worth-
wobble and . . . less, but the fur in the pillows can be 5s. Trap room. If the door leading to
removed and is worth a total of 100 gp. this room is opened, all characters
The DM should determine which of The bureau contains nothing of value, present are affected by a symbol of pain.
the first few characters the bottle falls and the closet contains normal robes Uthion cast this spell using a scroll he
toward. If the character rolls his dexter- and cloaks of varying colors (no value). found, so the magic is at the 19th level
ity or less on a d20, he can catch the The chest contains nothing at all but of ability.
58 Issue No. 1
INTO THE FIRE
5t. Uthions quarters. The secret door Flames slaves, dropped in through touch to encounters here.
leads into a magnificent bedroom. The the ceiling, have removed most eve-
room, however, has been searched K. Deep Gnome Settlement
rything of value from this room
already by Flames slaves. Tattered already. A small cave is located here. It is appar-
sheets lie on the remains of the bed, and Under a pile of rubble, the broken ently empty, but a secret trap door can
the rest of the furnishings the closets, bones of man wearing white robes be found in the rear of the cave after a
chests, and bureaus stand empty. can be found, with a small replica of careful search. The door opens into a
There are no items of value in here. a chest in his hands (under his body). deep shaft with a ladder mounted on
There is a secret trap door in the ceiling The chest is the matching component one side. The ladder is made of some
which leads to level 7 (area 5u). As with to the chest in area 5q. The command unknown metal, and the shaft descends
the other secret doors in the tower, it is words are on a small slip of paper for hundreds of feet below the earths
detectable by physical means only. inside the chest. surface. If any character climbs down
The shards of glass in the center of the ladder, he arrives at the lair of a
Tower level 7 the room are the remains of a crystal huge colony of svirfneblin, or deep
ball with clairaudience. Only a wish gnomes. The DM should discourage this
5u. Uthions library and workroom. spell (or similar magic) can restore it discovery or else prepare this under-
to working form. world ahead of time.
You climb through the trap door and This is the cave in which Sir Hujer
enter a massive library and work- 6. Hot Springs. This is a old lava vent died after the deep gnomes found him.
room, occupying all of this level. that serves as the heated water source The gnomes know nothing about Flame,
Rows of shredded, crushed books for the crater. but buried deep in their ancient records
once priceless lie on the floor. Piles is a metal tablet which describes how a
of glassware and spell components J. The Big Valley great fire beast came from the sky
have been swept into the corners. A and snatched a group of svirfneblin
few large chunks of crystal clear This long, lush valley is heated by a
workers. They were never heard from
glass lie on a piece of red velvet cloth stream from a hot spring that flows
from east to west. It is a safe haven, but again. The tablets date (when trans-
in the middle of the floor. A wooden lated into the local calendar) indicates
stand lies beside it. A large hole is in as with Lake Deriun (area D), the
chance for wandering monsters should this encounter occurred about 110
the ceiling, opening through the human years ago.
wooden roof to the outside. be doubled (i.e., 2 in 6). The DM may
wish to add his or her own personal
DUNGEON 59
INTO THE FIRE
L. Statue of the Child (area A). No one here knows anything kings reach and influence far exceeds
more about the missing patrol, and all his actual supplies and resources. The
A 30'-tall statue of a young girl, sitting are busy making preparations for a sages of the royal library are perhaps
down and crying, rests on a ledge about possible invasion from the west. This the most knowledgeable in the land; if
50' above the pass. The workmanship is would have been the final stop for the information exists on a certain topic, it
human and very old. For more on this now-missing patrol. can probably be located among the
statue, see area M. The post commander, Sir Erikksun, numerous tomes and scrolls in the
orders an escort for the characters back sages keeping.
M. Pass of the Parents to the capital if the group has completed There are a number of spin-offs possi-
its mission. The commander may also ble after the characters finish their
At the entrance to this pass into the send a force to investigate the dragons main task, the most obvious of which is
mountains stand two gigantic statues. cave if the dragon has been slain. Any to track down the missing prince, now
A 100 man (to the west) faces an extra treasure found by the investiga- 24 years old. This could be developed as
equally tall woman (to the east), their tive patrol will be recovered and a detective story or a rescue mission (or
arms reaching toward one another with returned to the fort, to eventually be both).
palms up, obviously distraught. The sent to the capital. The characters may also have recov-
workmanship is human and the style, ered the false treasure map from Jalus-
an ancient one, fits that of the childs Concluding the Quest sas private papers (area 4d). This was
statue in area L. All of the statues have written long ago with the intention of
been carved from living rock and are Should the party successfully defeat sending his enemies or any mutinous
well supported by surrounding rock. Flame, determine that there is no real crewmen into a deadly trap as payment
The statues are non-magical. These invasion, and recover the documents for their treachery. This adventure
works are so old that not even the elves detailing the fate of the young prince, could be quite dangerous, but the trip
know anything about their origins or the king is incredibly grateful and very itself might prove profitable.
their purpose. receptive to any requests from the char- Jalussas personal papers also provide
acters. It is highly unlikely that the the DM with an ideal medium for clue-
N. Fort Wheelan party members will ask for money after dropping and adventure prompting. A
finding so much in Flames lair, but wandering group of pirates could have
This is another frontier outpost, identi- spells and magic items are always on recorded the location of hundreds of
cal in almost all respects to Fort Silan characters minds. Remember that the interesting objects, places, and events
on the high seas which could lead to
prolonged voyages if the partys in the
mood.
If the svirfneblin were discovered, a
number of related adventures can be
designed including the establishing of
trade with the deep gnomes, alliances
with them, quests to help, them against
their enemies, etc.
Finally, the encounters listed in the
section entitled The Adventure may
be expanded into adventures in their
own right. are more trolls on their way
north? What will become of the bandit
gang? What of the ogres and undead
beings? The characters may find that
they have much to keep them busy in
the Western Mountains.
60 Issue No. 1