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It's hard for me to imagine, but the earliest The adventures themselves ranged from short

issues of the Polyhedron Newszine didn't encounters to full-blown campaigns that


come with a free module. spanned multiple issues. Many of the earliest
adventures were reprints of tournament games
The RPGA Network was founded in 1980 “to used in RPGA-hosted conventions. A few were
promote role-playing in all its forms and even given that ultimate honor of being re-
provide activity centers for its members to published as stand-alone modules and sold in
engage in this terrific hobby.” It helped players bookstores alongside other TSR offerings like
keep in touch and find new groups (an S1 Tomb of Horrors. While a few were written
especially useful feature before the Internet), in-house, the majority were submitted by the
ran tournaments, and generally advocated the readers, and their settings ranged from generic
spread of the hobby. It also – starting in 1981 – fantasy campaigns, to the Forgotten Realms,
offered its own newsletter – the Polyhedron Greyhawk, Al Qadim, Ravenloft and even the
Newszine – which featured reviews, articles, Spelljammer setting.
playing tips, and – most memorably – a free
adventure in every issue. By the mid-80s, however, Polyhedron's unique
offerings were eclipsed by its sister publication,
But it is the modules that I remember most Dungeon Magazine, which was offered two to
fondly, and what I most associate with the four new adventures in each issue. By the early
publication; a Polyhedron without an '90s, it was becoming more common for issues
adventure seems as incomplete as peanut not to include a new module and ultimately,
butter without jelly or a beholder with only Polyhedron itself was rolled into Dungeon
nine eyes. The other articles were well written Magazine. It was an unfortunate loss since,
and often useful, but receiving a “free” while Dungeon may have bested in quantity
adventure every other month was the reason I and equaled it in quality, it never quite
remained a member of the RPGA, even though matched the Polyhedron adventures in variety.
I made almost no use of its other benefits.
Lost Adventures Volume II is the first of two
Not surprisingly – as both the RPGA Network in the Polyhedron Archives and includes all the
and Polyhedron were owned by TSR, Inc. - the D&D and AD&D adventures first printed in
bulk of these adventures were written for TSR's Polyhedron issues #16 through issue #58.
own game-systems, the most prominent of Volume III will include the remainder of the
which was the immense Advanced Dungeons D&D adventures through issue #123, and
and Dragons game. But there was also a Volume IV will round out the set with the
smattering of adventures for other systems – adventures for systems other than Dungeons
ranging from TSR's own Boot Hill, Top Secret and Dragons.
and Marvel Super Heroes games – to games
from competing companies, including So enjoy this first round of eclectic and
adventures for TORG, Paranoia, and Star Wars imaginative quests from the lost annals of
d6. These mini-modules were great Polyhedron.
introductions to the alternatives available at
the time.
Table of Contents

1: The Riddle of Dolmen Moor 15: Ravager Part 1: The Dark Crypt
The epic Prophecy of Brie Discover the secret of an immortal bandit
AD&D, Levels 4-7 AD&D, Levels 5-7
Bob Blake, Polyhedron #16 Jeff Grubb, Polyhedron #30
2: The Incants of Ishcabeble 16: Ravager Part 2: Lord of Dust and Death
The Prophecy of Brie continues Defeat the bandit before he can complete his evil plan
AD&D, Levels 4-7 AD&D, Levels 5-7
Bob Plake, Polyhedron #17 Jeff Grubb, Polyhedron #31
3: Llywelyn's Tomb 17: Maiden of Pain Part 1: The Sword & the Anti-Hero
The next episode of the Prophecy of Brie High adventure and intrigue in Mythic Finland
AD&D, Levels 4-7 AD&D, Levels 8-10
Bob Plake, Polyhedron #18 Robert Blake, Anita Frank & Rex Zin, Polyhedron #33
4: ...And the Gods Will Have Their Way 18: Maiden of Pain Part 2: Revolution
The saga of the Prophecy of Brie concludes Intrigue is afoot on the eve of invasion
AD&D, Levels 4-7 AD&D, Levels 8-10
Bob Plake, Polyhedron #19 Robert Blake, Anita Frank & Rex Zin, Polyhedron #34
5: The 384th Incarnation of Bigby's Tomb 20: And All the King's Men
A “new” module created for the 1984 Winter Fantasy TA bonus adventure in the realms of Finnish Myth
convention (AD&D, levels 15-25) AD&D, Levels 8-10
Frank Mentzer, Polyhedron #20 Robert Blake, Anita Frank & Rex Zin, Polyhedron #35
6: Witchstone 21: Maiden of Pain Part 3: Pilgrim's Pool
The GEN CON South 1983 RPGA Tournament module The conclusion of the Maiden of Pain series
AD&D, Levels 8-12 AD&D, Levels 8-10
Carl Smith, Polyhedron #21 Robert Blake, Anita Frank & Rex Zin, Polyhedron #36
7: In the Black Hours, Part 1 22: Escape From Demoncoomb Mountain
A unique module from GEN CON South 1984 Hugo Hapless has lost his way in the dreaded corridors
AD&D, Levels 6-9 AD&D, Levels 2-14
David Cook, Polyhedron #22 Jay Tummelson & Lew Wright, Polyhedron #38
8: In the Black Hours, Part 2 23: Wedding Party
Part 2 of the GEN CON South 1984 sponsored module Help a bride reach the temple on time!
AD&D, Levels 6-9 AD&D / Oriental Adventures, Levels 6-8
David Cook, Polyhedron #23 Robert Farnsworth, Polyhedron #41
9: The Lighter Side of Encounters 24: The Charleston Academy
Has your campaign grown too predictible? School's in session, but the mayor's son is missing
AD&D, various levels AD&D, Levels 5-7
Skip Williams, Polyhedron #23 Skip Williams, Polyhedron #42
10: Needle Part 1: Ruins of Empire 24: War's Tide Rising
The 1st installment of the popular GEN CON 17 tournament A quick and dangerous action-filled battle scenario
AD&D, Levels 8-10 AD&D / Battlesystem, Levels 4-7
Frank Mentzer, Polyhedron #24 Thomas Kane, Polyhedron #44
11: Needle Part II: Retrieval 25: Working for the Wizard
The epic adventure continues with a unique mission Just pick up a few ingredients for the wizard Buvarik
AD&D, Levels 8-10 AD&D, Levels 6-8
Frank Mentzer, Polyhedron #25 Dan Kramarsky, Polyhedron #45
12: Needle Pt III: The Powers That Be 26: The Bell of Zetar
The conclusion of an epic adventure Retrieve an antique treasure from the clerics of Apollo
AD&D, Levels 8-10 AD&D, Levels 3-5
Frank Mentzer, Polyhedron #26 David Schnur & the Circle of Swords, Polyhedron #47
13: The Great Bugbear Hunt 27: Cataclysm Part 1: Felicide Decreed
Search for your spellbooks in this wilderness mission Recover a priest's belongings from a cat-burglar
AD&D, Levels 5-7 AD&D, Levels 3-5
Frank Mentzer, Polyhedron #28 Michael Selinker, Polyhedron #48
14: The Camel's Nose 28: Cataclysm Part 2: The Last Bastion of Bast
Carry a sacred artifact in this light-hearted adventure! The Cat-aclysm continues
AD&D AD&D, Levels 3-5
Michael D. Selinker, Polyhedron #29 Michael Selinker, Polyhedron #49
Table of Contents

29: Counterfeit Dreams


A Living City tale of misdirection and revenge
AD&D, Levels 1-3
Skip Williams & Jean Rabe, Polyhedron #50
30: The Caves of Confection
Face the forces that lurk in the local sugar mines
AD&D, Levels 1-3
Rick Reid, Polyhedron #51
31: Torrand's Tribulations
The Hirelings find themselves on a dangerous quest
AD&D, 0-Level Characters
Wayne Straiton, Polyhedron #53
32: Easy Money
Catch a golden bear for the Big Top circus
AD&D, Levels 4-6
Jay Tummelson & Lew Wright, Polyhedron #55
33: Winter Holiday
The Winter Holiday rests in the hands of the merry heroes
AD&D, Levels 7-9
Steven A. Hardinger, Polyhedron #32
34: Rakshasa
Villain, Villain, Burning Bright
AD&D 2nd Edition, Level 11
Christopher Mortika, Polyhedron #57
35: The Legacy (AD&D)
Find a wandering gnomish heiress
AD&D, Levels 3-5
Kevin Meika with Keith Poister, Polyhedron #58
NEEDLE
PART III: THE POWERS THAT BE

by Frank Mentzer

An AD&D® module ior 6 characters oi levels 8-10

.- -"..
BA.CKGROUND .'OR THE OM 10 squabbling a mon g the msctvcs. T he spiders believe tlt:1I th is was
; aused .by an i.nnale lack o f wo rthine~ on the par! o f t he frog race.
"Needle" i.'l a three -part ad ventu re . 1\ i~ the story of the di s<:ovcry r he spiders wtll o pe n the t rade roUle If the human and clem i-
o fan aru:ienl obelisk, o flh c greal l a ~k of movi ng iI, and o f Ihe human ambas.~ado rs (the cha nlcten ) pass a simple te~t of courage.
con$(:qucncc! . J USt as huma n nature varies - Gom!, Ne\Jlrill, an d Evil _ so
In Part I , " Rui ns of Empire," lhe player characte rs vol unt ee red docs the nature of the spider race. And it seems !hili the bad KUY s
for it sp("dal mission for th eir K ing:. The royal cars had heard have kidnapped th e good princess a nd arc holdin g he l' for ransom.
rum o r~ of a gn~ al mag ical dev ice , an o belisk, located in " rilf land. Sht is being guarded by a drago n, ofcoursc . An d to prove their
I, wa.~ supposedly amidst th e ruin s ofa once-great empire , now 11 mettle, in the grand tradi ti on nfsto rybook fanta sy, !h e heroes ml lst
d t nscj un gk. The kin g want ed m ore information about Ihis rescut !he princes~ ilnd sla y th e dra gon .
ru mo red empire and obelisk , if th ey exiSted. If the ch aracter~ refuse , th ey wi ll be returned safdy to their
The PCs sailed to th e rar jungle, where they encounte red seve ral home, bill th c !Tade route will not be opened. [f they coo pe ri"e and
oddjungJe (feat ufes, mel the local nal ives, a nd found the ruin ~ nf a successfull y rescue thc pri ncess, the ehara clers will retu rn home
lost civ ili zati on. The obelisk W ;l S there, and it was still in perfec t wit h tht good will of Ihe spiders , b ring ing the benefits o f trade . T he
condition. prOiected by a force field , II swod amidst a large maze, trade goods offe n.'CI afe a stro ng new metal (silicon·sted) a nd a new
also pro teClcd , To gather more information , they pe nclrated the weapo n Ihat throw, dead ly beams oflight (Iightwand) . JJ yopening
maze , evadi ng ils deadl y traps a nd solvi ng its puzzles. In the center the trade route , the cha raCte rs will receive a pe rcentag e of alilhe
orthc maze, they found th e controls fo r the force field a nd more profi ts and a few free samples bes ide~ .
due s to the ancient empi re. Thc PCs sai led home wit h the good
news. PLAYERS'BA.CKGROUND
8m the y had just begun th eir .::p1c adventure. I n Pa ri 2,
" Retrieval," the king ordered th e JlMty to retu rn to the jungle 1l l1 d Several yea rs ago, when you were all novice adventure rs, yo u
retri .::ve th e obelisk . H is advisors prepared an elaborate pl;.n for Ihi~ joined an adv enturers' guild known as SMA RT - th e Sy ndi ·
mon umental task, and a crew of Over 150 me n was dispatch ed ca tt of Master Adv enture rs for th e Rccovery of Treasure.
und er th e PCs' dircction. T he one million pound obelisk was lifted, Though stran gers then, you came 10 know and respec t each
dragged to Ihe shore, and towed home by ship . But, disease a nd ot her's talents ove r the ye ars. It is in your own best interests 10
jungle c ~alures th reatened th e mi n ion 's success. The local natives keep good rela tions with the SMART o rgani r.a tion and mem·
(frogli ke hu manoids) were re stless, liS well; some believed the Nee- bers.
dle to be sac red, and objected to its remova l. Two na tive tribes were You, of man y volunteers, were selected by the S MART !cad·
also in conflict ; both sid es asked the PCs for aid. The obelisk mov- ers 10 serve the ki ng by finding a huge obelisk loca ted in a far
ing operat ion was completed j uSt in time ; the massed nati ve hordes land - a place once powe rful but now in ruin s.
storm ed th e beac h as th e PC ships sailed o ff. And on the voyage In Part I o f this adve rlillre , you sailed to th e rumQred loca-
home, they were auacked by pirates , se nt by a rival kingdo m cove t· tion , pushed throu gh de nse and dangero us j u ngle, and fou nd the
ing th e obelisk. obelisk standin g am idst an ancie nt maze, protected b y a mys tica l
In Par( 3, " The Powers That Be," the obelisk has been safel y force field. Around it, you found tra ces of th e once·g reat civili ·
erec tcd in the king's palace square. At th e first futt moo n , however, za tion , now long go ne. [n the ma~e, you found the co ntrols for
a ma gical doorway appears in its base. The king orders the cha rac- the pro tective fi eld ,md rescued a powerfu l magic· user. a friend
ters to enter it and find out what 's go ing on. T he pes find them - o f the kin g. You presented the good news to the kin g u pon
sc lvc~ in a subterranean world , and meet a ~ tran ge race of returning. Thcn he an noun ced that you had to go back a nd get
interplanar traders who ha ppen to be intdligelll spide rs. The spi· the obelisk . Monta na the (dwarf) decided to seck new ad ven-
de rs' home is soon revealed to be II moon of the characters' world tures, and Digger (the gnome) mysteri ously disappeared a fter
- the Needle is a transportation device! The spiders a re eage r 10 trying to extort money from Slim for th e return o f his spell
trade with the Earthlings, but the PC s Im.!! t fi rst prove thc cou rage books.
a nd worth o f their races. They must rescue the spider-princess from In Part 2, the re mainin g six of you led the king's expedition
he r evil caplOrs and sla y a dra gon in the process. H opefull y, all gocs (almost 150 men in 3 ships) back to thejllngle. After a long 9-
well , a nd the cha racters retu rn to Earth with new wea pons, great wee k ope ration, compl icated by problems wilh the niltives a nd
trCil$u res, and the good will of the spider race. local fauna, you 'et sa il with the obelisk in tow. A gro up of
pirates tried to capture it ell ro ul e home, but you mana ged to
thwart their ilI-faled attempt.
Notes ior the OM The obelisk was laboriou sly towed to Royal Square, Ihe palace
Befo re startin g play, be sure to review aU the creatures used in this co urtyard . where a ma gnificent pedes tal had been bu il t for it. In
~cena ri o. Detailed descriptions ma y be found on page 20. See abo another great operation , th e obelisk was raised a nd sa fely
page 21 for details on calculating the specifics of the Chak trade mounted in its new location . The king was extremely pleased; he
agree ment with the PC s. grandly bestowed useless ti tles o n alt of you , accompan icd by
ve ry useful cash (a no th er 5,000 ~p each).
Characters It is now 2 wceks a fter you r tTiumphant return . Though lirst
" Needle" is specifi call y desig ned for the characters providcd in Part ha iled (and pestered) as heroes, you have now been nearly for-
1 (Issue " 21). If you do not usc thOlie characters be su re that your gOtten by (he cityfolk and the king, and a re basking in the lux-
pCs are eq u ipped 10 handle the need s that arise, especially includ- ury of anon ym ity once aga in . T h is nig ht is a busy One here in
ing those of communication, ma gical cu ring, and magi cal attacks. the common roo m of SMART headquartel"ll. You a re ha ppil y
Also, review the enti re module, a nd modify all the referen ces 10 th e relating the talc of your travels to novice ad ven tu rers, swi lling
PCs prov ided. You must also creat e different resolllIions 10 some o f free brew, and generall y enjoying the admiration of your fellow
the plot complications. Fo r exa mpl e, two of the PCs from Part t are membe rs. The light of th e full moon streams throu gh the win-
nOt prcsent in Part 2 , but reap pcar in Part 3. dows, lending its air of mystery to the proceedings .
Sudde nl y, a messe nge r bursts in . "The kin g dClmmds yOUT
The Story prese nce al once !" he cries. " Blond y! Slim! Smiley! Ghos t!
Blaze ! F'inder! Follow til e!" There arc groan s from yo u r listen-
Begin the advent ure with an a udie nce wit h the king. A magical eu, but you have no choice but to accompan y the messenge r.
doorwa y has appeared in the obcJi~ k. a nd the king blames the char- You are quickl y ru shed to Ihe Great Hall of the Palace fo r an
acte rs for this new proble m. He orders tltem 10 enter the obelis k immediate aud ience . It loo ks as though you will have to perform
and lind out what's wrong with it. whatever task must be done to placate the king's whim s Ihis
The obelisk is a transpo rtation device which will send th ose who thi rd time, kee ping an party members alive throu gh the p rocess.
enter it to the moon . T here , the cha ra cters will mee t Ihe local resi· You a re ushered into the Great Hall for a royal aud ie nce,
dents, a nation of powe rful a nd intellige nt phase spiders , who are Bdote ent ering, alJ you r weapons, devices, and spelJ co mpo·
quit e pleased to see them! T he spiders have an illlerpla nar trade nents are left with th e roya l armo rer (a standard practice) . The
empire and are eage r to begin trade relations with the humans. hour is late, and th e king is nea rly alone; only 8 guards arc
H oweve r, thei r last Ea rt h cu stomers, a na ti on of froglike beings, fcll prese nt, along with l o rgeJ (the kin g's friend and advisor, whom

.. b.u .. -:;to
you rescued from the jungle). i1ut th<: king is upset. As you 2 . A .... ival
erHer, he shouts, "YOU! It 's all YOUR faull. T hat gizmo of
yours is going to destroy us all!"
YilU suddenly lind yourselves in a large room, standing on a
large, irregular, yellowish metallic object of some kind, about
LAND OF THE CHAK 10' above a reddish Illetal Hoor. t\ sleep ramp descends down to
Hoor level before you. All around you arc hundreds of shiny
Note .. for tbe OM black spiders , each about 4' across. T hey nearly fill the noor of
The King's Wrath Ihe room, which is about 100' square. Dozens of ligh t sourc<:s
arc scallered around the room, appa rently held by the spiders;
After much ranting and raving (which you can role-play to the hilt), they arc brighter than candles, but dimmer Ihan ma g ical light.
the problem is revealed. At moonrise this very night ~ the first It is enough, however, to sec thai Ihe walls are also ol' natdy
night of the full moon - the obelisk staned making a strange hum - decorated metal, and the smooth metal ceiling is abollt 20'
ming noise, and a misty gateway appeared at the base of one side. above your heads. There arc no visible exits .
Once he calms down a bit, the king demands that the characters What do you want to do?
enter it and find out what's going on. Torgel doesn't help matters,
suggesting th,\{ the device may be a ponal for an intcrplanar inva-
SIon . The characters are not yel aware that they arc standing on Ihe
The king insists that it's all th<: fault of the characters, that they broad back of a brass dragon, which is curled up into a sort of altar.
will be held responsibl<:, and that they M UST enter the thing this The steep ramp in front of the characters is actually one wing; the
very night, before anything happens. If necessary, the characters other is folded nat to the body behind the party. T he dragon's neck.
will be seized, imprisoned, and subjected to Torgel's geas sp<:lIs (2 heild, and legs arc tucked neatly underneath, and arc not visible at
per day maximum) until they agree to cooperate . this time.
Now that it has been activated, the portal will remain for I There are over 200 Cha k (rhymes with "jack" ~ a raCe of intelli-
month. When the characters agree to enter it, the king has all their gent phase spiders) crowded into this room. They have been aWilit -
belongings brought to the Great Hall, so that th<:y may equip them · ing the arrival of the characters.
selves. [fthe party attacks, the dragon will lift its head and breathe sleep
gas . You may run the banle if you like, or simply summarize the
Preparations outcome. All characters who do not eventuall y fail a sav ing throw
vs. Ihe dragon's breath and fall asleep will be overcome by the
Give the T reasure sheet to the players, allow them to lake whatever
massed hordes ofChak, who will capture !hem and rende r them
items they wish, and divide them amongst the characters for travel.
unconscious. The characters awaken later, in a cell (sec Prisoners).
Everyth in g may be taken, if desired ~ even the tin man. Encou r-
If the party takes no immediate action, soft clicking sounds start
age players 10 take 10 minutes, at most, to review, decide upon,
coming from the spiders, increasing in volume to a loud din, which
and divide these items. lasts for about a minute and then subsides. (Th is is applause.) The
Assume that the characters have NOT cast any spells yet this
eharacters then become suddenly aware that all the spiders are
day, an d arc carrying a stand ard spell selection (tha t chosen before
sitt ing down , somehow, because one of them ncar Ihe p,lrty "an<i~
play begins). The PCs may refuse to enter the po rtal until !hey have
up, rising a foot or twO above its fellows . It addresses the charac-
studied spells, causing a 24-hour delay as deseribed below.
The PCs will not be allowt."t:l to cast any spells preparatory to te rs, in (human) Common!
entering the obelisk until they arc at the portal and otherwise r<:"dy 3 . Reception
to go. !fthey exp ress a desire to cas t preparatory spells at that time,
Torgel will first cast a wall of(orce a round them, encasing them
next to the portal. The characters may then cast all they like , and The spider speaks. "Greetings, travele rs from the great and
enter. [fthey do not enter before the duration of the wall o((orce noble planet of Earth! We welcome you w ith open legs" ~ it
ends (23 rounds), they will be stripped and imprisoned for another demonstrates by waving its twO front appendages ~ " in the
day, and then equipped and prepared in the same way. name of ollr g real and glorious king, Sarkum of Tatz. Gee whiz!
It's great to have you here."
Finder The spider turns and starts bobbing and noddin g madl y at the
ffyou arc using the pregenerated characters from Part 1 (Issue r<:st , and cries of "Gee whi z!" come from most of the creatures
#24), brief your Finder player in private before play begins . •'ind- pr<:sent. The .leader waits for them to die down, then turns to
er's church has become interested in the obelisk, and has, through you once agalll.
commune spells and ot her magical efforts, determined that it is a "I am Ackack, spokescha k for our humble race. Gee whiz!
gateway to another world. The church has summoned Finder and Please allow me to personally welcome you 10 the land of Tat z!
instruc ted him 10 ensure peaceful and profi table relations with any Are you violent or hostile?"
alien rac<:s the group mig ht enco un ter. If necessary, he is to reveal
his true Charisma and take charge of the negotiations. However,
T he odd and effervescent speech of the Chak m ay give the impres-
Finder must not reveal this information to the kin g or the adventur-
sion of fool ishness, but this is no t the case. Although they arc virtu -
in g party before embark ing on the mission.
ally bubbling with friendliness, the Chak afe a sh rewd, highly
Role-Playing intelligent race. They fully expect th e characters to react with cau-
tion, and will not react adversely to spell casting of any sort, nor to
The dialogue with the Chak can be a source of much entertain- weapons in hand. If the characters allack, however, the dragon r ises
ment, especially if you take the time to perso nali ze the N PCs. For and breathes, putting all the PCs to sleep (see above).
example, try using a bright, happy voice for Ackack, and a low, t\c kack is interested, at the moment, in identifying the racial
grav ell y on<: for K ing Sarkum. (One tournament OM got a great makeup of the party. H e has met hum ans before , bllt not demi -
deal of mileage from the conversations by assuming tha t Sarkum humans. H e will answer a few questions, if asked, but will insist on
was not as well-versed in Common as his son, and would often getting the answe rs to his.
falter in the midsl of a sentence, think for a moment, then cont inue After the opening speech, Ackack urges the cha racte r s to descend
after a murmured conve rsation w ith Ackack.) from {he "landing platfo rm" and join the Cliak. If they cooperate,
aller a murmurea eonversatlon wllO Ackack.j they will be surrounded and touched by most of the spid ers present.
This is a form of greeting and also a means for the Cha k to get the
Enconnter Key scent of the characters. The Chak will be uneasy un til they do this.
1. Start No harm comes of it.
Du ring the course of subsequent conversation, Ac kack will seek
The charac ters temporarily lose all their normal sen ses upon enter- answers !O the following questions:
ing the ponal. The nextlhing they know, they are "II standing
intact in a new place. a. What arc the characters' n"mes and races?

POLl'URDIiON
h . How did Ih ey gel here? (And Ih';TI, how did tlw y gC I the 4 .•.,eaving" 'U.tz Hull
obcJi~k ;»
c. Do h um ans and dc m j·h \1Ill1l o s con IC in va rio u$ ~ i 7.<;I. \V ha te ve r op tion is chosen . the cha racters will be esc orted fro m the
I-I all by Ac kac k a nd mos l o f the C hak pre5C nl.
sh:l l'cs. a nd sexes?
II Arc the re " good" and " bad " hum ans and dcm i-h u man s,
o r il rc th e y a ll o f v ne phil os() ph y] Ack ll<.: k produces a meta l cu!ler from his und erside . You re(lli ze
c. Do ,m y o r 1111 of th e ..: h'II'acle rs usc a po we r co mm o nl y th aI he, and prc~uma bl y all of the Chak, have pouc hes, simila r
kn ow n as " m agi,"? to those of kan ga roos. The cutt cr is idcnt ka l to Ihe one yoo
f. Arc the cha racIC rs. o r the ir rul en!, int e rested in m a teria l found in the maze . Ackack climbs the fa r wall an d q uickl y Cul S a
wc,lhh ? 6 ' dia mete r hole in it , re veal ing n nak metal ·shcathed IUn nel of
Ar k"ck will re vea l thc followin g thin gs durin g ,:;ofl\'c rSlitio n : th e sa me size.
a. His race is called the C ha k.
b . The Ch,.k arc travelers a nd traders. voyagi ng between the If the characte rs mention or produce their cu tte r, not e Ihe unfavo r-
planets and \'cry planes of existe nce in thei r pu rsu it o f COIll- able rei u ll$ as d escribed above (comments about curiosi ti es).
mc ree . ,\ ckack leads the part y rrom the Hall . H e ,lOd th e part y arc sur-
c. Th e eh ak hav e traded wilh Earth in the past, but Iha l trade round ed at all titlle~ by many other Chak with th e re mainder fol-
Slopped when Ihe Earth peo ple had a ci vil wa r. (Ackack will lowing be hind . Tho.: dragon rcmains in Tatz '·b!1.
desc ribe th e frogli ke beings if questi om:d .) 5. Tunnel World
d . T hc Ch,lk would like to resu me t raJ e with the huma ns and
demi -humans a~ soon as possible. It soon b(:comes appll rcnt that the C hak live in (In unde rground
e. The " ped es tal " upo n wh ic h the chllrilcters arri ved is a bra ~ s conlJT111nit y of tunnels and room s, all lined with nak metal . During
dragon. His na me is Tall ywl. (Upon hea rin g his n;LJn c , the this entire advcnture , the charaCtCfll arc ncve r perm itted to roam
dra go n gives a sno rt and sits up. He canno t speak .) the tunnels at w i!! , a nti thus maps of them a re not needed .
f. The obelis k is a dC"ice co nst ructed by th e Cha k. It is a If the characteu (stupidl y) want to a ttack while in the tunnels,
teleporter. warn th e pla yefll th a t no good op portunit y exis ts , and try hard to
g. The obelisk ca n receive, as well as send , but th e C hak will d isco ura ge this. Sevc rlll C h<1k to th e rear hav e (unnotked by the
not send the pa rty back until the characte rs have spo kc" with characlers) armed their lightwands, Jnd they arc pre p ared to
King Sarkum himself. destroy the party if troubl e arises. In addition. the Chak tlear the
Char:IClers may attack with their poisonous bi tes.
In add ition , if th e characters show ro me o f their " curiosi ties" to
t\ c;kack , he will com men! o n thcm : 6. Roya l Audience
Coins: The ~e are all coins or Ihe Chak rcalm. Each i.~ made of Ifthc characters have been put to slecp by the drago n's b reath and
th e standard reddish metal, called NAK , and named afl er thc captured, they will still receive th e same treatment as given below,
kin g (Sarkum). "Garsh a Koo" is Chak la ngua ge fo r " Gee bUi will bc brought be fore the kin g absolutel y naked and une'
whiz!" (I"ip pcd .
The 4 worn coin s arc at least 10,000 years old ; th e mel al docs
nOI wear down (]uickly. The C hak offe r th e charaClers 5 no rmal
Sarkums for each old one . The Chak al ~o have sm;!\! tenTh · The C hak escort yOIl throu gh the sleek nak -metal corridors. You
S"rkum coins, rInd will show them for comparison . pass occasion,,1 side rOUies whe re even more spiders sc urry
Bo nes: The holes in the skulls were made by a light wa nd , about , all apparentl y busy. SOIllC Stop 10 wat ch your passage,
identical to th e one posseSlied by the characters but with a minor and then co ntinu e about their busine$!.
att achmenl . Man y of th e C hak prese nt carry light wands, but Afte r about a half· mile of travel , you come to a large arca
will nOI demollstrate th eir function at this timc. (still lined wilh nak) with a 20' square hol e in the wall ahead .
The fOllr-a rmed human oid skeletons arc those of E<lrth crea· Passing through this, you arrive in anothe r large chamber,
tUTU called glo mme rs . This is an unnatural breed , similar to o rnat ely adorn ed a nd oc:cupied by dozens of Chak . At the far
norUlal Ea rth apes, but crcated by sOllie t:vil Chak. end is a greal spidenveb, and in its ce nter is a hu ge spider, at
Tin Humano id : This is a metal golem ofChak construction , least 10 ' across . This must be King Sarkulll himself! The kin g is
a nd it can be activated by the proper command word . The oil surrounded by a do;o;en large Chak, each about 5' across and
can i~ of no us e. The command word is known to the ki ng's each holding a lightwand.
advi sor. Ackack speaks. " Hail , 0 great and powerful Sarkulll , most
Spider Amulcl : T his is a relic belo nging to the bad gu ys. splendid or Tatz, C hak-fath er, Supreme Ruler, Conqueror of the
t\ ckack will oITc r no clarificat ion at this time. Inne r Planes! Gree tin gs, Father· mine, Wisest of Wise , Strongest
C utter: [fthe !lak cutt er (8 W long with rollcr and blad e) is of Strong , Eater of Foolish Guests! Gee Whi z!"
di splayed, ,\ckack \Vi!! insist that the party must turn it over. It Sarkllm replieg, "Cee Whiz! " in a deep, rumbling ban voice.
is a taboo item fo r outsiders to possess while within Sarkum 's All th e Chak in thc hall immedia tel y fall to the floor and ccho
Palace , but it will he returned later. If m::cessary, the Chak will thc words " Cee Wh iz!" three tim es in choru s.
swarm over th e party to ret rie ve the item , and the d ragon is
alwa ys there with his sleep b reath. Howcver, if th e characters do
not reveallh cir possession o f a cutt er, no problems will arise; it If th e PC s do nOl do Ihe same, they are cued by whis p er, and tugs
will not be found . from th e Chak around them . A simple kneeling will do, but full
prone position will please the kin g the most. Adj ust the following
Ackack will politely admire an y other ite ms shown , but has no
comment a ry as needed if the cha racters arc not prope{ly re spectful
special commenlS about them . H e will poli tel y d ecline to give
to this foreign mona rch .
anSWefll OIher than thme noted above, saying that the kin g (o r his
court ) will surely clear everything up . ("G ee whiz! " )
I\fter the above topics arc covc red, Aekack suggests tlHlt the Sarku m spea ks again. " Gee Whiz! Rise, our people and
characters ma y rest , o r ma y visit the king immediately, if the y wish . guests!" f.veryone ri ses. "Greelings, amb311sadon! Greetings,
( Each option is cove red hereafte r. ) ou r son Ackack. Who a rc our gues ts?" Ackack tells the king
Prisoners (Special) everything you rev ealed durin g th e questio n-and -answe r session
in Tatz Hall. The kin g seems pleased. "YOII have do ne well . Cee
If the characters hav e attacked the Chak at a ny point, they have whiz! We never liked those frogs anyway." Snrku m then turns to
bee n put to sleep b y the brealh of l "llllytal. or have been overcome you . "Who speaks for your group ?"
by the massed C hak a nd captured , or bo th . T he y awak en some
time late r, strippcd o f eve ry thing a nd lying in a bare cell . After a
few hou rs, the y arc brought to sec King Sarkum (sec Ro ya l Audi - One of thc PCs mu st !.ICt as spokes person for the part y. Sarkum will
e nce #6). addre5~ th ou person hereafter.

•• .s.u., .Z6
"Gee whiz! We welcome you to T:HZ, and hope th,,[ your $lay is At the rnelllion of this name, all the Ch"k in the room start a
a pleasant one. 'Ne arc but simple m,der folk , and travelers. We tremendous growling, which subsides only after the kin g shouts.
would like you 10 trade with us. Arc you int",rested?·' ' ·Gce whiz!" . Chumley conti nuts.
"Gee whiz. The Black Ch,lk have swJcn beautiful Princess
Keelee, and we are most sorrowful. \A-'e cannot get h<.:r b"ck
7. Trading Session ourselves! Gee whi:.:! As we, the good Chak of·lutz, ally with Ihe
~he rollowing details are revealed in the course of the trading ses- noble lizards - you met old 'lallytal, I believe - the Black
sIOn . Chak wallow and glurnph with the vilest spccimens of (hat race.
Some breathe tire, some lig htning, cold . acid. it is a bar·
a. The PCs may return horne without a trade agre",ment, if piing situation indeed. Cee whiz!"
they wish. If so, thi s will occur within I hour, and the Chak will Cries of·'Gee whiz!" echo from around the room , but the
try cOn1acting some other nation of Earth. Kin g remains silcnt. Chumley continues again, afte r the noise
b. If a trade agreement is reached, the party will receive 1% subsides:
of the price of all goods sold by the Chak, payable in Sarkums to "The evil Gritch - " Chumley is int<.:rrupt"d again, by growl ·
divide amongst themselves. ing. " T he Black Chak leader is demanding many magic items
c. The Chak arc interested in magic itcms, live giant insects for Keelee's return. !f you cannot help us, we must pay their
(food), or Good dragons as trade goods from Earth No OIher awful pri<.:e.
Earth goods arc of in1erest. Refer to the separate section Values "Now, a fcw words about our land. Ge" whiz! You have seen
of Items for prices offered, and note that thcy vary by Sarkulll's our beautiful scenic tunn<.:is, so no description is needed of them.
reaction to the characters. Beyond our humble abode, however, the purity of nak ends, and
d. Sarkum will trade with the characters for items carried the lunnels become rough -hewn and crooked. We will give you a
immediately if they wish, regardless of any trade agreements drawing of the routes to Cri. . to Ihe lair of the m ad Chak.
with the Earth people in general. " Oh yes! Gee whiz! The air we bn'athe fills all the tunnels,
e. T he Chak trade goods offered arc nak (t he reddish metal) but is not found elsewhere. Stay in the tunnel s. at all cos ts! The
and lightwands. (See Va lue of Items, pg. 22, for going prices surface of our world is airless and bleak. We will show you a
and full descriptions.) glimpse of it before you depart.
" T he evil ones appear just as we, but we know their foul
When they hear the prices offered for insects and dragons, the
stench; they dare not corne here, lest we get them , and STOM I'
characters may wi sh to return home, gather some, and r",turn. This
them, and RIP them into little PI ECES and FEED them to our
will not be permitted as yet. If the characters return home without
DRAGONS , and T EA R off th eir LEGS and RITE them and
finalizing the trade agreement, the deal is off, and they will not be
KILL them and. ." During his speech, several other Chak
con tacted again.
have begun chanting along with him and have worked 1hem -
8. The Proposition selves nearly into a frenzy. Chumley stops, suddenly, and things
quiet down. H e con tinu",s.
After working out trade details, and possibl y trading with the player " H umph. As you may not be able to tell the difference by
characters, Sarkum makes another speech. smell, assllme that all therein arc evil. All but Princess Keelee,
of course . Gee whiz! You must find some way to tell her from the
" It is a pleasure dealing with you. We hope that this marks the others, I gu ess. Do not harm her! Even the vilest of the evil ones
beginning of a long and mutually beneficial relationship. do not dare that; cven they fear (he power of our grea t and
"However, we yet have some doubts. The grecnies were also glorious Kin g Sarkum.
fair traders, and pleasant enough at first, but they were unsta - "The evil ones have few lightwands, only those lhey have
ble. We believe that they were lacking in the stuff that makes a stolen from us. They lack our great trade empire, so they cannot
people great. Gee whiz! get nak or lightwands from the-"
"Before we finalize our agreement, can you convine" us that Chumley is suddenly interrupted by a great "ha- R UMP H !"
your people are worthy of our trust and wealch?" from Ki ng Sarkum. I-I e falters, and continues. " Ei ght pardons,
o great Ki ng. An yhow, the evil ones arc not nearly as powerful
as we, and glumph with other nasties to reassure themselves.
Allow the characters to try their best, but Sarkum will not be con- They have slaves, things that look like you. wcll , almost;
vinced by mere words. If player characters suggest a test of (heir they have four arms. Gee whiz! And fear, and l1e(', th e grea!
courage and power, Sarkum will be pleased: he was about to make false one, the Chak that is not a Chak, big as a king, death
the same proposal. incarnate. Reward"
Sarkurn ex plains th e fo ll owing si tuation to the characters. The A n echoing chorus of "beware" co mes from all the Chak
manner of presenta tion will vary, depending on wh"t her he or a present; even the king joins in fo r a moment.
party member suggested the test. " Do you have any questions?"
Sark u m 's daughter (Pri ncess K eel"e of T.·\1:.:) has been kidnapped
by the bad guys and is being held for ransom. If the characters
rescue her, th"y will prove them selves worthy, the trade agreement T he Chak have seen the " great false one", a spider-being as large
will be finalized , and the party will be returned home safely, becom- as K ing Sarkum, in the far tun nels. They know that it is not a true
in g Earth's official Ambassadors to the Chak. To aid them on the Chak, because it smells wrong. It looks vcry dangerous. Other than
perilous m iss ion, the characters may take two free lightwand weap- that, they know nothing about it, but they assume that it is a friend
ons with fully charged rings. A reward of25 Sarkum s per person is of the Black Chak.
also offered. Bargain in g is ignored. The "rock creal\Jres" are simply beings that look like rocks and
If the charac ters decline the offer, they are sent home within a few <.:an hurt you, but the Chak know nothing more of th e m, either.
minutes, and the trade offer is closed. If they balk, suggesting some T he king's advisor knows how to activate and control the tin ma n
ot her service, Sarkum will insist that th is is his only offe r. (a golem). H e will scll this information for 10 Sark um s , or will buy
the golem back for 20 Sarkums. Refer to the Mo nsler Descriptions
9 . A Briefing (pg. 20) for details.
If asked how the tunnels are made, the king's adv isor tells the
When his olTer is accepted, Sarkum introduces an advisor, Chum· cha nKters of how greill purple worms, up to 30' long , are trained
ley, who gives further informat ion. to dig for them . These creatures a re called chom pers. T rained ones
arc nearly harmless; wild ones are very dangerous .
"Ju st as you humans may be good, evil, or neither, so too are
the Chak. Ren"'gade bands lurk here and there in our world, but Before you go, the king adds a final word. " Tfyou come back
the fiercest and worst is a grou p of twenty -one called the Black without ou r dear Keelee, you will have failed, and we shall find
Chak . They are led by the notorious criminal, Gritch the someone else to trade with - people of couragc. Ge e whi:.:! You
Grinder." may leave."

fOOL\,HEDIION
10, View From a H e ight THE T UN N ELS OF TH E
Sume lime before It!'lving for Ihe 1.... ~CUl· mission, (he PCs arc laken BLACKCHAK
10 Ihe Chak ubserv.uory fur" look al (he surfa.:;e world. Usc Ihi s
en':;UUlller whell(;ver il is (;on\'enienl. Note .. fo .. the OM
Wan d ering Monsters
Yuu climb a long spiral r;lInp Ihrough solid rock. m:companied During the rescue mission , Ihe part y may run across wa nde rin g
by Ac kac k and scveral otho.:r Cha k carryi ng ligluwands. T he bowleT1 or wild cho mper.l. Check once du r ing each 120' uf travel .
passage is complelely linL-d with nak . and it linally ends in a wall A I on 1d6 indicates a ra ndolll encounter, wit h either I · " bowle rs
or lhe same IIIcHl1. Ackack produces a cuuing wol, make ~ a (75% ctmnee) or I wild chomper (25% chanet·). Bowlers witl be
small incision. and listens. "No h iss! " he says happily, and seen at 40' range; a chomper will arri ve by tunnelin g frOIll Ihe top.
continues to CUI o pen a circular d oo rw ay. H e su:ps throu gh , Im d bottom . 0 1' eilher side (equ;ol Ch1ll1CeS of each), at a di sl ancc of2' -
Ihe rest (;llIt;\IU5Iy follow. 40 ' (2d 20).
You l"n ler a large hemispherkal dum e of nak, thl" Joorway
bcingjust abuve Ihe 11:1I l1oor. T he d ome is about 60' across . It
Bo wle r: AI. N ; MV 6~ ur sped"l: HD 'h + I (h p 2-5).: AC 4:
is all fealurcle n, and nodling happens. ) hll a ll wait fur" few
TH ACO 20 ' ; IIAT 1 crush; Dmg - bowler hp; SZ S· M : IN
minutes , and th e C hak lig ht wands start to go OUI, one by one.
Sell1 i; ST s 19 , S'I'" 18.
None arc rcacli vliled . Ackack tells you nOI 10 prod uce an y light
Special A!lacks: 50% chance of su rpri~ in g oppon ents wit hin
sou rces. but 10 wail. Finally, the lasl Cha k lightwand blink! O\I! ,
~O '; gai n + 1 ~/ round movelllenito 15 · maxi mu m when charg-
and the room is plungl-d into total da rkness.
mg.
You hear a loud dunk, as if some metal mechanism ha s bee n
C ho mp er : A1. N ; M V 9 -; HD 9; hp 40; AC 5; TH ACO 12; IIAT 1
activaled. Above you, a crack a ppears in the dome; it ha! split
bile/l tail Sli nger: Dmg 2d611d4 + puison (paralys is); SZ L: IN
into two ha lves, and they afe sliding down to eilher side.
'\ ni ; ST s 11 . S' I'" 13.
T here, abuve yo u , is a night sky. A hu ge ball of soft light
Special Attack!: Tail sti ng (s,lVe vs. poison or su ffe r paralysis
beams down from di rectly overhelld . Around it , glitterin g like
for 2·12 turns).
thomands of diamoll{b on black velvet , arc $lars, more a nd
brighler slau th an you have ever witnessed. It i ~ an awesome Notes A b o ut D igger a nd Mon ta na
sighl , and everyo ne stands in sile nce fo r a few moment s. T hen
Ackack sofll y intermpts Ihe silence wil h IWO words, as he ges· Before roun d 2 of this tournament bega n , Digger Iried to eXlon
lures loward the great luminou s orb in Ihe heavens: "Your mone y from Slim for the return of his spell books (u su 'IJl y kept in
home." Digger's b;lg ofhoJding). H is plan was foiled by .mlgic, and he was
fo rced tu run for it, barely t:Sulping wit h his life. H is large hoa rd
was co nfiscaled, and h is life was in rui ns.
T he area to Ihe sides of the dome is visible once the dome cover is Du ring the recove ry of the obelisk, he found M ontana (who had
retracled. The bleak and barre n moo nscape is m arked by hu ge been ex ploring clsewhcrl: and knew nothing of the eXlO rtio n) and
!lIountains, inky black shadows , and a IOlallack of vegelalion , thl:Y j oined an othl: r pa rly for further adve nt uri ng. \.Vce ks la u:r, after
water, o r anything else but rock . The do me it!el fi s a glany su b- the PCs re tu rned wilh Ihl: obelisk and wen: Ihe n railroaded into
Siallce, ba rely visi ble. There is no air outside o f it.
When the PCs a re ready 10 de parl, Ackac k does something to a
seclion of floor, and the halves of the dome cover sla rt 10 rise on((;
agai n . BUI suddenly, a hu ge av ian shape rises from a lun;tr valtey
nearby. ils wings OUIs!TI:tched b ut nOI mov ing. T he creat u re is
heading for the observatory.
" Flee! Flee! " cries Ackac k, and the Ch;lk ru sh OUIIO tho:: ramp.
(T he party should do the same.) Afte r he passes Ihe doo rway. A( k·
ack shou ls, "Quickly! I m ust seal the passage!" He puts Iho:: nak
disc back in place as soon as the cha racte rs a re o ut or the observa-
tory, but he will nOI wail long, 5 0 a nyone who hesilates may be
walled in. Aekack quickly rolls the edges of the doorway disc, scal-
ing it pe rfectly with Ihe CUlling 1001. A~ he docs so, a loud
C RUNCH comes from inside the room .
"Just in ti me!" pa nts Ackack. "Gee wh;:...; have 10 fi x Ihal laler."
I f questioned, he desc ribes {he I WO predatory creatures of the lunar
surface: rock creatures, which sland about 10' talt , and hu ge bi rds
like Ihe onejusl seen , which have a 70 ' wingspread. " T hey appea r
similar to birds of your world ;' Ackack comments, "but have
ad apted 10 OUTS. G reat and fie rce creatures they a re, who do nOt
know fear. You will probab ly nOI encou nter a ny in you r Iravels, bUI
if you do, beware! G ee whiz! They an:: (ailed M oo n Rocs ."

••
emering it, he suggestcd to Momana that togcther thcy might also aged. Nargitch will peer Olll from the new tunnel entwnce to Stee
cnter the obelisk to aid their old friends, if needed. Montana readily who is making all the tfouble. with wcapon (lightwand) in hand If
agreed. the characters attad him. he will rt:turn their attacks, and Glump
T he pair cha((ed wi th Tally tal the brass dragon, evaded the will join in whene\'cr possible. If defeat appears imrninen!, both of
yukky spidcrs (whom Montana hatcd), and headcd off into the the Ch"k will phast· out and return horn e . (Note that their weapons
tunnels. They were eventual!y besct by the Black Chak and got will remain behind if they phase out. )
separated. Digger made the best orthe situation, joining tlw Black It the PCs do not a!lack immediately, the dlOrnper turns AWt\Y
Chak, while M ontana hid in the tunnels, trying to survive. from ilwlll. dosdy follow<:d by th<: keepers. T hey will notice Ih e
Digger is currently working with and for the Blad Chak, and party with surprise, and ask, "\OVho arc YOU ?" They will talk
especially the blue dragon Henku$ (see Encuunter 115, pg. 19). peacdully, if p<:rlJlitted to do so . but will always keep their
lightwands at ready. The keep<:rs will explain that (hcy and Fred
(the ehom per) arc busily making new tunnels, and that this is a
Enconnter Key common practice . I f questioned, the keepers claim that they arc
loyal to K ing Sarkum.
1. Lunar Excursion The Chak chomper-ke<:pers are, of course, Black Chak, loyal to
Characters will be allowed to rest as long as desired before setting Grit ch (he Grinde r. If attacked after initial conversa tion , both will
out on the rescue mission. Give the "latz '!unnc!s map to the play- pm up a good fight, but wil l phase out if severely damaged. (The
ers, and rder to your own map for the upcoming journey. R emem- cham per will try 10 escape by tunneling downwards.) IfsorndlOw
ber to give the party twO lightwands, with fully charged rings. taken prisoner, the Chak will reveal nothing.
Their cash reward will be paid later, if they are successful. If the characters follow the new tunnd created by the ehomper,
C rit ica l No te: If the PCs do not possess a c ut ter, the Chak will they will cross down to tunnel 2b.
lend them one "just in case." Ignore this if the PC s have bought a N

cutler or have I.Irought theirs. Chomper: AL N; MV 9 H D 9; AC 5; THACO 12; #!\r Nil: SZ


:

Most of the journey is along a single ]MSsage which leads to the L; IN Ani; ST s 14, STw 13.
west side of the map. Then a choice appears - the PCs may con- C hak: AL LE: MV 9'21; liD 5 ; AC 5: THACO 15 ; #AT 2 shots
tinue cast by two rOllll!S, marked 2a or 2b on your map. Only onl! or 1 bite; Dmg 2d812d8 or Id6 + poison: IN Average; STs 14 ,
encounter can occ u r on either foute, as given hereaftt·r. Be sure that STw 13 .
a marching order is established, and be aware of party light Special Attacks: Poisonous bite; lighlwands (13 charges each) .
sources, spells running, and so forth.
2b. Rolling Stones
You ga llantly set fOrlh on your trek. A few Chak escort you for
the first mile or so, but then they wish you good luck, give a
final cheerful "Gee whiz!", and depart. The nak-lined tunnel As yo u trudge along, you gellhe feeling you're being watchcd.
continues for a great distance, but finally the limits of civiliza- Suddenly, a character in Ihe rear of the group is slammed for 10
tion (such as it is) arc reached , and the corridor beco mes rough, points of damage. Looking behind, you sec three large boulders
bare rock. You contin ue onward, cautiously, and travel for a few where there was once dear corridor. One of the boulders has just
more hours. Strange thoughts arc in your minds. You arc a long slammed into you, and it has corne to a stop close by. The othe rs
way from home, trapped here u nde r the bleak lunar surface. arc within 20'. What do you want to do?
H ow ironic it is: you began Ihis bizarre journey at the whims of
your king , only 10 be trapped by the whims of another! "Gee The three rocks arc a galeb duhr and two animated boulders. One
whiz", as your new friends would say. of the boulders has just hit a character; the galeb duhr is the one
You coml! to a point where the corrido r branches to the north· furthest i1way from the party.
cast and southeast. And here, lying on the floor, is a broken Caleb the galeb duhr Jives in this general area and has becoll\('
crossbow bah. You examine it with interest and note a puzzling annoyed al Ihe sound of intruders. Using a passwall to enter fro m a
fact: the colors ofthc fletching are somehow familiar. . Of nearby tunnel, he has sent his boulders after Ihe party.
course! This matches the bolts carried by your old friend , Mon- If the PCs attilck, Caleb will back off to maximum (60') control
tana! But she couldn't be H ERE - could she? range while the boulders attack fearlessly. The two anim ated boul-
ders will block the passage of all visible PCs, shielding Caleb from
There arc no traces of anyone's passage in (his a rea. If Finder's attack. An invisible character may snea k by them, if desired. If the
arrow or direction is used, it will point to the northeast passage, boulders arc becomi n g badly damaged, Caleb will ret reat into the
regardless of what is asked. side tunnel. As he docs so, the boulders suddenly stop a nd fall over.
Caleb immediately closes off his escape route with a wall or stone.
2. 1\tnnel Encounter If Caleb is attacked magically from a distance, he will flee imme-
diately, whatl!ver the damage. If he is engaged by a PC movin g in
invisibly, he will drop concentration on rhe boulders and creatc a
You cautiously contin ue through the tunnel, your lights piercing to' pit under the offender (via passwall), and then flee . The charac·
the darkness ahead. The tunnel winds about, eve r turning, and ter must makc a saving th row vs. spells; failure means falling into
you can SCI' little of what lies ahead - or behind. the pit, for 1·6 points of damage, but success indi cates thai the
victim has grabbed the edge of the pit.
If the charac te rs back off and allempt to co mmunicale , Caleb will
Now refer 10 either 2a or 2b, hereafter, as applicable. stop the boulders, leaving them as cover, and will shou l from a
distance. Unfortunately, he does nO! speak o r understand any of the
2a. Worm!
charac ters ' languages. Finder's magical helm will also fail to deci-
pher Caleb's language; a tongues spell is needed . As long as the
Suddenly, about 30' ahead of the front character, the right wall PCs keep peacefull y attempting to communicate, Caleb will keep
of the tunnel caves in! And squirm in g out from it is a huge the boulders from attacking.
wormlike monster, purple in color. Its head is at [east 5' across, If a tongues spell is used, Caleb introduces himself and his two
and rows of teeth lin e ils gaping mouth. It turns its hcad toward hard -headed allies, Thuga and Thugy. (The boulders bow politely
you, but its body is still mostly in the hole it has made. What do when introduced.) Caleb cxplains that he thought the party was a
you wan! to do? group of intruders from Critch, and will apologize if the characters
reveal that they have come from King Sarkum. If asked, he notes
that he met " twO linle 'uns, sana like you; the litt!<: one gave me a
Th is is a 30' long chompe r. It is a tame one, and its two keepers , BIG drink of water from a tiny bonle" (this was D igger, accompa-
Clump and Nargitch, a re dose behind it. nied by Mont ana). H e doc s nOt r<:member other detail s, as all
If the PCs attack immediately, they will nO! be able to hear the humanoids look alike to him. Since Caleb ignores time utterly, he
cries ort he Chak. The chomper panics when attacked , and starts to cannol cvcn estimate when the pair came by - ten minutes ago, or
burrow DOWN into the tunnel floor. It squeals each time it is dam - ten weeks.

POL\,UEDHON
\Vhe n the PCs arc ready to leave h im, Caleb suddenl y says, for ite ms and favors (hat have no bearing here. It is H modifiL-d,
" H ey! Wall! some junk?"' Hc has found 11 oak-metal box, about simple versio n , unable \0 tr~nsmu(e vict ims into mud, lead, or
foot square. Ir:IJJowed, he will retrieve h and give it to the pa rty; he gold .
has no use for it The box is orn~tcly etched (a feat impossible for T he retriever wi1l not leave this room . If th e PCs flttack it from a
the character3 to duplicat", "vcn wid\ a eulter or magic), obviously Ji~wnce, without entering the mOln. it wi Jl lire 1111 it s eyes down th e
valuable, a nd locked (standard chance! of picking). It wntai n ~ 20 tunnel at them, as quickly as possible , and then move to one side,
Sarku ms. The box is worth 5 Sarku ms, o r 750 gp if sold on Earth. ou t of sight. If the cha racte rs Iry to make a Tl.1Il for il. the retriever
Animated boulden: 2; AL N; MV 3 "; HO 9; hp 40 each; AC 0 ; will quickly movc to block the weSlern wnnel.
THACO 12; AT I crush; Dmg 4d6; S2 L; IN Non; ST s 16, Sl", . The retriever has only it I in 6 chance of delt.""C ling an invisible
15 In truder. Howcvc r, once it de tect! one, it can follow easily, but with
Special Ddens,," R es istancc~ as gli leb duhr. the standard · 4 penalty on "to hit" rolls. If an eye ray is used
Galeb Dubr: AL N; MV 6"; H D 9; hp 60; AC -2; T HACO 10; againSt an invisible character, th e victi m gains a .;. .~ bo nus 10 the
#AT I bite; Dmg 2d8 . 3d6, or 4d6; SZ J. (10'); IN Very; STs applicable savi ng throw.
10, STw 9. Note that th e re trieve r has no special immunities an d th at it wi1l
Special Attacks: Spells. di e fa irly quic kly if the PCs a!!ack properly. Howeve r, there may be
Passwall(C 55, R 3", D R 26T, 5')( 8'x 10' dee p) a dcath or two if the players a rc not (U rd ul. C hoose eye ta rgets
Slone Shape (C I r, R Touch, DR Permanem, 20 cuI) randoml y a mong potential vic tims, but try to spread Oll t the d am-
Transmule R ock 10 :H ud(C 5s, R 20 ", DR Id6 da ys per 10' age, not aiming at one charlleter twice. Rel y on melee (those cleav-
cube, Volume 40,000 cu f) ers arc nasty) if possible. T he retriever will fi ght to the dealh.
Wall o(Slone (C 5s, RIO ", DR Perma nent, Area 5' thick,
400 sq f) Ret ri eve r: A L Cr-:; M V 18-; HI) 10; hp 60; TH ACO 10; #Kr 4
Move E.11·th (C IT / 40' sq , R 20", DR Permanent; affect~ clay, cleavers and 2 eyes; Dmg 3d6 (x4) -+- special ; SZ L; IN Low;
ST s II, Sl 1,,, 10.
loam, sa nd, but nO{ rock).
Special Defenses: Double damage fro m cold (sa ve for nor mal); Special Attacks: 4 Eyes, each with 60 ' ran ge, 2/round maxi-
-+-4 bonus Vll. magic lire; immu ne to lightning an d norm al fire. mum. Once used , cannot be used aga in for 6 rounds (recha rg-
ing). Eye effects: Fire , Cold, Lighmi ng, Trans mu tation (just
used); Damage equals retriever's cu rrent hp, against I vic tim
3 . Guardian only, victi m may make a saving th row vs. breath 10 take '12
Both corridors 2a and 2b lead to this large room , and theN': is no da mage; Transmute ray turns to stone (onl y), vic t im ma y make
way past it. The characters may a pp roach it as a group. or they a savin g throw vs. petrificat ion to avoid th e effect e nti rely.
may check it by scoutin g ahead . 3a . Ilcsidents
Adj ust the following materi;11 to fit your ca mpaign situ ation .
Peerin g ahead, you Jee a large diml y Iii room , abou t 80' square
and 20' h igh. Four lightwands a re mounted on thc walls, one in
each corn er, abou t 12 ' up. A nak·lined , 10' -d iameter corridor T he creatu re finall y falls . You quickly check the faJlen statue; it
exiu from th e center of the west wall , sloping upwa rd . is indcc:d Montana. She a nd her equ ipment have been pet rified .
Standing in th c middle of the room, with its left sidc tOwards T hen you hea r noise com ing fro m the west corridor: clacking
you, is a hu ge Chak-like crealllre, about 12' tal!. You note that agai n.
its four front l eg~ end in largc sharp CI:IWS, and that it has sev-
eral eyes. It shifts sli ghtl y, sta rtin g to tu rn away from yo u.
A group of Blac k Chak have hcard the noise of baltic, waited, and
heard it SlOp . They a re coming to gat he r up the bod ics of the (p rc-
The following material appl ies only if you a re using th e charac ters sumabl y) slain imrudcrs. W hen they Jee th e body of the retriever
supplied in Part L of "Ncc:dle" ( Issue 1124). Adjust it all you see lit ins tead , they will panic, scurryi ng back up the corridor; Ihey can
for your campaign . You may give the cha ra cters a chance 10 !ave barely conceive of somethi ng powerfu l enough to defeat th e awe-
M ontana if d esired, but be aware of possible problems created by some reHiever.
th e addit ion of an extra character. If you do allow Montan a to be T he Blac k C hak will nee regard less of PC actions. The chara cters
resc ued, her kn owledge of certain events must be restricted . may try fO ambush them, a!! ac k them as ~ hey descend , o r hide, but
Ass ume that she has not seen Digge r since they were separated in th e results will be th e same.
battle wit h some Blac k C hak, and th at she is unaware that Digge r The word wiJJ q uickl y be spread, and most of the Blac k Chak will
has since sold out to the o pposition. Allowi ng her 10 kn ow a ny mo re fl ee from th e fierce invad ing PC~ . If the characters pursue quickly,
informat ion Ihan this will cau Je problem~ wi th the fi nal c ncou nter. an y C hak encountered will phase out rather tha n face tne m. T he
corridors will be empty wilhin minutes.
The western corridor leads directl y to th~jail , #4 .

Suddenly, soun ds come from th e western corridor - ",uch 4. Jail


clacking and runn ing foo tste ps! Two C hak appear, scu rrying
down into the room, and pursuing them - tt s M O NTANA ,
fe rociously a ttacking the spiders! Her upra ised broadsword The tunnel from th e retriever's room curves upward sligh tly,
glows bright a nd shows signs of successful use; indeed , th e Chak risin g 10' over its 50 ' length before connecti ng to another room.
appear to be dama ged . This a rea is very la rge, alm05t 200' long, 70' wide, a nd 30'
But before you can act, the hu ge creature has turned toward tall . The walls, fl oor, and cei li ng are lined with nak llletai.
them , moving wi th great speed . M ontana sees it, but ~h e hesi· Twelve prot rus ions from the floor, each 10 ' sq uare a nd 2' tall ,
tates. Then a bright bluish ray of light shoots forth from one of arc also nak·covered . On the floor at the north end of the roo m
Ihe hu ge spide r 's eyes and strikes her squarely! She to pples wi th is a pit, 50' across .
a thud - a very loud thud. She has been turned to slOne! Twent y small tunnels, each about 5' across and lined wilh
T he two Chak turn to th e Jarge creaHlre and elack at it a rew nak , exit th e room alon g the west wall by th e 1100r. Yo u catch
times, and it clacks back. The y tncn start back up th e corri dor, glimpses of several Chak therein , hut the y back off q uickl y when
leaving the creat ure in the room . It turns away from the stair- they sec you.
way and resumes 11 wa tchful posilion. You hear someone cryi ng, somewhere. It sounds huma n.

This is th e guardian of the ellirallce 10 the Black C hak lair. a The cryi ng is coming from cell II 10; it is Digger. (Sec below for
retr iever ( fiEND POL/Oe Tome, pg. 75). Th is construct was more in format io n.)
made by De mogorgon in the Abyss and was traded to the Black Discourage the playe rs from enterin g the western tunnels. The y
C hak lead to other areas of the Black C hak lair, and th ey at'e

.8
ne ither needed no r mapped fo r this adve illurc. If players penist.
descri be:: the oth er areas bri c l1 y (small rooms, man y more tunnd s, heads. ThaI demon I1Hlde a galC, somewhere around here , 50 thc
some webs, no treasure). They will 1111 be abandoned by the fr ight- d ragon could visit."
en(d Black Chak.
Each of the protrusions on the jail noor is the top of a 10 ' cubic
All of the above sIatcme nts lIre truc.
box, set in to the floor. There arc prisoners in all oflhe boxes. A
deuxr invisible spell reveals do zens of tiny holes (fo r air) in the lUI'
of each box. Close examination will find an insc ripti o n on t"c h box. 4c. Cells 1 1 & 13
and Finder's hel m can translate these. Each of thes c cells {;Qnwins a glommer (four-armed ape) . being
T hey are simply the numbers I , 2. 3, 4, 5, 6, 7. [0, 1[,1 2 .1 3, and pu nished for some reason. The glommtr will try to att,l[k im medi-
[4 , one per box as noted on the map. (These are consecutive num ' atel y. It can leap the 10 ' hcight of the cube, and if PC~ have made
bers, using base S.) an opening 2' ac ross or la rger, it will esca pe and attack .
The box-cells have been enchanted to perm it no ot he r-pla n" r
travel through the m , and "re thus de tectable as ma gical . The pit is Glommer: AL NE; M V 12w@ IS-; H D 6; hp 30; AC 5; T HACO
also ma gical. Characters approaehing it will Stt that it is full of II 13; ' AT 4 claws; Dmg Id4 each; SZ M ed; IN An i; STs 16, STw
swirling whirlpool of reddish gray mist. No sight can penetrate the 15; STR 22.
min, magical or otherwise . There is no olher magic in the room Special Attac ks: 'I claw hilS - automatic rend ing fo r 2c110
(eXCepl, of tourse, tha t brough t by the PCs) . extra points of dam age ; .3 claw hilS - Id l 2 poim s; 2 claw hits
The box-cells a rc easily o pened by us ing a nak-cutter, bUI no - I d8 points.
oth er means will succeed. T he prisoners arc described hereafter.
4d. Ce lls 12 & 14
Special Note: once the PCs have had a chance 10 lalk with Dig-
ge r (preferably about 2-3 turns after th e room is entered), th e pit Each of these cells co ntains a peaceful glom mer (same statistics as
becomes active (see T h e Ja ilor). above). Eac h radiates mag ic (a charm). Each has been ca refull y
coached to say, when the cage is opened , "Gee whiz! I am da Prin -
4 <1 . Cells 1· 7 cess Keeled I've been chan ged ! Save me - I am cursed!" They
Eac h o f these ~o nlain s a C hak priso ner, of NeU lral Alignrm:nt. can sa y nothing more. If allowed Ollt of their cages, the y will
Whe never one of these ~ell s is opened , use the descriptio n below. remai n peaceful unti l taken from IhejaiJ, but will allac k a t that
time. An y glom me r da ma ged to less than 10 hp will t ry 10 nee back
into the Black C hak lair.
You arc looking down into a nak· mctal box. At the bollOm.
silting on the floor lookin g u p at you , is a C ha k. It immed iatel y 5. The Jailor
sfaTl sjumpin g up and d own (a. fOOl ill most) and crics ou t, in WA RNING : THI S IS THE ,"' I NAt ENCOUNTER OF THE
human Common , " G ee whiz! Gee whi z! H ave you come to !ave MISSION , AN D IT IS VERY COMPLEX . READ IT
me? I am the Princess Keclee! H as my father. Sarkum the ENTIRELY BEFORE S'Ii\RTlN G.
G real, sem you?"
T he pit in th e north end of the jail is an entry into the home of
Henkus, an av e rage·~i zed , very old blue dragon . H e is origina ll y
All seven of th ese female Chak will th us claim to be the princess. from Earth, but came he re (via an obelisk) and found II peaceful life
Thc y all believe it, too; they ha ve been m ag ically charmed, and with the Black Chak, awa y frO Ill th e terrible humans o f ter ra firm a.
then psionically hypnotized. The rea l princcss is one of the seven The mist in the pit is a IIll.lu ral effect wi th a Slin king cloud added,
(determine at random), and she, too, has been charmed (but not at th e moment , by Henkus. The pit leads down at a 45-degree
hyp notized ). Ailihe Chak prisoners are frie ndl y and helpful. an gle a nd is nOI nak-lino.:d, so Hcnkus can clim b up it easil y, at 8-
A cle/eel lie spell will be of little use, as the subjecls all believe the movement rate.
story they are tdling to be tru e. All the C hak prisoners det ect as To wipe out the pany and ge t Iheir valuables, H enkus and Dig-
charmed . Dispel magic will re move a ch.urn au tomaticall y (or ge r have planned Ihe following situation . Henkus has su gges ted a n
several, if many arc in the area o f e ffect), but will nOt affect th e a mbush for Digger 's former frie nds. Digge r will get thin gs ready by
psionic hypnosis. telling the PCs about a multi-headed dragon (Tiamat), and Henkus
When an y false princess is ta ken ou tside th e jail room without will follow up with iOn illusion of her. Note thai Digger 's statements
first removing the charm, she will attack her resc uers (pari of lhe are tru e, bUI carefully worded. Dcmogorgon has indeed been here,
hypnosis) by biling. The false oneS are actually wilh the Black to sell the ret riever to th e C hak, but he has not return ed , nor IHU an
Chak, not King Sarku m 's g ro u p (des pite their alignment). (They aClual galt: been created - though il sure looks like on e and is
are " camp followers;" deco rum prohibits further elaboration .) de tectable as magical. Digge,· will cooperate with th e pany unti l
Howevc r, i(the charm is rem oved , th ey will be sl ightly more d ear- Ihey a re stain by Henkus, o r until a bac kstab would cOllie in ha ndy
headed and will be able to resist the hypnosis cnough to hold back. d u ring melee.
Physical attackin g is slighd y cont rary 10 the ir habits . They will , Henku s casts a pllanlilSmll/ force after hearin g D igger telli ng the
however, info rm the PCs thai [hey " fee l a strange com pulsion to PCs about T iamat . T ime th is eVent [0 occur preferably before the
aUllc k! Gee whiz!" PCs ha ve li nished openi ng and examining the jaiJ cells, but in any
An y C hak prisoner may be talked into "sniffing" the OIheTll. case a fler they have spoken with Digge r. Be sure you kn ow the
While insistin g Ihat she is the Pri ncess Kee lee, the C hak will com - approxi male positions of all the PCs before starting.
ply, and should eventuall y lind the true p rincess by smell ("Gee
whi t! She smells like a pri ncess, too! ").
T he pla ye rs may have deduced some other means of success; The re is a noise from the pit. Sudden ly, five dragon h eads start
jud ge as you see lit. T he PC s may end up laking eve ryone from th e to rise fro m within the lIli ~t - while, black, red, green, and
jail anyway, as a ge neral rescu e mission , and this should succeed blue . It is the creature Digge r desc ribed . The h ead~ stOP within
ad m irably if the charms a re removed befo re departing. 10' of the /loor; the n ec k ~ reac h down into th e m iSI. The live
pairs of eyes arc watchin g you closely.
4b. Cell "10 All th e prisoneu you have rdcased dive back into their boxes,
The PCs' old fri end Digge r is imprisoned here. He will be over- if possible, or run 10 a rar ("orner and qu ive r, exclaiming, " Gee
joyed at the prospect of resc ue, promising an Ylhing to achie ve this whi z!"
result . H i, ac[ual moti ves are evil (Ke Notes About Digge r and Digge r has visi bly paled and is qu ive ring, whispering, "oh, no
Monta na). Digger will wa rn the party abou t [he G reat Dragon in ." He suddenly makes a b reak for ;1 , runni ng, !e<lping for
th e area. th e western tun nels. The white head turns a nd se nds II shimmer'
ing cone of frost at him , and he falls, frozen, as Ihe ice covers
him a nd a 20' wide area around him . The distraclion has not
" It ', like a hyd ra, but deliniu:Jy draconian . It has many heads, caused the oth er four pairs of eyes eve n to blink; the y wau;h you
all of diffcrcnt colors. The C hak here say ,hat it started visiting still.
a ft er thcy bought a big spider. machine from a demon with tw O What do you want to do?

POLYHEDRON '9
This is a phijflta~'m" lurn' cast and controlled by Henkus, who is T hc pit slopes gently duwnwii rd s aboul 50' and opcns into a large
the blue dragon head within the illusion Thus. the blue dragon room ",ith large lunnel ""oilS . H is Ir<.:asure i8 her<.:: 3,000 platinum
head will do the talking for " TiamHI:' If the characters talk 10 her, pieces, 150 Sarkums, 40 gems (IOtal valu<.: 16,000 gp) , 20 pieces
"Tiamat" will demand that they leave tI,{' spider- prisoners and j cwcl ry (lOtal value 20,000 fiP), a pUlion ofc.>ara -iJealing, a pOlioll of
apes here, and leave immediately. "Shc" a lso demands one magk /lying, a potiun oJ'spt'cd, a nd 2lighl",ands wilh rings ( 10 <.:harg<.:s
item as payment for the PC intru~ion into her j,[il. "Shc" will each). Hc will b<.:g fO I- a few platinum , g<':fIlS, jewelry a nd Sarkullls to
auad if not obeyed "Tiama t' s" spn,eh seems to be a bit slow keep. f-k otTers a dcal: it Ihc PCs ever need a friend on Ihe moon .
today - I-Icnkus must be very careful not to break hi s concentra -
tion from the illusion.
B lue Dragon (Henkus): AI. LE; MV 9 N I24" ; HD 9; hp 63; AC 2;
Disbelief
THACO 12; NAT 3; Dmg 1-6/1 -6/3 -24 ; SZ L (42 ' long); IN
Do NOT outline the av"il"ble oplions 10 the players, but be aware Very; ST s 8, STw 7
of the three possible mode~ of action available to eadl PC, and their Special AUMks: li ghlning bolt breath (100' x 5'); spells (sce
results: below).
a . T he PC believes the illusion completely. All damagc is Charm Person (C I s, R 12")
treated as real, bUI saving throws may be madt' for 'h dam - Compn;helld Languages (C I r, R 'Iouch, DR 45r)
agc. t'vfagic Missile(C Is, R IS", 5d4 + 5)
b. The PC disbdicvcs the illusion completely. All illusory illvisibilir y (C 2s)
damage has no effect. Real damage from Henku s's lightning Srinking Cloud (already uscd)
breath is full (63 pts); no saving throw appli<.:s. Web (C 2s, R 4.5", DR 18T; 8 cu" , I· min dimenson)
c. Th<.: PC disbeli<.:ves <.:w:rything e.~cep( (h<.: blue dragon Pilalllasmal Force (already used)
head, sin<.:e it docs the talking , Illusor y damage has no effect, Digger: AL N(E); MV 9"; Ftrrrhf 5/8; hp 40; AC I (/\C without
and the normal saving thruw may be made against Henkus's
shidd - 4, AC rear - 7); THA CO 16 (19 as Th); 1//\]" I dagger
lightni ng breath.
or 2 arrows; Dmg by weapon (plus adjustments, sec below); SZ
Any PC who disbelieves some or all of "Tiamat" mu st totally S(3'4"); IN Aw(8 ); STs 13 , STw 12.
ignore her (or the pans disbeliev<.:d). You may roll dice to reassure Special Abilities: Modify a((acks for STR 17 ( + 11 + 1), DEX
Ihe players, bUI announc~ no chang<.: in the illusion, regarJless of [7 (+2 to missiles), dagger +2, shonbow +2, S arrows + I;
disbelief. backstab for triplc damage; MS 72%, H S 59%, CW 81 %.
Any charact<.:rs cheLking Digg<.:r's body will eitha slide on til(!
.'ib . The Bescue IAgain)
slippery icy area (if they believe thai the white dragon head
breathed) and find Digger frozen, or will not sl ip at all and will find After the mdec, the playcr characters can easily re -r<.:scue all the
Digger still warm, apparently unconscious (if Ihey disbelive) . prisoners Ihey wish. No Black Chak wil! bot her them , u nless they
Iflhe PCs al1ack anything but the blue head, they ar<.: believing spend more than 12 hou rs in the jail or in the retriever room. If
some of the illusion (possibly all), and "Tiamat" will counter with they rest for that long in this area, a squad of6 Black Chak, all
breaths and bites , Handle melee as dcscribed above (mode a , b, or armed wilh lightwands, will sneak up and attack, g" inin g a + 1
c). Each h~ad has 16 hp; the body is not a visible target. If all the bonus to surprise.
heads arc "slain," Ihe body immediately descends int o the mist.
lhome PCs disbelieve, while others take action, aim the first Chak: AL NE; MV 9'2 1; HD 5, AC 5; TJ-IACO 15; IAT 2 shots
illusory breath to catch one believer and one disbe1iev<.:r. T h<.: disbe - or I bite; Dmg 2d8/2dS or ld6 + poison; SZ L; IN t\ve; STs
liever takes absolutely no damage, and this should be a clue to the 14, STw 13.
others. Special Al1acks: Poisollous bite; lightwands (usc AC 10 for all
targets, modified by magic and dexterity only).
Tiamat: AI. LE; HD 16; hp 16/head; AC 0; T H ACO 7; MT 5
bites or breaths; D mg Sec below; SZ L ; I N Geniu s; ST s 2, S'I\" 6, Return
2. Surprise! N o events or encountcrs occur on the trip bac k. If the
Spcdal Attacks: PCs bring the princess back alive (whether or no t they can identify
White head: 56 point cone-shaped cold breath (7"x2'h" her), they gai n th<.: good will of King Sarkum , the trade agreement
dia); bite 2d8 points , (and thc percentage of the trade revenue thercby) , and the 25
Black head : 64 point line-shaped acid breath (6"xl"" dia); SarkulTI reward (per survivor) for the rescue. Th e party gets a
bile 3d6 points. bonus of 5 Sarkums fo r each additional live Chak rescued. E ven
Green head: 72 point cloud-shaped gas breath (S"x 4"x 3" glommers are worth I Sarkum each. The PCs may return home at
high); bite 2dlO points. any time, where they will be welco med, chee red, beset by pleas ,
Blue head : Nil (conccntrating on th<.: illusion). praised, and eventually forgotten.
Red head: 88 point cone-shaped fire breath (9"x 3" dia); If the PCs fail to return with the princess, or iflhey bring back
bite 3d 10 points . her body (mise dead attempts will fail), they gCl a "Gee wh iz!
Thanks for tryin g, anywayl", must return the tWO 10aneJ
lightwands, and arc sent home. The obelisk is then turned ofT
5a, If Tiamat Fails. _ , remotely, from here, and it relllains still a nd quiet until, a few years
later, Sarkum has a problem and wants to see Ihose valiant advcn·
H enkus will drop the illusion and attack himsel f if the PCs are turns who were there last time .
either disbeli eving everyt hing and taking no damage, o r if they
seem to be believing nothin g but the blue head (himself). If every-
one is ignoring all of"Tiamat," Henkus will carefully catch as Here End .. the Saga of Needle
man y PCs as possible wit h his first lightnin g breath. If everyone
seems to be concentrating on him, H enkus will attack with every-
thing he can. Not e that, although Henkus can talk slowly while
concentrating on the illus ion, he ca nnot b reathe or otherwise attack; Monster Descriptions
he mu st drop the illusion to engage the PCs. He w ill use his spells,
if possible , to his best advantage. The web spell, in particular, CHAK
should be used again st spell casters, and when seriously attacked he (new monster)
can cast invisibility. This is a race of intelligent beings closely related to phase spiders
Di gger wiHjoin in the melee. H e will add missile lire al spell (A'fonsrcr l'vtanua/, pg. 90). They are the dom in ant creatures in this
casters, or (if few PCs are left) may try for a backstab , If caught, he adventure. Th e Chak have prospered as merchants, t rading among
will surrender and ask for justice back on Earth (whe re he knows many of the races of the Inner Planes of Existence . Their soc iety is
thai the Thieves' Guild will help). large and advanced. Planels are ru led by local kings, who serve an
Henkus can certainly be subdued, at normal chances of s uccess, e m peror, who rules from the race's home planet somewhere in the
He will surrender if reduced to [2 or fewer hp, if he has the c hance. Prime Plane. Individual Chak lIIay be of any alignment, but align-

00
1II(:111$ wit hin a group us u"ll y m fn ch (at kaSI "long Good - Ev il norma l). The y arc r.... sist;lnt 10 lI\;tgical fire, gainin g a + -I 1.) ()!1ug 10
lines). The ave ra ge Chak liw~ over 1,000 yea rs. All Chak spea k n saving throws. and arr. immune 10 nnrlllal fire and ;Ill lightning.
co mmon langua ge of the sallle name, and many have learned to T he boulders Ihe)' anitll1l1e sharc tht: same resislance~ and im mu ni-
speak human Common and several Olhe r tongues Ihrough rh e ir ties.
dcaling~ with olher ra ces. Their s]>CL-<: h pa!lerns usually mimic
rhose of individuals met. so Ihey do dcvd op some odd colloquial t\nimated boulder: /\L N: 1\'IV 3 °; HD 9; AC 0; THACO 12; AT
! crush; Omg 4d6; SZ L; IN Non; ST s 16, STw 15
ex pressions. and these habih arc hard to break . (The phrase "gec
whi:!" comIC into [he Chak vocabulary from contact wilh a paladin Ga leb Duhr: AI. N ; MV 6 - ; HD 8 to 10; AC -2; THACU 1201"
10; #AT I bite; Omg 2d8, :.ld6, or 1d6; SZ L (8' -12'); IN Very ;
some 800 yt:ars pas!.)
Noble ehak arc ]-4 Hit Dice Inrgcr than lhe avccage, with a 5T s 10, STw 9.
conc~ponding damage bonus (1 -4), und ar(' AC 3. Kin gs arc 10 H it GI,OMMER
Dice ,u leas t , bile damage 2d10, and AC O. (Ad.1pct'd !v{Oll5ccr)
The most common weapon used is the ligluwand, a see mingly
innocent tigh t·producing device which, when fitted with a special This is a four-armed ca rni voroos llpt: ("40nS/<:I" M illlual. pg . 7). It
ring, can Ix: ~ hot as a laser (rangc 120 ', 'AT 21round, Dmg 2d8, originaled in Earth 'sju ngles, and was brought to thc moon by cvil
$.1\'C vs. wands for 'it damage; larget trea ted as AC 10 mooified for C hak . Usi ng all foor arms, a glom mer's st ren gth is effectively 22
magic or dexterit y only). Other small weapons (such as daggers o r (carry 1,000 lb. weight, open doors II in 12, WiZ.l,.d loc:ks4 in 12,
hllnd axes) can also be used. In th ei r lair, over 40% of the Chak a nd Bend Bars/Lift Gates 80%).
encount ered will be armed with lighlwa nds. G lommers normall y usc no weapons, but may be taught to usc
Chak spin webs, but we bs are normally found only in thei r n;si · cl ubs or throw rocks (bul nOt other weapons). With either weapon,
dences, nOllhroughout a Chak community. A webbed victim of 18 no penalties "to hit " or to damage apply for multiple :tttack$. C lub
01" grcater strength (an break fret in 1 round, STR 17 " 2r, ST R damagt: is standard (ld6/1d3), and small rocks m"y be thrown to
16 " 3r, etc. T hough Chak can "ph lIse ou t" as nOfmal phase ~ pi ­ 3 -/6 -/9· ranges, for Dmg 1-1 each . If al! four of an lHl!lTtneri !jlom-
ders, entering the Ethereal Plane at will and returning when mer's daw attacks hit a single opponent, an extra 2-20 points of
desired, they consider it very impolite to do so. Besides, the Ether is rending damage are automatically inflicted. I f three cl aws hit,
cold and possibly dangerous, so it is normally used only as a rOute rending d ama ge is 1-1 2. If only two hil, rending dama ge is 1-8.
10 other I'lanes, except in emergencies (s uch as attacks). In addi- Glo mmer: AL Nt:; MV 12"@ IS"; liD 6; AC 5; TH ACO 13; 'AT
tion, items carried do not go ethereal with them. 4 claws or weapons; Dmg 1d4 (x4) or by weapon ; SZ Med; IN
C ha k: AL Any; MV 9 °21; HI) 5; AC 5 (AC 0 if armored); Ani; ST s 16_ STw 15.
THACO 15; 'AT I weapon or bite; Dmg by weapon or Id6 + ROC
poiso n ; SZ L; IN Ave to H igh; ST s 14, STw 13. (tvl onslcr M;lll u a l , page 82)
Special AUa.cks: Poiso nous bite; weapons.
The lunar variely Oflhis species was created by some mad wiza rd .
CHOMPER It needs no air and nics magically, using its wings only fnr stability.
(Modified monslcr) It is immune 10 al! gase~ and feeds (a nd/o r is curt:d by) light and
Thi~ is II smallish variety o f purple worlll (!vlons/er ,\If,lf1u;ll, pg . ht:at, abso rbed Ihrough its wings. M oon rocs arc other wise very
80), on ly 20'-30' long, but ot herwise identical. It cats rock, bur· si milar to their terrestri(il cousins.
rowing deep and instinctively avoiding the lethal a iden lunar sur- Moon Roc: AL N; MV 3 "/24 "; HD 18; AC 4; TH ACO 7; MT 2
face. Chompers ar.... slightly more intelligent than purple worms. claws or I beak; Dmg 3d6/3d6 or -Id6; SZ L (70' wingspread);
They we~ imroouced to the moon by the Chak, who trained them IN An i; STs II, STw 10.
to respond 10 simple commands, and Ihey are the p ri ma", means of
creating new tunnel systems. Tame chompers are virluall y har",- TIN MAN
1e55, never biting creatures except by acc;ident _ Wild chompers (New Mons fcr)
exist, however, and are not ave rse 10 adding a bit or meat {o their This is a tin golem, foond during lournament round '2. Long ago,
diet . A chomper's ta il stinger is poisonous, but only causes pa raly- the Chak bought it from anot her race and sold it 10 the Grippli. If
sis. The bile can only swallow crcaturC5 of hall1ing size o r less. the characters b ring it along, they may learn how to aC ti vale a nd
Chomper: AL N; MV g w; HD 9; AC 5 ; T H ACO 12; 'AT I bite/ I con trol it by talking with the Chak adv isors, and it may prove
tail stinge r; Dmg 2d8/1d 4 + poison (paralysis); SZ L; IN Ani· usefoL
mal; STs 14, STw 13. Once activated, the Tin M an will always speak when spoken to,
S pecial Auacks: Tail sting (save VI. poison or su ffer paralysis but has no brains, and will offer a ra ndom comment or answe r 10
for 2-12 turns). any question. rt is immune to mosl spells, but water- or ice'based
allacks (normal or magical) cause it to become sliIT and immobile in
GALEB DUHR 1- 4 rounds, (Thorough oiling will free it.) It can be "ffected by
(Monsler M anual 2, ~gc 68) normal or magical weapo ns. When rcd oced to 0 hp or leu, it is not
T hese odd rock-beings 3re reclusive, but very much at home on Ihe destroyed, but merel y immobilized . It can onl y be destroyed by
moon , both in the ai r- filled tunnels and on the airless surface. A melting it (red dra gon breath o r hotter)_ It can be act ivated o r
galeh duhr looks li ke a large bipedal rock, with a mouth and deaclivated by command words.
!KIuimy eyes. They normally avoid or ignore the Chak, but arc The Tin Man is immu ne to damage from lighlwands; its shin y
sometimes hired as guards or spies. Details of their society (if any) surface reflects the shol $. If th e shot hits, however, i, is reflee led in a
are unknown. random direC lion (rollld6):
A gale b duhr can CaSt an y of the following spells at will, 10 a Die Die
maximum of one spell per round : Roll Roll
I'asswal/{C 55, R 3~, DR 26'1', 5'x 8'x 10' deep) (ld6) Direction ( Id6) Direction
Slone Shape (C Ir, R Touch, DR Permanent, 20 cuI) I 90 de grees left 4 45 degrees r ight
7r:msmUle Rock 10 Mutl(C 55, R 20-, DR Id6 days pe r 10' cu. 2 45 degrees le ft 5 90 degrees right
Volume 40,000 cuI) 3 Back al attacke r 6 Straight up
~V.111 0rSlOne(C 55, R l OW, DR Permanent , Area 5' thick ,
400 !KII) A la rget in the path of the re O« tion must make a saving throw vs.
Move Earlh (C IT / 40 'sq, R 20-, DR Permanent; affects clay, wands or take 1-8 points of damage.
loam, and ~and , but n ot rock) Tin Man; AL LG ; MV g ~ ; H D6; hp 27; AC 6; TH /\CO 13; fAT
/\ galeb duh r can a lso animate "nd control up to 2 boulders within I axe o r fis I; Dmg 1-8 or 1-·1; S2 M (6'); IN Non .
6" range, in much the same way as a trea nt can affecl no rmal trees.
Adapted to lunar life, these creatures a rc nOI as susce ptible to
Trade Goods and Values
cold as are their cousins; no penalty applies 10 their saving throw The "Sarkum" (Chak monetary u nit) is used as the base for deter-
" gll inst cold-based a ttac ks, but d(lmage is still doubled (save for mining values of both Chak and Earth trade goods. Chllk trade

POU' IIHOH01\'
goods are offer(."(1 at a fixed rate; the n' tc~ o ffered for Eanh good s o r Finder (C H A 11 , for + 10 bonus) 10 s ~ak for them; most of thc
vary with the king's reaction 10 th e part y. part y lays pro ne when imrodueed 10 the kin g (+ 5), a nd everyone is
rel atively pol ite; total is 100.
Cha k 1rade Goods Wor5t: Party attacks and is imprisoned, gives no gifts to anyone,
The Chak offer only tWO trade itcms - nak mctal (and cuncr tools) caHs Acka ck a creepy spider (- 10), all refuse to lie pro ne before
and lightwands. Sarkum (-5), and cI~ct Blondy. Slim. or Blaze (no adju$tmelll) to
speak for them ; total i ~ 35.
Nak Note: finde r should wanl to speak for the part y. u s ing h is
Nak o:anoot be worked exo:ept with a ~ pedal tool, and o:aonOt bt: revealed C ha risma, as desc; ribed ea rlie r.
damaged exo:ept by that tool, or ma gic, or extremely hi gh tempera-
tures. It refle<U light wand beam s (see below) and is suitable for
stroog enchantllle nt.
Determining Item Values
Note: Although oak is indeed the tll ctalus cd to make the o:oins Appl y th e following values for trad e goods , based on Sarkum's total
known as Sarkums, the o: utter tool is not sui table for making coun - reacti on sco re. These values arc not ncgotiabll:, but Illay be modi -
terfeit coins . AnOther device, sccret ;mel neve r mentioned here, is fi ed if proper actions are taken (offe rin g gifts, etc.) durin g negotia-
the key. Any and all atte mpu at makin g co unte rfeit Sarkums from tions. Each bonus or penalty to reac tion appJiC3 once onl y. When
nak, short of a wish , will fail. the final total is reached , circ!.; or note which line to use for futu re
Nak: I Sarkum per square foot . reference .
C utter Tool : 10 Sarkums.
TRADE RATIO CHART
Lightwands ( Item 's XP va l ue p e r Sark um )
A lightwand produces soft light to ,,30' radius when struck agains t Total Reaction Score (KS) Trade Kat io ( TR)
a hard object. Thi s effect lasts for I tum pcr strike . T hc wand o:an 35 -40 450
be used as often as desired, and uses no charges. The average wand 45-50 400
laslS for a year or twO before burning OUI. 55-60 350
Ligh twand : 2 Sarkums. 65-10 300
A lig htwand can also be fined with a spedal ring, about 2· 15-80 250
across. T his ring foc uses an d amplifies th e light, creatin g a damag- 85·90 200
ing beam when the ring is slid along the wand . T he maximum rat e 95 150
of fire is 2 per round . T he ray has a range of 120' and can inflict 2- 100 100
16 (2d8) points of darn age to a targe t creature with a successful "to
hit " roll. Any ta rget is treated as AC 10, modi fied only for magic Using the 'J\-ade Ralio
and dexterity bonuses. For d eterminin g the price offered for a magic item , first find its X P
Note: Bracers are counted fo r full value. The victim may make a value. The Trade Ratio (TR , the number found on the cha rt ) is the
saving th row vs. wands to take tlo da m age. Th~re a re no class number of XP worth I Sarkum . Divide th e Item ', XP value b y th~
restrictions, but weapon proficiency a ppli.;!. Fog or mher ob!ICu re- Trade Ratio, a nd round ofT the result to th e nearest tenth .
ment cots th e range to 10 ' o r less. T he rings usc I charge per shot
(whether hit or miss), an d have 20 charg es when new. Eumplcs
Rin g: 20 Sarkums each (fully-charged). Item RS - 60 70 80 90 100

Calculating 'Irade Value oi


Potion of He<1Jing(X PV 200)
Potion of Water Breathing ." .7 .8 2
(X PV 100) 1.1 1. 3 1.6 2 4
Earth Goods Ring Qf In visibility
The C hak will purchase most magic items and gia nt insC1;U ( food) (XI'V 15(0) 4.3 5 6 7.5 15
at a p rice based upon the Experience Poi nt Valu~ (XPV ) of th e
· SraffofStriking (XPV 60(0) 17. 1 20 24 30 60
( . iffully charged)
specific pie<e, modified by the R~ac t ion Score. (See below for calcu -
lations.) Good dragon~ will be purchased at a flat rat e of one Items Wi lh Chl:trges
Sarkum per hit poi nt. The Chak will make no offer whatsoever on
evil d ragons, and will ofTer a price based upon only 10 % XPV factor the ent ire X P vallie of a charged item in proportion to the
(base) for scrolls, magic a rmor and magic weapons. charges remai ning.
Exam ples: Slim's staff of ~ trikjllg has 9 charges left, of a maxi-
Reac tion Mod ifiers to 1r.:tde Value of It e m s mum of 25, o r 36 %; its XPV for trade is 36 % o f 6000, or 2 160 XP.
Blaze's walld of illumination has 18 cha rges left, o f a maxim u m o f
T he values of trade goods vary by the king" reactions 10 the charac-
ters. Calcul at e trade value as follows: 100 , or 18 %; its XPV for trade is 18 % of 2000, or 360 XP.

BASE reaction sco re ... ........... ..... . ........... 50 Items with Doses
IfPCs were NOT imp risoned .. ..... .. .. . . . . . + 15 Certain unusual items normally co rne with multiple doses. Multipl y
G iving Ackack any gift ...................... .. .... ... . + 10 or divide the XPV given to reflc et morc o r less than th e normal
3 or more PCs lie pron~ before Sarkum ..... • _. . .. + 5 number.
Gi ving Sarkum a gift (appl y ONE only): Exam ple: A polion of watcr breathing normally has 2 doses. If
normal item , va lue 500 gp or more . , . ..... ... + 5 sold wi th I remaini ng, the X PV is 'h Ihal given; if $Old with 4
OR a magic item. . ........ _ + JO doses, the X PV is twic~ that given.
Ins ulting Ackack or Sa rkum ____ . . ........ .. -10
All PCs rdu se 10 lie prone. . ... - 5 Giant Insects
Finally, modify the total for the Charisma of th e PC speaking for Food is purchased at the same rate as magic ilelll8, using the Tradc
the part y, using th e Reaction Adjustment (if an y). Ratio compa red 10 the XP value for the monster. Thi ~ will no t
Note: The PCs ca rry nothing if they are imprisoned, but may affect thi$ adventu re, but shoo ld be mentioned as fort her im pet u s
gain this bonus by offe ring an item owned . If anything is offered in for trade. Li ve giant insects have no rmal va lue ; dead gian! insec'S
th is manner, A LL the part y possessions arc brought to the king's arc only worth 'I", this val ue. X I'V for so me giant inseclS arc :
chambe r and returned to the PC s. Insect XPV
Examples Giant Wasp 320 -+ 4/ hp
Bes t: Part y d oe~ not attack and is not imprisoned ( + 15), gives a Giant Dragonfly 525 + 8/hp
gem to Ackack (+ 10), a potion to th e king (+ 10), and elects Ghost Giant Mantis 1350 -+ 14/ hp
PLAYER REFERENCE SHEET
Needle, Part 3
Treasure Listing c. Batrachian sk<.:kIOIl wilh 11'10 m:al '/~" holcs in thc .~ kull, one in
front and one behind
The following ilems were found during lhe two prior !rip~ to lhcjun .
d. Batrachiiln skull with neat Ii! ' holes, ilS above
gil'. C(lsh and salable ilems were sold and di,·i dcd . O(h~'r items ma y
e. 8' -long gorgosaurus skull (a carnivorous dinosaur)
be take n if desired. Players may divide them in any man ner.
f . .\·Iummified shrunken humanoid head. iniaCI
Cash or Salable Ite ms Olher:
GP a . Huma noid m(lde orlin, SI;mdin g wi lh a'll·
Value h ems b. A ru sty oil can
100 Various normal coins (from the body in rlie ruins) e. Small broken ceramic jug with the drawi ng of a spider on it
5,000 Gold Bus! afTorgc!. 5 - lall (found in maze) d. T hree normal iron key s o n a key ring
20 Golden bell, 3· rwndlc, 2· wll cup (found in maze) e. Old rOiling wooden cheSt (found to be haltomless)
10,000 Golden throne willI velvel [rim (found in maze center) f. Four rusty "XC heads, no handles
6,000 K ing's reward g. An odd amulet with;L spider inscribed on each side, no chain
600 Gems from natives
250 Granitc life-s ize human bust (found while lumbering)
Magic Items
500 12S-pound elephant tusk (fou nd while lumbering) a. fOlln Slone + I (du sty rose color)
1,000 i O-pound IUT<juoisc rock (follnd whilt: lumbering) b. Ring of fi ll.' R('sistilnc('('2 were found , but 1 was given to Mon·
1,000 150·pound block of quam'. (fou nd while lumberi ng) tana)
5,000 Odd gem (found while lumbering) Co Bracelet, a solid brass ring 3~ dia. (giant -sized ring of "'llrmflt)
2,400 Pirates' coins d . Bag or HoJding( found while lumbering; 500 lb. Jimil)
IS,OOO I pirate magic-usc r'! spell book c. Guisarmc + 3 (pole arm, found while lumbering)
30,000 Final reward from Ihe king f. Magical chalice, 5- inch (UpatOp a 3-inch tall base and stem - no
di seernable magical e!T«t
76,870 lotal; minus '2,160 paid 10 Monlana '/7 ofthc first trip's g. Wand of Light, odd "nd flexible. made of an unkn own sub-
haul; Digge r was excluded) !cavcs 74,710, or about stancc. If struck against any hlLrd object, it glows (0 30' radius for I
1'2,45 1 g p pcr person (6-w(ly split ). turn, then goes dark. It ca n be used as often as desired, and has nl)
Curiosities charges.
h. Colden Bell orB/Mlillg, with a 3-i nch-long handle and a '2-inch -
Objects made of a strange reddish metal: lall ( UP ; solid gold, with a golden clappo.:r. When rung, a small gem -
<I.13 toi ns bearing sleange runes, whi ch say "Carhsa Koo" on one like objcct (appa ren! value 1,000 gp) falls from inside it. and will
side, " One Sarkum" o n Ihe OIlter explode 3 rounds later in a 6d6 fireball unleh , he Jx.JJ is placcd over it .
b . 4 similar coins but without ru nes, worn flat (This action me rel y dela ys the fireb.111 until Ihe bell is again picked
c. '2-ineh squ are piece offabrie made of woven metal strands up _) 5 charges remainin g.
d . Spoon-fork utensil (spork) Value: 7,500 gpo
i. Plan er of Purity: Goldell serving plallcr l' wide, 2' long, with
Bones etc.: go/den handles all each t'lld. Any cons umables pl,lCt'd 011 ils surface
a. 100 pounds of various old bones will become purified ill J rounds. Poisons arc nt'gMed: Unrvrltlllaldy.
b . Humanoid skdelO n with four a rm s poriolls arc luml'd IV pure warel: No living (hillg can be lIlfel'/I'd, nor
:Illy lIoll- consumablc ilelll.'.
VaJll e:5,OOO gpo
j. Apple orChaos, 5· dia, gold . [fthrown . its material form dis:lp-
pears whcre it la nds. but its image remains (a phantasm), a!Teeting all
creatures withi n 40 ' of it . All viclims are a!Tected as if by the 5th level
illusion ist spell ch aos, sufferin g cOII(USiOlt (as the druid spell). Normal
fi ghters (nOi paladins o r ran ge rs), iIIusionislS, creatures wil h intdH-
ge nce 4 o r less, and monsters which do not usc magi.: may ea( h make
a laving ,hrow vs. spells 10 av oid ,he effect; no other creatu res gain a
saving throw. T he confU$ion lasts for '20 found s, un lillhe p ha ntasmal
apple disa ppea rs. T he image (a nd Ihe e!Tecl) may be re m oved hy a
dispcllllagic spell, but checked aga in$l '20th level magic u sc.
Value: 3,000 gpo
Special (Party-Owned)
il. 400 shee tsofrcddis h mctal (300 from the ru in s ilnd 100 from Ih o.:
Native Tribal M Olher), eac h 2' by 5', less than '/'1'1" thi ck . The mcwl
cannot be damaged e'lcept by magic. Each sheel weighs 100 coin ( 10
pounds).
Value: 100 gp per sheet, or 1,000 gp per sheet if the cutte r (below) is
th rown in rree.
b . CUller: An o<kl device , about 8 inches long; 1Il0st of it is handle ,
" .. with a roller on one side of the end and a short knife edge on the same
end, opposile Ihe roller. If IWO sheets of the st ran ge meta l "re placed
." wilh a slight overlap, and if the overl ap is then rolled with this d evice,
All tunnels the metal will fuse together, formi ng a single unbroken sheel - no
apprOKlmalely crack or ed ge will remilin . The knife edge will cut the melal easily,
6fee,;n
diameter without any force needed.
Note : Montana gets a '/7 share of th e value of 300 sheets .

PUL\,UEUIlON :11
by Jeff Grubb

PART 1 THE DARKCRVPT

ADVANCED DUNGEONS & DRAGONS, ADVANCED 0&0, AD&D, POLYHEDRON and GEN CON are trademarks owned bV TSR, Inc.
e
B a ckground ior t he O M are ma rching on Trendon , a nd will arrive by dawn. T ime is of
T he Border Kingdoms surrounding Ih", G ray Desen are being Ihe essence now, as you mus t recover the red-bound ASlrolinth
systematicall y raidt.'<:I by d ese rt bandits. Normally the bandits are of Miridor before the bandits arr ive.
scallcrcd and thcir raids disorg"ni~cd, but now Ihey have uniled ""lake these," say the Mas ters, handing you a set of th ree
unde r a leader known only as " T he Ravager," and the cOlObimuion keys. " T he two iron one! open the ga tes to the Outer a nd Inne r
is devastating _ G raveya rds, while the crystal key opens the Ma usoleu m of War-
The R avager has used an arcane process know n to his anccston , d ect. Go quickly now, and Illay your journey be as swift as the
th e magician. kings of Ihe Gray Oese r!, to make himself nearly desert wind! "
immortal. By linki ng his ~ou l with a venerated item of power (in
Ihis case, thc hea n of his ancestor Olman-l clu , lasl mouli of the
G ray Desert), he has made him5Clf impervious to all phys ical and
1. The Graveyard
magical anack!. As long as the crys u,]·encascd heart ofOlman -Teh!
rcm,lins inlact, nOlh ing can ha rm T he R avager. You r escorts lead you to the ga tes of the O uter Courtyard, and
[n ParI I , the characters must loc1l(e and rt:trieve the Ast rolinth b id you a silent farewell. T he gales are closed and locked, a nd
of M iridor, a book wh ich reco rds thc hislO ry of the Gra y Descrt 's the lock is old , but well-oiled. Beyond the gates, nothing moves
magician-ki ngs. The Ast rolinth , buried with an dven Patriarch , except the flicke ring moon shadows among the graves .
dC$c ribes the process by which T he Ravager's invulnerability may
be gained. In Part II, the cha racters mus t seek oUi the rest ing placc
o f Olman-Teht and deslr0Y the ancient ruler's heart , wh ich is now T he gates will open easily with the appropriate iron key, and a re not
the key 10 T he Ravager's power. In Part III , they must penetrate t ra pped in any way, swinging open easily and qu ietl y on oiled
the enemy territory and defeat The Ravager, now reduced to mortal h inges.
status. There is nOl h ing in thj ~ a rea except the tombstones of the com-
mon graves, overgrown vegetation , and a few newly-made graves
Player Background with fre shly carved stones. T he fresh graves arc those o f local poor
fol k, and they have nOI been distu rbed .
T he Border Kinl?donl! su rrou ndi ng the G ray Desert arc being
systematicall y raIded - pl undered by a mig hty army of desert
bandits. At the head of th is army is a ma n kno wn only as " T he la. The Inner Court
Ravager," a powerful lead er who is said to be im mortal. Indeed,
despite many battles a nd a numbe r of assassinat ion attem pts, the
Border Kingdoms have been unab le to harm this bandi t- lord, The Inne r C ourl , where stan ds the M ausoleu m o f Wa rde~t, is
bu ilt inlO the side of a steep hill and su rrounded by high wa lls. A
while his armies grow ever more Jlowerful on the loot of plun -
dered tow ns. fu ll moon fill s th e gra veyard wilh stark shadows from g rave-
SlOnel and bare, anc ient trees, and far ahead you hea r the soft
But now the Border Kingdoms have a hope, though that hope
hooting of an owl. T he gates to the Inner Court arc unl ocked
seems slender. T he lone sUJvivor of an expe rienced group of
spies and assassins sent a fter The Ravager has return ed with and swung wide . Shadowy figures move amon g th e to m bs, a nd
you sec the glint of moonlight on metal.
word th at his invulnerability is deta iled in an a ncient book, T he
Ast roli nt h of Mirido r. last owned by Patriarch Wardcct o( Trt:n-
don . This ancient text was la id to re" with the h igh cleric: upo n The I nne r Cou rt is 40' deep by 50' wide, su rrou n ded b y a stone
his dea th ten years ago. The lege nds contained in that book a re wall iS' hig h and domina ted by Wardcct 's Mausoleum , b u ilt into
the tales of the Gray Desert a nd its magician. ki ngs. The ma gic Ihe hillside on the far side of the C ourt.
o f that land 's rulers may prov ide a clue to the power o( in new· The pa rt y h;u come upon a grou p of nat ive grave-robbcr3 prac-
est lord, The Ravage r. ticing their trade. T he grou p consisu of a 5th-level magic- user,
Your pa rty, gathered from the Border Ki ngdom s and beyond, th ree 5th-level fi ghters, and a pair of 6th -level th ievu, all hum an.
IlllS been asked to recover the tome from Wa rdect's 'lo mb. The The fig hters arc wearing non-magical plate and carrying shield s.
Town M aste rs of Trendo n have given you pe rm ission to en ter Ra tarr, the leader, has a baSt.1rd sword + I; Terha.th and Sturdan
the to mb but they will neither accompan y you nor publicly arc armed wit h non-magical basta rd swords and daggen. The
condone your actions. For Ihis reason, your expedition begins at th ieves, Bots and Lau n , are in leather a rmor. Each is armcd with a
d usk. dagger + 2; in addi tion , Ba ts has a short sword + I , and Lau n
carri es a non -magical longsword. Mesidor, the ma gic-user, wea rs
bracCI"$ of defense (AC 4) and ~arries 4 non · magical daggers. He has
Start al ready east his knock spcllto open the gate, then hasred the fight-
Allow the playe rs to choose spells and as k quest ion s. T he Town ers. If no t su rpri sed , he will cast shield upon hi mself as soon a~ he
M asters know the foll owi ng pieces of informatio n about Wardect sees the cha racters, countin g- on the fi ghte rs 10 hold o ff the intruders
a nd his crypt. Do not volu mee r information; mert:ly respond to unt il the spell is complete .
questions. Assumi ng that the characters do nOl im mediately seek 10 parley
o r come up with a trick that would cause the grave-robbers to re-
I. Wardcct was an df, Patriarch of Ihe elven fai th which wor- th ink Iheir positio n, the fi ghter3 will move to engage the pa rty as
shi ps C orellon Lare th ia n . Wa rdcct 's sym bol was a blue q uarter soo n as possi ble, hoping to drive the m off, while the thieves, posi-
llloon . tioned by the door in shadows, attempt to backstab the characters
2 . Ward«t ru led Ihe land of Tre ndo n for twenty yean u nt il h is b ringing u p the rea r. (See detail M ap I .)
deat h , 0(n8tural causes , len years ago. M ea nwhile, M esidor will use his spells in the followin g order
3 . Wardeci designed his own tomb, and ent nlstcd the crystal key unl ess the situa tion warrants otherwise: m irror image, both magic
10 the cou ncil oflh e "IOw n M asters. Li ttle is known of lhe to mb missile spells (at spellcasters, to d isru p t), and fi nally sleep.
save Iha t Wa rdect is buried in the centermOSI cha mber, with his If parley is offered, the robbers will seek to determine the cha rac-
chief acoly te and fi T$t lieUlenant at his side . ten' purpose without giving a way their own. T hey m ay lie, offer to
4 . Wardect credited the power of the Astrol inth for his success in split proceed s with the charac ters, or tak e an y oth er acl ion which
ma ny of his adven tures, and so Ihat tom e Wa$ laid to res t wi th seems appropri ate.
him. T he high cleric always wore a blue-metal amulet in the
shape of a butterfly, but ilS exact na ture is u nknow n .
5. Wardect was buril:d wilhout treasu re. His riches we re en-
Mesidor: AL NE; IN High; SZ M ; M V 12"; AC 4; MU5; hp 13;
IOmbed with his followers .
THAC O 20 · ; IIAT I ; D mg by weapon (1-4 for dagger) o r spell .
W hen the characte rs arc ready 10 proceed, a messenger en ters with Spells carried : magic miuile (x2), shield, sleep, mirror itO!lge,
m ore news. knock (alread y cast), hasle (al read y Cast).
Fighten: 3; AL N; IN Low; SZ M ; M V 12"; AC 2; F5; hp 30
As lhe Town Masters a rc prepa rin g your escort to th e borders of (Rat" rr) , 28 (l1:rbash), 25 (St urda n); THACO 18; IIAT I ; Dm g
the graveyard, wor:se news arrives. The forces of T he Ravager b y weapo n (2-8 for baSlard sword, 2·8 + I fo r bastllrd sword + 1,
1-4 for dagge r).

.!laue 130
T hie ves: 2; AL LN; [N Average; SZ M; MV [2" ; AC 6; T 6; hp
22 ( BOIS), 20 (Laun); T HAC O 20 ' ; IAT I; Omg by weapon ( 1- 3. The Crypts
6 + I for short sword + I, 1-8 for longsword, 1-4 '" 2 for dagger'!
+ ~ . 3<1 .SIi.lirs

The door opens 10 rcveal a stair leadin§ down into the hillside
behilld the Mausoleum. It ends in a 10 x lO' landing, with doors
to your right 3nd left.
2, Guardian 01 the Crypt
3b. Cr ypt o f Almonda
You stand in the moonlit eoun before the tall doors of\Vardect's
Mausoleum . The lighl of the moon reveals that the doors are
sheathed in bronze plate. Elvish runes arc carved ioto the plat- Thi~ is the chamber of Almonda, chief Acolyte of the Patria rch .
ing at eye level. The burial cha mber has been torn to bilS - tapestries have been
shredded, coffers broken open, and gold scattered on the noor
R ead ing the nmes produces no ill effect. The translation is: from b roken jugs. The sarcophagus of Ihe Acolyte has been
staved in and looted. There is a large hole in the far wall.
Rtf' LIn Wad"t tltt ( ttrt,
Good .a1Ml NolIttGwr."
AIMI hb faithful Acolglts
.r Tff.....
Ltt All £V" Tff,"" II ThIs Piau
Someone or something has raid ed the tomb of the acolyte, as all
that remains in Ihe damaged coffin arc some gnawed bones. T here
arc ~o me 5,000 gp scmtered throughout the tomb, but no magic
And Ltt tltt Elwn God's (hostll find Sallctuary Krff ilems. All conta iners have been destroyed.
The door is locked and trapped with a glyph of wa rding which
d elivers ajolt ofdect riei ty ( 10 hp, save vs. spells for 'll da mage) 10
anyone who attempts to o pen it without using the crystal key. When 3c. Crypt of Siegtrin
the key is inse rted inlO the lock, a magic lIIoulh spell on the key
speaks the name of the gly ph, and the d oor can be opened safely.
Characters who lislen al the doo r hear nothing. This is the chamber of Siegt rill, Fi rst Lieutenant of the Palri-
arch. This chamber has obviously been broken open and looted;
a large hole g:t.pes in the far wall. The room is fill ed with broken
Once unlocked, the bronze doors immediately swing inward on bones and jugs, smashed weaponry, and the overtu rned coffin of
hidden weights, revealing an an techamber deCO rated in blue tile the First Lieutenant lies in the center.
a nd gilded metal. On the fa r sid e is the only Olhe r door in the
20'x20' chamber. Between you and it is an 8' lall gray statue of a n
elf. A blue quarter moon is inscribed on its chest. As the door This chamber has also been raided , and Ihe coffin is em pty save for
swings wide, the statue ra ises a ha nd , palm outward , as if com- a hollow skull . Most of the trappings of the room have been
ma nding your group to halt . smashed , bUI if the cha racters search, they will discover rome 40 sp.
a white ge m (worth 5,000 gold pieces) and an intact non-magical
da gger.
The elvish figure is a clay golem constructed by Wardect to guard
the 10mb. It has been inst ructed to open the door for anyone hold - 3d. Cry pt of Wardect
ing out the blue quarter moon symbol , and to attack anyone trying
to enter the tomb withoul showing one.
Allow the players an ac tion when they see the golem raise its This is the chamber of the Patriarch Warden, appa rentl y un-
hand. If a blue q uarter 1II00n sy mbol (carried by Paramedix and changed since the day he was laid tn rest here. Rich tapestries,
Logistix) is presented strongly to the golem, as though to turn or dusty with age, line the walb. A st ,-..,,· cry pt , inlaid wit h gold ,
command it, the golem immediately tu rns and opens the door to stands squa re agai nst the fa r wall. '·'lere are no coffers or chests
the stairs, then steps aside . in this room, only the crypt itself.
If the PCs attack the golem, or try to walk pllst it to the door, it
will attack anyo ne who is not openly displaying the blue quarter
moon. Those who are wea ri ng one will be ignored unless they The lid of the cry pt can be lifted off by a combined stren gt h of35.
present it !lrongly, in which case the golem stOps attacking, turns , (Coun l the 18(5 1) strengt h of the gnome as a 20.) The c r ypt is
and opens the door. If the door is already open, the golem will slam empty. Something has bu rrowed through the back of the crypt and
it shut and immediately reo pen it, even if a character is sl/mding in the wall behind it , leaving a large, gaping hole . The passage (and
the doorway at the time. Such unfortunate characters a rc knocked all passages) arc wide enough for a single man to pass throu gh.
down the Siai rs by the im pact and suffer I d6 points o f damage. If The$C pa.ssages smell of da nk earth a nd rot.
the PC s do nothing when they 5Ce the gole m, it will d ose the bronze
doo rs in the charactcn' faces after 3 rounds and return to its origi-
nal position . The doo rs rclock when closed. 4. The Badger
Golem , Clay: I ; A L N; IN Non-; SZ L (8'); M V r; AC 7; H O
I I ; hp 50; TI-IACO 10 j I AT 1; Omg 3-30; XI' 3,600. The small passage descends deeper into the earth, widening as
Special Defenses: C an only be hil by blunt magical weapons; two smaller passages join it. This widened passage opens imme-
immune 10 most spells, except as described bclow. diately into a large (20'x20'xlO') chamber littered wil h bones
Special Attacks: C an hasle self once per day for three rounds; and broken crockery. A 10' wide passage exits the far s ide of the
damage inflicted by day golem can only be healed by a cleric of room . Small b u rrow holes, about two feet wide, line the left side
17th- level or higher. Of fhl' room. A small, furry, gray and black creat ure st icks its
Notes: I'vl ove earth inflicts 3-36 points of damage and re pels head Out of the nearest burrow, baring its teeth and growl ing at
golem 12ff ; disim cgrate inflicts 1-12 poin ts of damage and slows you .
golem 50 %; earthquake inflicts 5-50 points of da mage and holds
golem for I turn . Each rou nd of combat there is a non -
cumulative 1% chance tha t the golem will go berserk, hasting The creatu re is a badger who has turned this form er ghoul lair into
itself and attack ing any character. It ignores the symbols COIll- its home , and seeks to defend il. It will not attack or leave ilS bur-
pletely when berserk. row unless attacked first , but it will snarl and snap at the charac-
ters. If someone speaks to it (i. e., the gnome or a cleric). it will
inform them (i n no uncertain te rms) that they are tres pa ssing on its
home a nd that their leave-tak ing would be most ap preci<tted. I(
asked, it will info rm the pa rty that the passages beneath the grave-
yard wefe carved by a small band of ghouls, led by a powerful

JOO",' IIEDRON .3
un dead leader. He will 'llso lIIem ion that a d ozen hye na-like hu- No tes: Protection from evil keeps ghouls away : pa ra l y~ is d O\!~
m ans (g nolls) passed through [his way a few nights back. headin g not affct t elves.
towa rds th e g houls' Illir farlh er dow n the corr idor. The badger
knows lillie beyo nd Ihis wh ic h would be of usc 10 Ihe pan y. a nd il is Dogs, Wild: 4; AI. N; IN Scmi: SZ S; M V 15"; AC 7; H D 1 +
unw illing 10 leave ils home 10 join the group. hp 6 ca.; T H /\ CO IB; IAT 1; D ru g 1·4 ; XI' 32.
Badger: I ; A I. N ; IN Sellli-; SZ S; MV 6~(3 ~); AC 4; HD 1+ 2;
hi' 5; THACO 16; I AT 3; Dmg 1-2/ 1-21 1·3; XP 30.
No tes : Pel! value is 10-30 gp. 6. The Temple of Yeenoghu

Thc passage burrows dec per int o the roc k. The walls arc now
smooth, fini shed Slone. There is a closeness about the air, as if
5. The Advance Guard the very Slone radia tes a di m feel ing of oppression a nd malevo-
lence. The passage ends in a low arch opening into a la rge
(40'x10'x20 ') tem ple. -r:lpes tric5 depi ctin g gro[esque scenes cove r
The re is lig ht Il round the ne)<[ corn e r, flicke ring like {hat of
the stone walls. [n the fa r left comer, a hideous statu e of a skel e-
torches. As you approllch. you (an hear muffled voices, broken
tal gnoll rises almost to the ceiling. In the far ri ght-hand co rn er a
on occas ion b y II hars h lau gh or a gutleral snarl.
set of curved Steps leads 10' up to a circular platform with a
southern d oo r, A decaying, mad-e yed ghoul stands ato p thi s
Let the cha racters III ll ke whateve r preparations they wish for ap- pla tfor m , wearin g a blue- metal butterfly amulet and clutchin g a
proachin g th e co rner. brown , ta ltered boo k. Ghouls and gnolls, claws ready and weap-
ons sharp, Sfillld be tween you and th e platform. A tall female
flind. bearin g a triple-head ed morni ngstar, stands at th e base of
The pas5age o pens into a long, low room (30'x40'xlO') with the statue.
rounded corn ers, carved out of the hard earth and stone of the
hill . A long table run s across Ihe width of the roolll , at which arc
seat ed six gnolls a nd a ghoul. In the far corner, Ilnolher three The lead er of th e undead residents oflhis area is a ghas t-[ord,
ghouls life involved in eating dinn er. The gnolls are armed with formerl y Ihe Patria rch , now reduced in both mind and spirit. The
long, gleamin g two- ha nded swords. Large dogs, held in wooden s nolls a rc arm ed with b roadswords, and their leader is the fe ma le
cages at the far side of lhe table, snarl and bark at the ghouls. Ilind. As soo n as the cha racters arc noticed, the two leadcf!! will
dircct their ghouls and gnolls to allack . Cries of " Slay them! " a rise
from all th e creat ures. They a re positioned as noted on Delail Map
The gnolb, ghouls, and ghas t (the "ghoul" silt ing al the table) will 3 . If a ny ghouls o r the ghast fled from Encoun ter 5 , they will ha ve
no t nO( ice a sing le ~Cou t or ca reful g roup looking around the co rner, take n positions above the arch , and will leap down on th e party as
b ut they will react as soon as the charactef!! make themselves visible th ey enter Ihe roo m , with orden to avoid the fro nt line and strike
o r aud ible and allaek. Noise in the hallway will be in ves tiga ted by for the second a nd rear ranks.
two gnolls, Otherwi se, adj ud icate possi ble su rprise and initiati ve The ghllst-Iord does not have the paralysis powers of his kind n.>d,
normall y. See Det a il Map:2 for posi tions o f the various creatu res. but his stench is so nau$Cating that all within 10' must sa\'e or suffer
T hc gnoll! in this roo m have become accu stomed to the ghast '. a -1 " to hit " pena lt y unt il they move out of ran ge. T he ghast-Iord
stench , and a rc immune to it. has alread y cast his bless and resist fire spells before the part y's
Un less the simation warrants othe rw ise, fou r gnolls and all th ree a rrival. U n!cu Ihe situa tion warrants different action thereafte r, he
ghouls will att ac k thc pan y im mediatel y, while the two gnolls be- will cast si/el1ce, I S' radius at a spelkaster, then protection {rom
hind th e tabl e spend a round turning th e table on its side for de- good, Ihen coml/Mnd on an yo ne who looks threatening, and fi nall y
fense, The ghas t will nOt atta ck unless cornered , instead, it will try hold person on one or more fi ght er types, or on anyone threat cnin g
to fl ee to Eneo unler 6 10 warn the temple. him directly. H e cannOt be turned , as he is not undead per se.
The room itself is lit by fou r torches in th e north and south walls. The nind will di rcct the battle, usin g her morningsta r as a mnd-
The south wall h,ld a nmh er opening at one time, but th is has since bar wh en opponentS cl08e. (Only she may usc the weapon this wa y.)
been bricked up. A dWllrf or gnome will identify this area as new She will lake cO ver as needed from spells, only joini ng th e melee
construction which utili:.-.ed ston es from the cryp t above, if searchin g wh en her side is a~s ured of victory. If cap(Ured, she will de sc ribe th e
Ihe area and conce ntrating. It is not a concealed door. The charac- history of th e ghast-lord and suggest that his ledger probably co n-
ters may break th e wall down in 2 turns wi th picks, or in 3 turns tains an y and all records of Ihe dispos ition of items.
without proper toob. T he openi'lg leads to E ncoun te r 7. The bolt ~ rlly amulet is an ilIllo1c/ ofli{e prorection, wh ic h will
There arc four wild dog~ (two in each cage), undomesticated as store th e spirit of the user for seven days after cleath (w h ich may
yet and tormented by the Ihouls. Sleep spells used in this room will help explain Wardec t's present Slate), and makes the wearer invul-
affect the dogs first, then ti C gnolls, which is one reason the gnolls nerable to psionic a ttack.
keep them a round. The gn olls will not release the dogs during This roo m is the ghouls' Icmple. It is dedicated to Yeenoghu, but
comba t. An yone speakin g with Ihe dogs will find them friendly, and is currentl y being used as a common roo m for the ghoul ~ and gnol-
the y know that th ere are several more gnolls lurking around. They lish visitO rs. The undead a rc und er the direc t command of the
will accompan y th e part y if asked, but not fight. T he y willilee if the ghau- Iurd. and ca nnot be lurned unli l he is defeated . A ll undead
part y get' into a fight with ghouls or ghasts. will retreat if the ghas t-lord is slain , and thereafte r they will onl y
att ac k the part y in order to escape if both exits are blocked .
Gnolls: 6 ; AL C E; IN Low- Ave ra ge; SZ L (7' + ) ; M V 9"; AC 5 ; T he ghouls ' treas ure is piled before the statue ofYee noghu : it
HD 2; hp lOea; THACO 16; /AT I ; Dmg 2-B o r by weapo n: consists of 300 pp, 10,000 gp , 5,000 sp, 10 gems o f 1,000 gp va lue
XP48. and a himd axe + I . The eyes of the Yeenoghu slatue arc rub ies
Gha! t: I ; AI.. CE ; IN Ve ry; SZ M ; MV 1 5~; AC 4 ; HD 4; hp 2 1; worth 5,000 gp each . Both are trappal with glyphs whi ch deli ver
T J-I ACO 15 ; 1l'i.J" 3; Dmg 1-1-/ 1-4/ 1-8 + paral ys is (each); XP ten poi ~ t s of fi re d amage (save vs. spells fo r ha lf damage) to an yo ne
274. au empllnr to remove th em .
SIX,<ial De fenses: Immune to sleep and charm . M os t 0 the ma gic looted from Ihe tombs above has b een ba rtert.>d
Special Attacks: Paralys is a ffeelS any victim tou ched (includ- a way to oth er groop s in the caverns, and the transactions are re-
ing d ves); exudes Slench which affects all creat u res within a 10' corded in the faded brown ledger wh ich fhe ghasf-Iord holds. One
radius - victim s must save vs. poison or suffer a -2 " to hit " o f th e entries reads " Red Book o fM iridor - To Zaybu z be yond
penalty. the Burning Vale in Exchan ge for Yeenoghu 's eyes." Besidcs that
Notes: Protec tion from evil used in conjunction with iron entry are the word s "Spiker. Aldor, K ' thay, Melani-To Cross."
kee ps ghast awa y; cold iro n does double damage. Cnolls: 6; AL C E ; IN Low-Ave rage; SZ L (7' + ); MV 9 ~; AC 5;
Ghouls: 3; AL C E; IN Lo w; SZ M ; M V 9"; AC 6; HO 2; hp 7 ea ; H02 ; hp 10ea ; Tf-IACO 16 ; NAT I; Omg2-Borby weapon ;
TH ACO 16 ; IXI" 3 , Dmg 1-3/1-3/1-6 + paralysis (each); X I' X !' 48.
79. G haS!: I ; AI. CE ; IN Ve ry; SZ M; M V 15"; AC 4; HD 4: hp 2 1;
Special Defenses: Jmrnune to s1cep and charm. THACO 15; NXr 3; Dmg H/I -4/1-B + paralysis (each); XP
Special Attacks: Pumlysis by touch. 271 .
,. IlJ8ue 1 :10
APPOlIlUtiX Parilmcdix Egoccntrix
7th · t e vd H um .. n Male Fighter 7tll· t el'd Human Fe/milt· Ckr ;c Male f;/f ,'-'!.1g ic-uscrn"'h;c f (516)
Ability Scores Ability Scores Ability Scores
STR: 17 +1 hit/ + l ",1m, + 50Iwl, Drs STR: 13 + 101"'1, Drs 1·2, BIJ·J.G ·1% 5TH : JJ Drs 1-2, ItB·LG 2%
1·3, BB·LG 1.1 % INT: 10 CrK 45 %, 5-7/lcvc/ INT: 15 CI K 65% , l-U/level
JNT: B WIS: 17 +3 ST bonus WIS : 12 Cleric spell failure 5%
WIS: 12 Cleric spell flli/ure 5 % DEX: II DEX : 16 + 1 reaction s/missiles, · 2 AC
DEX: 14- CON: If SS 88, RES 92 bonus
CON: 13 SS 85 % , RES 90 % CHA: 10 4 henchmell CON: 18 + 2(+ 4) hpldie, SS 99, RES
CHA: II 4 hellchmen 100
Description
, Age: 34
Description Age: 29
Height : 5'6~
CHA: 16 + 25% reactions, 8 he/l chmcn/
+ 20 % loyalty
Description
Height: 6'2'" Weight: 170 Ibs.
Weight: 205 Ibs. Hair/Eyes: Blonde/blue Age: 502
Hair/Eyc~: Black/gray Alignment : Neutral Good H eig ht : 4'11"
Alignment: NeUiral Good Weight : 120 lbs.
Combat Data Hai r/ Eyes: Silve r/ blue
r THACO: 14
Combat Data
THACO: 16
AC normal:
Alignment: C haotic Neutral
Combat Data
AC normal: AC rear: 2
AC rear: 3 Armor t ype: SpJiIl/ + 2 & shield THACO (as magic- user): 20 '
Armor type : Plate & shiel<l + 1 Hit Points: 3 1 THACO (as t.hief): 19
Hit Points: H AC normal: 5
Weapon Proficie ncies: club , hammer,
AC rear: 7
Weapon Proficienciel: Longsword , IWO' mace.
Armor Iype: Leather + 1
handed swo rd, javelin, dagger. NPP: -3.
Hit Points: 33
NPP: ·2.
Saving Throws Weapon Proficie ncies (as m agic-user):
Saving Throws Poison , paralysis, death sta fT.
7
Poison, paraly s i~, death 10 Petrification, polymorph 10 NPP: -5.
Petrification, polymorph Rod, staff, wand Weapon Proficiencies (as thief): dagger,

"""
II
Rod, staff, wand 12 Breath \Veapon short sword , short bow.
Breat h Weapon NPP: ·3,
Spells
Racial &
"
Professional Skills
13
Spells
Racial & Proresliional Skills Saving Throws
Attacks: III Poison, pliralysis, death 12
Attacks : 3/2 (2/1 with longsword) Spells/day: 5 5 3 - Pet rifi cation, pol ymorph 11
Special Abilities: Weapon specialization In Rod, staff, wand
lonlflword .
Languages: Com mon , Neutral Good , Elf,
Blue Dragon. Brea th Weapon "
15
Langu a ges: Com m on, Gnoll , Neutral
Cood.
Skeleton
Undead ' furning Thble
o Wraith 7
Spells
Racial & ProrcHsional Sk ilJli "
Equipmcnt Attacks: II I
Zo mbie D Mummy 10
M a gic Items: longsword + 2, gian tslayer, 2 Ghoul o Spectre 13 Spell,/day: 4 2 I -
polions of healing, Shadow T Vampire 16 Special Abilities: + I " 10 hit " with bow o r
Normal Equipment: 2·ha nd ed sword , 2 jav- Wight T Chost 20 sword ; 90 % resistant to sleep and charm ;
elins, 50' rope, 3 torches, small belt pouch , Ghast 4 Lieh find sec reI doors ( 1-6 in passing, 2·6 chance if
small silver mirror, wines kin , I pint watered Special searchi ng); find concealed d oors ( 1-6 chance
wine , in passing, 3 in 6 if searc hi ng); infravision
Equipment (60' ); backslabbing ( + 4 " to hit ", triple dam·
You are a tall, distinw,ished gen tl eman , You age) .
have spent you r ca reer a$ a fighter and sol- Languages: Common , Elvish, G n ollish,
dier, and occasionally as a mercenary. Direct Magic Items: mace + 1, .~t.1ffofslrikjllg(12
Gnom ish , Go blin, Ha/fling, Hobgoblin, and
an d blunt, you think in military term~ re- charges), scroll ~ purify food & drink, creale
Orcish .
gardless of the size of yOUT compan y or the water, heal.
scope o f the ta$lor. at hand . You were brought Normal Equipment : Leather spell com po- Thieving Sk ills
up to be gracious toward women of all races , nent case, holy symbol (blue qu arter lI1oon ,
worn around neck), prayer beads, 2 small PP OL FT MS HS H N CW RL
However, though you are ch i valrou ~ tOward
females of human or elvish descent, you te nd sacks (empty), large belt pouch, 3 flasks of 60 47 '~5 52 47 25 92 30
to be cond escending to all olher females. You oil, 2 fla sks of holy water, bullseye lantern .
are gene rall y patroni:dng toward all de mi- Equipment
You are a human follower o f the e1 ven deity
humans (particularly gnomes an d halflings), Magic Items: Shorl bow + 2, sllorr sword
Corellon Larethian, whose sym bol is the blue
and suspiciou s of men who a rc unskilled in +1,2 arrows + 2, arrow ofdcmon·slaying,
blade com bat. quarter moon . You ha ve a quiet nalure, and
you arc usually calm and polite even in the potion of healing.
PARAMEDIX, the cleric , is a t rue lady. Normal Equipment: Qu iver, 20 ;Lrrows, 3
most extreme circumstances. You usually
H er talenu a nd chann! a re really tOO rare to silver tipped arrows, small pouch on belt ,
be pu t at risk on adventures, but her spells carry more spells fo r healing than for combat .
The slarr of striking is not yours; it belongs to spell compone nts, dia ry ( locked , key on
can make the difference betwee n victory or Siring around neck).
defeat. You wish she would make a grealer ef- the ch urch, While it is to be used in the cause
fort to rest rain the elf ma ge and prod the of defeating The R avage r (whose crudty to You are rh e finest marksman and clven mage
dves is common Talk), yOIl do not wish to re- this century has seen , and you don ' t hesitate
gnome th oug h. People wi th her status should
be active in enforcing good condu ct , turn an empty and drained staff if yOll can 10 let your traveling compan ion! know about
NECROMANTIX, the mag ic-user, really avoid it. your skills - in detail. You conside r The
bothe rs you. T his $Carccrow of a man hu no APPOMAT IX is a capable fighter overall , Ravager's actions (especially the burning of
real manly skills, and he maintain! an un - and he is al most indispensible as the "fron t the elven capilOJ) a persona l affront, and will
hcalthy interest in death and death ma gic. line." H e is a bit of a zeno phobe, and a male go 10 any lengths 10 defea t him . Most people
Fortunately, he seems to have a relatively chau vani st besides. You can't complain consider yo u headstrong, vain, and argu ·
about this thouf!:h, because he is alwa ys nice mentative, your diary conta ins a thrilling at-
COUIll of yo ur lifc, with juSt enough elabo ra- to you . Sometimes , however, yo u fear thaI his normal - though low- powered - sclectiol
tion to ass ure that the events you record re- altitudes will franu re party u nity. of spells. Vou wish he would n't encou rage th,
flect you r opinion or youl1ldf. This seldom NECRO MA NT IX , the magic-user, gnome's dreadful sensc o f humor.
entaib exagge ra d ng the danger you face, juSt think s he knows romthing ahout undead. LOCI STIX, Ihe cleric/ranger, tries hare
your role in overcoming it. One of these days hc's going to wish he had to be useful, but the poor lady seldom hilS till
APPOMATIX, the Iighler, is a real pile- picked anot he r subject 10 stud y. How any- mark. She is barely adeq u ate as a lighter. a n{
dri ver, a blunt inslrllme nt. He seems to th ink body could fed llnyt hing but loathing for she call 'l hold a candle to Paramedix when il
be has b rains, but onl y his brawn is wort h creatures so spi rit ually tw isted is beyond you. comes 10 th ings clerical. H er secondary skill!.
an yth ing. Fortuna tely, Logistix is usually You hope Ihe mage does nOI have 10 learn Ihe especially tracking, do come in ha ndy once i~
around 10 adv ise him . Actu all y, the big lug depth of his foll y the hard way. a while , but she is reall y a fifth wheel. Vou Ir)
would be likable if he wasn't such a prude. LOCISTIX , the cleric/ran ge r, is a good very ha rd 1'101 to lei her kn ow Ihis, however,
PA RAMEDIX , [he cleric, is every bil as friend and a valuable companion. Her partic- as she is likely to do somtning foolhardy in or·
prudish as Ihe fi ghter, but o:onsidc rabl y more ular combination of skills is vcry useful . She der to prove hercsclf. She docs have an excel-
taclful. She's 1'10\ a pleasure to be around, b ut seems 10 crave approval from Appomatix, lent hcad for planning, but she seems to
you are glad to IHlve her healin g on hand. thou gh - a 1051 cause if there ever was o ne . forgelthe fine poii'll! ill the heat of the action.
LOC IST IX , the cleric/ranger, is the real She seems to have a crazy streak in her. and EGOCENTR IX, Ihe ma$ic-user/ lhief, is
brains of the group. He r plans are always she tends 10 get carried awa y in a fi ght o r dur- more talk Ihan action. If 'hIS elf were even
workable, but she always stays nexible; she's ing a chase. This in termittcnt foolhardi ness half as great as he thinks he is, you would all
not a ramrod like the fighter is. She doesseclll will cost her dearly someday. be able to retire and leave Ihe world in good
to be in awe of the other cleric, probably be- EGOCENTRI X , the el f magic-userlthief, hands. AI least his spells have mo re punch
cause they wOl"$hip the same deity. She should is a formidable sct of skills, but he has tOO than the Olher mage's do. He would be muc h
develop a little 1II0 re self-respect. high a n opinion of himself. Vou lend to be more useful to you if he didn ' t speod half of
NEC ROMANTIX, the mage, is a real overly critical of him because orthis. Since he his lime playing (II bein g a locksmith lind
character. He seems 10 resent yo ur magical sees himsel f a! perfecl , you tend toj udge him Ireasure-finder.
abilitcs, probably because you ' n: not fooled by tha I sla ndard . Vou Iry ve ry hard 10 be civil GOLDBR IX , Ihe gnome thief, is a cow·
by the froni he keeps lip. H e tries 10 make the 10 him, bUI his attitude is fa r from charming. ard. II is nearl y impouible to gel him [ 0 con-
uninformed think that he is a specialist in GOLDBR IX , Ihe gnome thief, is overcau- tribute 10 the common weal. His kno wledge
death magic, but most of his spells are alte ra- lious and tOO willing to let others do his work of slone work and Ihings mechanical is useful,
tions. He appear! to resent thieves, probably fo r him . Hisjokes a re often crude and cru el. howevcr. Furtherm ore, th is knowledge is
because of his peasam upbring ing. This The onl y member o f the parly who really generall y o ffered by the g nome himself, since
make his friendshi p wilh the gnome very puz- linds him amusing is Ihe human mage. Nev- advice involves no risk.
zli ng - perhaps he is simply unaware of Ihe ertheles!, his kn owledge of mining and traps
gnome's (rue profe ssion. make! him a useful member of the party.
GOLDBR IX , Ihe gnome Ihief, has no am- And, h is humor is a nice con traSI 10 the sIUrk
bition . H ~ seems perrectly willi ng 10 lak~ practicality of Appomatix .
things as they come, and he makes no effort
10 help himself or 10 make himself usdul 10
others. His tastless joke! amuse the mage,
but no one else SCCIllS to have an y usc for him.
If he d oesn' t shape up soon Ihis parl y will
drop him like a worn-o ul shoe.
Spell Books
Level 1 Spells (Memorize 4)
Charm I~erson Friends
Magic Missile R ead Magic
Sleep Unseen Servant
Level 2 Spells (Memorize 2)
Forgef Invisibility
Ray of Enfeeblement Scare
Level.3 Spells (Memorize I)
Fireball Hold Person
Lig/llning Bolt
Necromantix Logistix Goldbrix
7th- Level Human '\<fa/e Magic- User Female Half-Elf Ranger/Cleric (5/6) ,"'a le Gnome FishleriThid(6/6)
Ability Scores Ability Scores Ability Scores
5TH: 8 Drs /-2, B/j-LC 1% STR: 13 + 101"'1, Drs /- 2, Im -LG ., % 5TH: 18/5 1+2hir/ + 3c1am, +1 25#",/, Drs
tNT: 16 CIK 65 %, 7-1111cvcJ I NT: IJ el K 55%, 6-9/levcl H , BB-LG 25%
WIS : 11 WIS: 16 + 2 on saves tNT: 10 GIK 45%, 5-7/lcvel
DEX : 10 DEX: 9 WIS: 9 C/cric spell failure 20 %
CON: 16 + 2 hpldie, SS 95, RES 96 CON: 17 SS97, RES 98 DEX : 17 + 2 reaclions/ missi/es, -3 I\G
CHA: 9 4 henchmen C HA : 12 5 henchmen bonus
CON : 8 5560 %, RES 65%
Description Description CHA: 5 -1 5 % "'<I e/ions, 2 henchmen/-
Age: .'38 Age: 41 20% 10Y<llty
Height: 6'Off Height: 5'5"
Weight: 130 lbs_ Weight: 160 Ibs.
Hair/ Eyes: Gray/g reen Hair/ Eyes: Cold/v iolel
Description
Alignment: Neutral Alignment: C hao tic Good Age: 553
H eight: 3' 0~
Combat Data Combat Data We ight : 801bs.
THACO: 19 THACO (as ranger): 16 Hair/ Eyes: Blacklbrow n
AC normal: 5 THACO (as cleric): 18 Alignment! Neutral
AC rear: 5 AC normal: 0 Combat Data
Armor type: Bracers of defense (AC 5) AC rtar: 2
Hit Points: 31 Armor type : PI:! /C + I & shield + I THACO (85 fighter): 16
Hit Points: 36 THACO (as thief): 19
Weapon Proficienciu: d agge r, starr. AC normal: 4
N PP: -5. Wea pon Proficiencies (as ranger): AC rear: 7
morningstar, longsword, sho rt sword , dag- Armor type: Leather & ring o f protec/ioll
Saving Throws ger, short bow. +/
Poi~on, paralysis, death 13 NPP: -2.
Hit Points: 35
Pet ri fi cation, ·polymorph 11 Weapon Proriciencies (as cleric): mace,
Rod , slarr, wand 9 hammer, club. Weapon Proficieneies (as fighter); Short
Breath Wea pon 13 NPP: -3. sword , javelin, hammer, short bow, knife.
Spells 10 NPP: -2.
Saving Throws W'"r.:n Proficiendc, (as thief): club , dag-
Itacial & ProfessIonal Skills Poison, paralys is, death 9 ge r, ong ,word .
Attaclu: III Pelrificat ion , polymorph 12 NPP: -3.
Spells/da y: 4 3 2 I - Rod, slaff, wand 13
Breath Weapon
Saving Throws
Languages: C ommon , Neutral, Shedu, 13
Ogre, H allling, Dwarf, Gnoll. Spells 14 Poison, paralysis, death II
Petrificat ion, polymorph II
EquIpment Racial &: Professional Skilili Rod, staff, wand · 12
Magic hems: Dagser + /, scroll of 2 spells Attacks: 111 Breath Wea pon 13
- ( wall of icc, water brealhi"s), ring of SpcllJ.lday: 5 5 2 - Spells· 13
swimming, potion o f t:X lra·hca/ing. Special Abilities: 30 % resistant 10 sleep and
Normal Equipment: StafT, small pouch on charm; find secret dOOr!! (I in 6 chance in
beh , spell component s, large pouch on belt, passing, 2 in 6 chance if searching); lind con- Racial &: ProfessIonal Skills
tinder box, 3 nasks of oil, bullseyc lantern, 2 cealed d oors ( I in 6 chance in pan ing, 3 in 6
chance if searching); infravision (60'). Attacks : 1/ 1
daggers. Spedal Abililies: + I bonus " to hit" goblin
Languages: Common, El vish, Cnollish,
Tall an d lanky, you hail from a costal fishing Gnomish, Coblin, H atlling, Hobgoblin. or kobold; -4 AC bonus vs. bugbear, gnoll ,
village. The scroll you bear is a gift from ogre, ogre mage, troll , g iant, tilan ; lind
your fa mil y thcrc. You ha ve an intcresl in Undead 1urning Thble slopes 8/1 0 ; unsafe stonework 7/ 10; depth
d eath magic a nd the undead, a pu rsui l that underg round 6110; dir«lio n underg round 5/
Skeleton J) Wrailh 10
has dra wn you into this party. The Ravager's 10; infravision 60'; backs!abbi ng ( + 4 " to
supposed invulncrability is int rigui ng, and
Zombie o M um my 13 h it" bonus, triple da mage) .
Ghoul T Spectre 16 Languages: Burrowing ma mmal, Common,
you arc curious to di5(;Over th e secret of that
in vulne rability. You often speak in meta-
Shadow T Vampire 20 Owarven , Gnomish, Goblin, H alOi ng, Ko-
Wight 4 Ghost
phors, coloring your speech wit h referen ces bold.
to death and undeath for th e sake of theatrics.
Ghast 7 Lich
You likewise love riddles and all forms of unu-
Spedal Thieving Skills
sual and obscure humor. Hquipment pp OL FT MS HS HN CW RL
AI'I'OMATIX is a useful lighter, but a
bore and an extremis!. H e seems to live in a Magic Items: m ornings/ar + 1, r ing o f fire 60 62 55 57 47 30 77 30
fanlasy world in which he is a great gene ra l resistance, S1a ff of curing (10 cha rges).
Normal Equipme nt: Holy symbol (blue Equipment
who commands everyone elsc. Fortunately,
qua rter moon), small pouch on belt, spell Magic Items: ShorlS"'Oro + 2, n'<i dragon
his thinkin g is usuall y clear a nd his grand
schemes are generall y workable. H e is also componcnts, large pouch on belt, I nask of slayer, polion of healing, hammer + 2, j.we-
holy water, prayer beads. lin ofpiercing(no proficiency needed to us e).
nearly fearless; he nev er hesita tes to PUI him-
selfhetween danger and the rest of the party. You are a cleric of the elven deil Y Corello n Normal Equipment: Backpac k, 2 pints
It appea rs Iha! he doesn' t really like you - Larethiao , whose symbol is a blue qua rle r meOld , 2 pints ale, rations (2 weeks ).
probably because you ha ve seen through moon . You arc also a ra nger and a woodsper- Your IIIOttO is " Maximum re turn on mlnt-
him . son, mo re at ho me in the forest thall in th e mum efTort ," a way of life not always ap-
l'AR AM EDIX , the cleric, is a good lad y to city. You are careful planning, but you o f- proved by those around you. This is balanced
have around. H er cle rical quick-fixes a rc ten upset you r own plans with sudden at tac ks by you r own natural abilities that give you
much ap preciated . She s(ems genui nely ap- and wild actions. You enjoy the risks of com- big ret urns for small crrOrl S. This is 1l0tlO say
palled by your interest in death magic and the bat far more than the careful dullness of par- that you arc lazy, bm you do feel tnat it is a
und ead - nOt suprisi ng , consid!:ring her le y, but you temper your feelings with waste of time for a fi ghter to spend 20 min -
background and gentle nature. She obviously utes bauling a chimera when a magic-user,
wielding some renewable hocus- pocus, can
wipe Ihe e nc rnyou l. This attitude hal nOI en· concern for ot hers. You see you r dual role of has conside rable knowl e d ge of the un dead
dea red you to most of you r travding compan- fighl er and healer as an impcmam one . but she is unwillin g w share it with you.
ions, but th ey seem to appreciate it whenyou APPOMATIX , the fighter, has a good LOGI STI X . the elven cleric/ranger
do make thc efTor!. You neve r ri~k life and mind for planni ng, even ifhedoes tend 10 ex- should decide what line of business she wantl
limb unn ecessarily, but you are not adve rse to agge rate the im portance o f most things. You 10 pursue . She is undependable as a cieri,
removing those trinkclS and treasures that enjoy brainstorming with him, eve n if your (100 impulsive), and inadequate as a fightel
present th emselves for the looting, rega rdless sessions are marred by the syrupy way he (no stamina). She makes a good backup fa t
of polenriai consequences. speaks to you . You wou ld be insulted bi 'he Appomatix and " aramedix, but she coul(;
APPOMATIX, the fighler, works too hard em pt y llal1eries he heaps upon you i you neve r replace eithe r of th e m .
for his own good. or course, this benefits you , didn't know why he does it. He's obviously EGOC ENTRIX is another el f who can't
so you lei him bash down doo~ as well as do sweet o n Para medix . The genuine respect dec ide what he wants to be. His ma gic i~
most of Ihc fi ghtin g and thinking. He seem s and affection he has for her stand out ag ilinst strictl y the flash y type - good onl y asa cnldc
to be a bit crazy, thinking that he is some kind the shallow way he trea ts you . He 's obviousl y replacement for brawn. H is thi eny skills fa U
of great general and the rest of Ihe parl y are tryirag to cover his feelings for Param edix by woefully shan of the gnom e's. I-Ie might hi m
his troops, but as long a s he gels Ihe job done act ing courtly IOward you as well. out to be a passable ma ge or thief if he'd stop
you don ' t mind. PARAMEDIX, the cleric, is a reall y nicc scribbling in thai diary of his and spend some
PARAMEOIX , the cleric, provides th e lady, and also an extremly good cleric , in both time st ud ying just one of his profusions.
healing thai keeps the c ra:l!y fighter going; sense. of the te rm. Although she has pro· COLD BRIX , the gnome thief, is highl y
Ihey mak e a good pair. She also fooli shly putS gressed farthe r than you have in Ihe worship unpopular. Nobody clse seems to like this
out /lIore than she gets back, although she of your mutual deity, she neve r tries 10 lord it diminuative fellow, but you find him end -
might get SOlne kind of "spiritual" sat isfac- over yo u . She is total ly una ware of the fight- lessly entenaining. He is t he only wi" besides
tion out of the present m ission . H er intangi- e r 's feelinS' for he r, That's a true shame, Hu - yourself, in the pany. H e understands th e ef·
ble rewards don't concern you. You are mans have no time to waste when it comes to fi cient usc of resources and is not burdened
looking for worldly successes. matters of the heart. by the e:>lccss moral baggage the OIhe rs carry.
NECROMA NT1X, the magic-use r, is a NECROMANTlX , the magic-user, is the H e really runs the part y; the ot he rs ma y
frie ndly pe rson. H e laughs with you when human so n ofa fisherman, but he appears to think they' re on thcir own missions, but it's
you tel[ ajoke, and he seems to have a realis- be a'ihamed of his past. H e tries to cover his all really being Siaged for the gnome's benifil.
lie auimde. H is main interest on this adven- rustic background by acting bookish, but this
ture is learning abou t undead. The only thin g really isn't necessary. H is m agical studies Spell Books
you want to know about undead is that there have made him learned enough to make up Level l Spells (Memorize 4)
aren't any near you, bUi if undead are the for h is common origins, His interest in death
mage's cu p of tea, that's fine with you. and the undead is unhealthy at ben, and dan- Burning Hands Comprehend Llln-
LOCISTIX, th e ra nger/cleric, is the only gerous at worst. Ifhe is nOI ea reful , he may be guages
person in the party, other th an you nelf, who sed uced by the dark secre ts that he seeks. l"emiter Fall Hold Porlill
seems to enjoy wha t she is doing. She seem s ECOCENTR IX , the magic-u ser/thief, is Read Milgic S/l ocking Grasp
to share the other cleri c's "spiritual" mOl iva- a little full of himself, but th is is not un com- Spider Climb
tion. M aybe th at is common to all such holy mon among adventurers. H is magic is more L e vel 2 Spells (M emorize 3)
rollers. useful than Necro matix 's, and ahhough he is
EGOCENTRI X, the magie-use r/ th ief, i. not as knowl edgeable as C old brix, he is Kn ock Levirate
so busy patting him8e1f on the back th at he re- quick er 10 el<eTl himself when he is needed. Mirror Image Strellgth
ally doesn't have time to look out for himself. GOLDBR I X , th e &"nome thief, is an Level .3 Spells (Memorize 2)
lf heever woke up 10 the poniblities, he could annoyi ng little pe rson WIth a bad sense or hu-
u se magic 10 au gment his thief abilites and mor and a slothfu l nature. H is knowledge of Feign Delllh Fly
beat you to the good opportu nities. Fortu - stonework could make him indispensiblc, bm Slow
nately, that hasn ' t happened. The range rl he refuses to exen h imself. Level 4 Spells (Memorize 1)
cleric provides him with another di.r raction;
he's obviously smitten with her, even if she Polymorph Other Polymorph Sel f
doesn' t notice.
Special Defcnses: Immune 10 sleep a nd charm.
Spcrial Auacks: Paralys is arr« l ~ any victim touched (i nclud· tips of its fangs, ho rn s and scores orshort, curved body spines
ing elves); exudes stench whieh afTec ts alt creatures whhin a 10' gleam evily in ehe stark light. It stares al you malevol e ml y with
radiu s - vic lims must save vs. poiSQn or sufTer a -2 "10 hit " its red eyes, a s Ihough impatiently waiting for you 10 do IIOme-
penalty. Ihing.
Notes: Protection (rom el'il used in conjunction with iron
keeps ghast away; cold iron d ocs double damage.
The creature is M clani, a barbed (kvil "owned" by Za ybuz and
G houb: 3; AL CE; IN Low; SZ M ; MV 9 AC 6; HD 2; hp 7 ea;
N
;
used as a gale kceper. The gate is a natural gas vent set alight by
THACO 16; NAT 3; Dmg 1-:V1 -311·6 + paralysis (each); X i'
the heat of the cavern. The devi!,s function is 10 open the waH of
79. l1ame (via its pyrolt'dmics abiliey) for those who seck Zaybu:r.. It
Special Defenses: Immune 10 s/~"(:p and charm.
does nmhing until the PCs approach, a\lack or call out t hc inca nta-
S pecial AHacks : Paralysis by louch.
tion listed in the gha~I - lo rd 's ledger.
NOles: Protcctioll (roll1 evil keeps ghouls away; paralysis docs
If Ihe PCs attack. Melani melees one fronl- line fight e r and uses
not affect elves.
hold puson on anolher. H e ignores spcllcauers, counting on his
Gh 'ISI-lord : I; AL CE; I N H igh; SZ M; MV 12-; AC 2; HD 8; hp magic resistance 10 proteci him from spells . If the hold is successful ,
48; T HACO 12; IAT 3 or I spell ; Dmg 1-6/1 -6/ 1- 12 or by spell. Melani picks anolher target , favoring those with probable low
Spells carried: commalld (die), proteclion (rom good, sallC/IJ- wisdoms (fightcrs o r thieves). Ir the dev il suceeds in killin g or driv -
IIry. bless, resiSI cold, hold peNon, spirilual hammer, silence 15' ing away all but a held charac ter o r two, he will push all but o ne or
radius, speak with allimals, resisl lire. the held PCs into a chasm. T he fall causes IOd6 points ofdama gc,
but treat any 5's or 6's roll ed ~I S 1'5 - the liquid brea ks the fall.
Flind: I; AL LE; I N Ave; SZ M ; M V 12"; AC 5; HD 2 + 3; hp The flaming liquid, however, inflicls 3d6 points of Iirc damage per
19; TH ACO 15; N~T 1 or 2; Dmg 2-8 + Special; XP 11 2. round (treat as a large, very hot nor mal fire for dcterm in ing the
Special AHacks: H it whh lTlorningstar inflicts 2d1 and victim effect of magical protections). Damage co ntinues frunl round to
mu ~ t save vs. wa nds or be disarnlt:d.
round until the victim climbs out or the pool. The devil saves the
re maining charactcr to "play with." If M elani is reduced to 10 hit
points or less, he retrealS Ihrough the wall of fire and waits on the
6a. Encounter Variant Olher sidc , melecing an y characters who pass Ihrough it (see below).
There is a ch'lIlce that the party lI1a y enter the lemple area rrom the Ir the pany recites Ihe in(3ntation, the devil grumy states that
SQuth if they break down Ihe wall and run Ihrough Eneo unl t r 7 . If Zaybuz is out , and he o rders Ihem 10 come back IOllIo r row. If the
th is is the case, move the ghan-Iord and his possessions rrom the PCs insisl Ihat they have to sec Zayooz, Melani asks them 10 Slale
balcony (0 a pmilion in front orthe statue ofYeenoghu (wilh the Ihei r business. W hile they answer, he uses know alignment on
flilld), and read the following description : ,he m. Once he di scovers their al ignments, he will be unw illing to
le t them pass. Mdani gives the PCs a runaround suitable for their
stalcd business. H e will only agree to let the PCs pass ir th ey tell
T he a ir in the pass age turns close and mu ggy, laced with incense him that they have co me wit h a delivery from the ghouls (ussu min g
and a dark forebodin g of greal evil. The passage opens ontO a Ihat the del ivery is them, and that thcy arc 10 be food fo r Zaybuz),
balcon y in the sou theast corner of 11 1,Irge (40'x40' x30') temple or irthey claim to wish 10 negotiate a sale or purchase (a normal
area . Curved steps lead down 10 the main floor, which is occu- activity for Zaybu7.).
pied by Ihe forms o f milling gnolls and ghouls. In the near righ t- Ir Ihe party succC5sfully negoliales wilh the devil, he tells them to
hand co rner is a huge Slalue of a dcmonic gnoll with glittering wai t while he "rings the masle r."
eyes. 8efore Ihis statue stand twO figures conrerring - a ragged
ghoul clutching a tauered brown book and wearing a bulterfly
necklaee, and a tall female fl ind bearing a triple-headed T he homed monster reaches into its ea r. It scaly fingen probe
morningslar. for a moment, then withdraw some kind of small, fu r ry crealure.
T he monster grinds the tin y bea" between its finger tips, leering
with perverse pleasure. " T he maSler is en route," chuckles the
Run Ihe combat as for Eneounl er 6. T he gnolls and ghouls will monster as it pops the creature back into its car, apparently still
pursue a fl ceing party, and they cannot be turned as long as they intact. "Stand well back," it adds. ·'I' m about to open the gate."
arc under the co mmand of the ghast -Iord.
The small creature is II brain mole. The devil squeezed it to make it
se nd OUI a psychic "squel1I " which Zaybu z can "hear" on the as tral
7.1hr Baby plane. If any PC uses a psionic-related spell within 30' of the devil.
the mole will attack, ceasing only whe n the spell ends o r the viClim
ge ts Out or range. If the PC s kill Mela ni, only a ve ry complete
The a ir grows hOI as you move down the passage, openi ng ontO sea rch orthe devil 's body will reveal the mole. T he mole will also
a ledge runnin g above a red, smokey cavern . Barring th is open- "squeal" if the devil retreaes through the wall or flame , although it
ing is a large stone humanoid figure , lit by Ihe hellish lig ht be- is prOleClcd rrom a firey death by iu location inside Ihe d evil's ea r.
hind il . The figure gives a low, inhuma n growl and advances o n In eilher case, its squeal will summ on Zay buz back 10 his body.
the pa rt y. To open the gate, the devil casts pyrotechnics (firewo rks version)
on the wall. The devil apologizes with obvious insince rit y if IIny
PCs arc blinded by the Fireworks. The pyrotechnics ext inguis hes the
The figu re is a mimic that has taken Ihe form of a stone golem. It is
wall of flame for Id4+2 round s, or until the de vil rcligh ts it wi th
used by th e ghas t-Io rd as protecti on from Zaybuz a nd his demon.
produce flame. The passage i~ filled with sparks and fl as hes like a
H e is unde r orders to auack any intrude rs not accompanied by the
ghau-Iord. gian t cigarett e ligter as the vem starts to rel ight ilScJfnaiurally. The
PCs can pass Ihrough the area without harm as long as the vcnt
Mimic: I; A L N; I N Average; SZ L; MV 3~; AC 7; HD 10; hp stays unlit.
51: T I·IACO 10; IAT I ; Dmg 3-12; XP 3,1 H . If the PCs fight the devil, they mUSI eit her diUh through Ihe wall
Special A\lacks: G lue. of flame, or find some ot her means of extinguishing il. The flame
in flicts 5d8 points or damage to any characters pas5ing t hrough it
(save V5. breath for '12 damage, dcxlerity bouns applies). Trealthe
8. The Burning Vale sheet or flame as a wall o( fire for the adj ud icaling the e ITeets of
magical proleclion s.
This cavern is a vision or a d a rker plane, lit by a hellish glare Devil, Barbed: I; AL LE; IN Very; SZ M (7'); MV 12 ~; AC 0,
iuuing from pools of burning li(IUid that lie at the bottoms of MR 35%; HD 8; hp 36; THACO 12; IAT 3; Dmg 2-8/2-8/3-12;
chasms on either side of th e passage. Only 20' from you the XP 1,785.
passage is blocked b y a roaring sheet.ofwhite-ho t name . You see Special Abilities (at will): ,lnimmc d ead, charm perSOIl, fear,
a large horned humanoid crouc hin g in rront of the flame . The 110/d peNon, illusioll, know ll Jignmenr, produce name, pyrolech-
nics, suggestion, teleport, gille (30% success) I barbed devil.
VOLVtltmRO,'¥
••
Special Dd cnses: N~v~ r su rp rised ; i mmun~ to fi re; la kc$ 'h
damage from cold or gas; hit only by sil ver o r magic wea pons The Grave yard
( + 1 or bener).
Bra in Mole: I ; AI. N; IN Animal; S2 S (3" ); MV I "; AC 9; H I)
(Det ail Map)
1 hil poinl ; T HACO N/A ; NAT Nil ; Dmg N il; XP 3!.
rt --t~i-I .::. ! ~I I t-j
E r-:
Special Auacks: 12 1 point mind IlInlSI has 20% cha nce per

" r--'
round tod rive non -psion ics insane, R 30'.
IT TI 1
1 1 -
1
9 . The Do o r -c - '
-i
1
1, FI
F F 1'
~

i- j-
,
1-
- 1,
- M:~~~ H
The passage e nds in a large set of brollllc-pla tcd doo rs. Dark _ I,
ru nes are scribed into thc doo rs, and the symbols fl icker and
_ I,
_ -I
I
r- 1-
d ance in the red light. -
- _ I
-
- '-
Th~ run",s, written in Common, read as fo llows:
tfnr Is 1M lair of upuz
Iitt Mi!hIY
- 1
I
, -
, 1
0'
Walkrr tltt Dart. '.1,M
All Good Sh.111 TrtmWt In His Uision
r I I r r

For nw, Art Cault


AIMI Thtl, Mlntk IDI1I 5Hn It His
T he doors are locked and Irapped wil h a glyph o(waroillg . An yo ne
openin g the doors lIIust sa vc vs. spells or be a m icted with a curse (- The Advance
I penalty on all saving throws fo r the next five turns). The doors
a re locked . They can be opened by a thief at normal chances, or by
Guard's Chamber
a successful open d oors attempt (treat as an atte mpt agai n st a wiz-
~rd lock ed porta l, or by a successful be/ld bllrs auem pt , or with a
(Detail Map)
kn ock spell. Otherwise, the charac ters ciln bea t them down in one
tum .

10 . The Lair 01 Za y bu z

The door opens into a triangular-shaped room, with th e d oor at


the center of th e 20 ' wide base. The wa ll$ of the room a rc cl ut-
tered wi th bookshel vcs and lab equipmen t. The Ooor is covered
wi th whi te mar ble, with a sin$1e band of blac k stone 30' away.
T he ap<:x of the t riangle is 60 from the door, and is occupied by
a low thro ne , upon wh ich sits the huma noid form o f a mind-
Ilaye r.

Za yb uz the mind 1l(lye r will only be " in" his body if th e d evil's
bra in mole has e miued a psych ic "squ cal." Otherwise, he is roam -
ing the Astral Plane on his own dark mission a nd his body will not
move.
T he black ma rblc is cove red wi th glyphs o( waroing; each inOicts
16 points of elect rical damage when tri ggered. Any cleric who sees
The Thmple at ¥eenoghu
the ru nes (via a find fraps spell) will recogn ize them as ligh tn ing (Detail Map)
(le h).
IfZaybul': is " in ," he uses his m ind blasl agai ns t the party. The
room is sha ped 10 ma tch th e area of th e blast, so aU PCs in the
roo m are su bject to it. If the PCs have b rought the brain tIl ole
alo ng, Zaybuz bh.sl$ il along with the party. Since the mole has no
de fense, it aut omat icall y loses its a ttack abilit y (P result 0 11 the
Psionic VI . Defenseleu Psionic C hart, using the 110-159 colum n for
the defender). If meleed , Zaybu z will a llack o ne target Wi th all fou r
tentad es. If he hi ts, he will slay the ta rget in 1-4 rounds. If Zaybuz
is reduced 10 10 or less hp wit h 3 + attackers remai ning , he willl1ee
via probability travel, leaving the Ast roli nth behind .
M ind Flayer: 1; A L LE; IN Gen; 5Z M ; M Y 12N; AC 5, MR
90%; HD 8 + 4; hI' 44; TH ACO 12; IXI" 4; Dmg 2 (each); X l'
2,328 .
Spedal Attacks: Psion ic abilit y 24 1, A/ FG H ; an y victim hit
by a tentacle is held , and its bra in will be withdraw n and eaten
1-4 rounds late r; psionic discipli nes a t 7th-level maste ry: levit.1 -
lion, dom inalioll , E::S /~ body equilibrium , astral projecfion ,
probabilily /riIVe].

1 square equals 5 feet


.0 l A8 ue 130
The Darkcrypt 1 square equals 10 feet
12

by Thomas Kane

OM's Adventure Synopsis

War's Tide The adventure opens whe n the PCs


meet a sponsor who expla ins t hat a tiny
town called Berenquay is under siege by

Rising
the two sons of the a mbitious Duke
Jayce. The party is asked to command
Bercnquay's defense. Plutarcus, the
sponsor, is actually a spy who will
betray the PCs later.
As the battle begins, the PCs might
suspect that something is wrong. Some of
Plutarcus' promises fail to come true, and
the enemy armies seem reluctant to fight.
Some of the invaders mutiny, attacking
Berenquay when they were commanded
not to. The PCs might also hear surpris.
ing stories from Lione, a girl who married
one of Jayce's sons and is partially respon·
sible for the war. The broth ers are actu-
ally secretly plotting against each other.
H the PCs discover this, they may be able
to exploit the knowledge and get. the
brothers to turn their armies against each
other rather than Berenquay.
Plutarcus will attempt to assassinate
t he PCs, and the invaders bring rein·
forcements into the fight. There will be
a climactic battle in which Berenquay is
won or lost.

Player's Introduction
Horses a nd men trample the roads
whi le nearby dukedoms prepare for
war. The t imes become increasingly
dangerous. Then you meet a messen·
gel' named Plutarcu8, who requests
your help. He expla ins that he is on a
journey to a port called Berenquay
with the "sad duty" of informing the
people there that they are about to
be attacked. Plutarcus says he is
from a temple dedicated to Hermes,
where a treaty to prevent the inva·
sion was signed - and revoked. He
also says he does not wish to bear
only evil tidings, and hopes to offer
Berenquay the service of a staff of
• excellent generals - yourselves .
} . --~ , ,..t> Plutarcus promises t ha t Berenquay
will reward its heroes we ll. When the
.'
~,>~:'> , party reaches Berenquay, t he town
commissioner will deliver a more
• complete briefing .

The commissioner's briefing is given


An AD&D® Battle ScenarIo below. Plutarcus stays with the party
for 4-12 pes. levels 4-7 for most of this adventure for reasons

p o L y H E o R o N
12

by Thomas Kane

OM's Adventure Synopsis

War's Tide The adventure opens whe n the PCs


meet a sponsor who expla ins t hat a tiny
town called Berenquay is under siege by

Rising
the two sons of the a mbitious Duke
Jayce. The party is asked to command
Bercnquay's defense. Plutarcus, the
sponsor, is actually a spy who will
betray the PCs later.
As the battle begins, the PCs might
suspect that something is wrong. Some of
Plutarcus' promises fail to come true, and
the enemy armies seem reluctant to fight.
Some of the invaders mutiny, attacking
Berenquay when they were commanded
not to. The PCs might also hear surpris.
ing stories from Lione, a girl who married
one of Jayce's sons and is partially respon·
sible for the war. The broth ers are actu-
ally secretly plotting against each other.
H the PCs discover this, they may be able
to exploit the knowledge and get. the
brothers to turn their armies against each
other rather than Berenquay.
Plutarcus will attempt to assassinate
t he PCs, and the invaders bring rein·
forcements into the fight. There will be
a climactic battle in which Berenquay is
won or lost.

Player's Introduction
Horses a nd men trample the roads
whi le nearby dukedoms prepare for
war. The t imes become increasingly
dangerous. Then you meet a messen·
gel' named Plutarcu8, who requests
your help. He expla ins that he is on a
journey to a port called Berenquay
with the "sad duty" of informing the
people there that they are about to
be attacked. Plutarcus says he is
from a temple dedicated to Hermes,
where a treaty to prevent the inva·
sion was signed - and revoked. He
also says he does not wish to bear
only evil tidings, and hopes to offer
Berenquay the service of a staff of
• excellent generals - yourselves .
} . --~ , ,..t> Plutarcus promises t ha t Berenquay
will reward its heroes we ll. When the
.'
~,>~:'> , party reaches Berenquay, t he town
commissioner will deliver a more
• complete briefing .

The commissioner's briefing is given


An AD&D® Battle ScenarIo below. Plutarcus stays with the party
for 4-12 pes. levels 4-7 for most of this adventure for reasons

p o L y H E o R o N
13

which have been described in the DM's vials of healing potions, wand of illumi- the PCs can prove absolutely that
introduction. nation (20 charges), long bow + 1, shield Medes is a traitor, Podart may switch
Plutarcus' statistics are: AC 3; MY +1. sides and defend Berenquay. Even if
, 24ff; A 10; bp 49; IAT 1; Dmg 1-6 +1 ; Ber enquay's defendera cannot prove
S 17,1 la, W9, D 18, Co 11, Ch 10; Background for the OM treachery, the intrigue could allow the
AL LE. He is the son of a rich mer· PCs to defeat their enemies piecemeal .
chant, unused to the courtesy of t he Plutarcus is a spy. Most of what he has PCs may talk with Podart and Medes
upper classes, but fond of luxury. When said so far has been true, but he intends by waving a white flag of parley. Even
he requests favors, Plutarcus bends his to betray Berenquay - and one of its Medea will not besmirch himself by
nimble body into a wide variety of bows invaders. Plutarcus serves Pod art's openly killing an emissary. When the
and kowtows. He wears boots of speed elder brother, Medes, and Medes not flag is waved, both brothers will come
and a ring of mind shielding. snd he only wants to overthrow Berenquay but forward to negotiate. As OM, play the
carries a ring emblazoned with the crest to displace his younger sibling and rule parts of the rival brothers carefully.
of a flaming oak, hidden in his vest. Berenquay himself. Plutarcus willingly Decide for yourself if the PCs have
This ring is worth 100 gpo The fl aming helps Berenquay defeat Podart's troops. proved Medes' duplicity. Naturally,
oak is the symbol of Medes, 8 nobleman The current struggle began when Plutarcus will use insinuation and back
who is described below. Jayce, the aging Duke, realized that he stabbing to protect his master.
Read or paraphrase the following had no lands to leave his younger son.
seclioD aloud to the players when they Therefore, he betrothed Podart to the Placed Encounters
get to Berenquay. daughter of a poor knight living in
Berenquay, making Podan a member of 1. Canals
The old sailor who serves 8S Thwn Berenquay's only noble family. Bel;en-
Commissioner clanks ahout, unused quay always has been governed by a Water flows through these rock-lined
to his armor, and addresses you. council of ship captains, but Jayce con- channels, draining nearby flood plains,
"What's happening here? Duke Jay- siders the marriage justification for his and letting barges sail to the ocean. The
ce'g warriors have come to conquer son to rule the town. When Berenquay canals are Berenquay's best fortifica-
us, that's what's happening. We're a refused to submit willingly, Jayce pre· tion. Since land troops cannot move
present for his youngest son, Podart, pared to attack. through the canals, the invaders must
the little wizard who wants a duke· Now Jayce lies abed, stricken with fight for bridges, at least until Medes'
domjust like Papa's. They had to influenza. His sons command the arm· goblins cross in turn 10. These bridges
make it legal of course, so Podart is ies. Medes, the elder son, wants Beren· are stone, and are impossible to destroy
now officially betrothed to one of our quay for himself, and he has developed even if Berenquay's Commissioner
women, the daughter of a knight a plan to snatch it from Podart. He will would permit it - and he will not_The
from this city. A knight? The man hold his personal troops back from the town's seaborne skirmish troops can
was called "Sir:' but he didn't own a battle, a llowing Podart's units to suffer row through the canals and under
keg of rum, much less a manor. Old casualties. Then, when the battle nearly bridges; they must go at half speed
salts like me run this town, but that has been won, Medes plans to capture when traveling north (upstream), and
doesn't matter to Podan - now he's Berenquay - aided by goblin merce· gain an extra 3 ~ of movement rate
calling himself our time-honored naries loyal to him alone. when floating back to the sea.
Duke. We laughed. So now we've got 1b run this scenario, remember that
those warlike flags flying out there, both a role-playing adventure and a 2. Northwoods
from Podart, and his big brother, wargame are taking place at once. You
Medes, although I've not seen Jayce may control Jayce's armies, or invite a Until turn 10, Medes' goblin merce·
himself yet." group of friends to command them. IT naries skulk in these leafy woods, cut-
The Commissioner removes one you use assistants, be sure that they ting trees for bridging the canals. By
gauntlet to scratch his wrists, reveal- remain true to the personal motives of turn 10, they will be able to cross both
ing the tattoo of an anchor. "Look. Medes, Podart, and the other NPCs. A canals on three-figure-wide log bridges.
I've slugged some lubbers in my series of placed encounters describes They desperately attack any intruders
time, but what do I know about arm- important features of the battlefield, entering the woods before turn 10, hop-
ies and strategy, tactics, and all that? and a chronology ahows when certain ing to avoid detection by either Beren-
I'm asking you to command those important events occur. Time has been quay or Padart. Statistics for the
who are fit to fight . You folks. Gen- measured in 10-minute game turns. goblins appear on the Unit Roster
erals. We can otTer you magic from Statistics for the armies and their NPC below. PCs might use goblin prisoners
distant lands to use defending this commanders are included at the end of to prove Medes' treachery to Padart.
town - and keep:' this module.
The PCs must delay their enemies 3. Berenquay
The commissioner will give each PC and exploit the split between Medes and
one item from this list: sword + 2, wand Podart. They will have several chances The people here cower in their houses,
of magic missiles (30 charges), a quiver to uncover Medes' treachery. PCs might hoarding buckets of water in case the
of three javelins of lightning, staff of witness the devious acts of Medes' army, invaders set fire to their town. Only one
curing (25 charges), wand of frost (10 discover his mercenaries in the woods, person can be seen on the gravel streets,
charges), wand of force (15 charges), or speak with Podart's bride-to-be (who a girl who dashes from alley to alley,
spear +3, horn offog, wind fan, ten would have escaped from Berenquay if huddled under her woolen shawl. This
Plutarcus had not slain her rescuers). If is Lione, Padan's bride-to-be. Podart

p o L y H E o R o N
14

told her his scouts would sneak into the the battlefield. PlutaTcus rubs his hands chivalrous opponent. Sir Achias, like all
city, disguised 88 defenders of Beren- with glee, claiming that charioteer s of Medes' Vassals. hates his cowardly
quay - then snatch her to safety before from his temple have arrived. He orders. He complains that Medes is,
any fighting began. She dashes eagerly advises the PCs to make a quick coun- " Hiding behind his brother's troops,
to the PCs. They appear to be the prom- terattack on the foe's west nank, so that disgracing his stricken father:'
ised rescuers. the temple troops may charge from the
When Lione learns that Podart did other side. The approaching troops are 4. Turn Four: Unwilling Heroes
not send the PCs, she despairs and actually Medes' goblin wolf-rider merce-
bemoans her fate , looking for sympathy. naries (see the Unit Roster Thble), and Medes and Plutarcus do not wish to
She is sure that Medea vetoed the plan. they will not leave the forest until turn leave Berenquay unchecked. Plutarcus
"He always resented me," she moans; 10. If the PCs ask Plutarcus why his attempts to slay PC commanders now,
"And hated our plan. He went white as troops have not joined the battIe, he leaving Berenquay's troops leaderless.
fishbellies when Podart told him about responds that they are surveying the He attempts his plan as soon as the
the disguise - that genuinely shook battlefield and waiting for the area in PCs' unit comes into contact with the
him:' True enough: Medes' fear was front of the woods to become completely enemy. When this occurs, Plutarcus
that this rescue would interfere with vacant, so they can charge. shouts an order of "Retreat!" and if he
Plutarcus' mission, and it is indeed his rolls below his assassination percent-
fault that the scouts never arrived. 2. Turn Two: Confusion age, the unit executes a withdrawl
Plutarcu8 slew t hem before this adven- maneuver. The PCs, who did not expect
ture began. This event should appear to be an acci- this order. will be left in front of the
Lione's father was killed in a dot dent, at least at first. Medes' Vassals unit to fight the enemy a8 lone heroes.
when Berenquay's people learned about charge - but pass through the Valley This leaves the unit out of command
Jayce's plans for their town, but the Crossbowmen, Padart's command unit. until the commander rejoins it or
mob spared Lione because of her youth. One figure from the Crossbowmen is another PC successfully rallies the unit.
Her statistics are: AC 10; MV 12 ~ ; level trampled and must be removed. Medes IfPlutarcus' assassination roll fails, the
0; hp 4; IAT 1; Dmg unarmed; S 10, I 9, is attempting to weaken his rival's unit ignores him. If a PC asks who gave
W 13, D 11, Co 15, Ch 16, Com 18; units. Medes' Vassals themselves the command, roll a <120; if the result is
AL N. Lione does not know if she loves assume that the charge was a mistake. below the character's Intelligence score.
Podart, but she hates Podart's elder broth- As OM, you might want to roll dice, he realizes that Plutarcus ordered the
er, Medes, whom she considers lustful and pretend to consult a table, and chuckle, retreat. If the PCs ask the troops, the
malicious. Lione's father arranged the to make this event seem random. After soldiers must also roll to see if they
marriage, and she does not feel that she this, Medes restrains his troops from noticed who gave the order. Treat ordi-
can break the engagement. battle for eight turns, pretending to be nary soldiers as if they had an intelli-
Medea and Plutarcus hope that Lione humiJiated. He will defend himself gence of 9 for purposes of this check.
will be killed, eradicating Pod art's vigorously if attacked, however.
claim to Berenquay. If the PCs try to 5. Turn Ten: Drive on Berenquay
use her as a hostage, Medes insists on 3_ Turn Three: Brave Men Flee
negotiating for her a lone, and Podart Until now, Medes has been letting his
allows him to. Medes bargains by mak- The grim lines of Medes' Vassals shiver brother's troops fight, while sparing his
ing insulting comments and vague as horsemen break ranks and charge own. Now he charges with abandon,
threats. He hopes to maneuver the ahead, armor shining in the sun. One hurling his troops at Berenquay, fight-
kidnappers into retaliating. Plutarcus figure from the Medes Vassals unit ing for the canal gates. Then the
cooperates, grimly suggesting that the breaks away from the rest, forming its Northwoods rustle again. Troops pour
hostage-takers kill Lione. " If you show own unit. This group rides toward the onto the battlefield - but the sounds
that you fear that braggart's threats, nearest unit of Berenquay's army, are not those of rattling chariots; wolves
you have admitted defeat;' he suggests. shouting war cries. Characters who howl instead. rushing toward the fallen.
"Our soldiers will notice and so will the watch the soldiers who did not join the The goblin unit charges across its new
enemy." Needless to say, good-aligned charge will hear Medes himself scream- bridges and falls on the city. They indis-
PCs (or smart PCs of any alignment) ing. "Treason! Desertion!" but the rest criminately attack whoever stands in
should not harm Lione. ofMedes' Vassals are merely sullen. their path. sparing only Medes and his
Sir Achias, commander of these Vassals. U Plutarcus still lives, he
Events deserters, challenges a nearby PC to attempts to escape, using his boots of
single combat. His statistics are: AC 0; speed. As he goes. he will attempt to
As the battle progresses, the following MV6 ~;C A 5; hp40; IAT 1; Dmg3-9; S back stab PCs and other important
events will occur. Eliminate them when- 17. I 13. W 14, D 15, Co 15, Ch 10;Al people. The battle reaches its crescendo.
ever the actions of the PCs make them LG; Command Radius 10"; field plate,
impossible. For example, if PCs root out shield. lance. He rides a war horse with NPC Commanders
and destroy the goblin unit, it will be the following statistics: AC 3; MV 12~;
unable to attack on turn 10. HD 3 +3; hp 19; IAT 2; Dmg 1-611-6; AL Since these characters move with their
N; plate barding. Achias is a clean- units, they have been described here,
I. Turn One: Approach shaven man whose hair has been rather than at any location or event.
cropped nearly to the scalp. He and his PCs should command Berenquay's

I The trees in the Northwoods quiver and


sway as some unseen army approaches

p o L
followers seek honor above all things,
but they will submit if defeated by a

y H E D
units, so no commanders have been
provided for that side. When the PCs

R o N
I
15

choose units, you should modify morale


ratings to account for their charisma
scores and magic. The ship captains
among Berenquay's marine skirmish
~ units can be treated like any of the
sailors. These captains are masters of
the sea, but PCs will be asked to com·
mand their crews in land warfare.

Medes (Army Commander, Person-


ally commands Medes' Vassals)

AC -2; MV 6 CA 10; hp 82; II Nr 312;


H
;

Dmgweapon; S 17, I 14, W 10, D 16,


Co 18, Ch 10; AL LE; Command Radius
13~; full plate, shield, lance, sword of
wounding.

Medes conceals his cunning with rash


words, and his blue eyes give him a
dashing appearance. Being untrust-
worthy makes him suspicious, and he is
terrified of Podart. Medes rides a heavy
war horse with chain barding and car-
ries his standard, a flaming oak. The
horse's statistics are: AC 4; MV 12"; HD
3+3; hp 24; IAT 2; Dmg 1-611-6; AL N.
PCs who capture Medes alive can
redeem a ransom of 10,000 gpo

Podart (Army Commandel1 stays


with the Valley Crossbowmen)
Prias (Unit Commandel1 Valley Doman is a strong man with many
AC 8; MV 12 ~; MU 13; hp42; 'AT 1; Crossbowmen) years of experience. He carries Podart's
Dmg weapon; S 10, I 18, W 15, D 16, a lembic standard. If PCs capture him
Co 15, Ch 11; AL LE; Command Radius AC 4; MV 6"; F4; hp 18; IAT 1; alive, his family will pay a ransom of
12 ~; dagger. Dmg 1-4; S 11, 112, W 12, D 16, Co 11, 1,000 gp to guarantee he returns safely.
Ch 17; AL LN; Command Radius 13".
Spells: magic missile (x5), ray of enfee- Snar (Unit Commander. Goblins)
blement (x4), mirror image, protection Prias serves slavishly by Podart's
{rom normal missiles, gust of wind, side, letting his master cast spells while AC I;MV 9"; HD3+3; hp 27; 'AT 1;
fireball (x2), dispel magic, dimension he directs the troops. He carries Dmg 2-8 + 2; AL LE; Command Radius
door, ice storm (x2), minor globe of invul- Podart's alembic standard, and can be 12" (due to mount); nwrning star +2,
nerability, cloudkill (x3), cone of cold, held for 500 gp ransom. chain mail +3, shield.
death spell, disintegrate.
Gomer (Unit Commander. First Snar is an exceptionally large goblin
Podart devoted most of his youth to Swordsmen) riding a huge worg(AC 6; MV 18 ~; HD
magical research, since he saw no hope 4 +4; hp 36; NAT 1; Dmg 2-8; SA howl;
of inheriting land. Now he is delighted AC 2; MV 9 F 7; hp 39; IAT 312; Dmg
ff
; AL N). Snar's tribe gave up raiding
to be gaining a fief and remains com- 1.8 +1; S 17; 110; W 12; D 14; Co 11; Ch human fiefdoms for a more profitable
pletely unaware of his brother's plots. 12; AL LN; Command Radius 13~j career of fighting for them . He resents
Podart strongly believes in family honor chain mail, shield + 2. his haughty masters, but he will never
and will not stoop to deceit himself, turn against an employer. Snar carries
although he will openly attack his Gomer bears Podart's alembic flag in no flag and can muster no ransom.
brother if he learns of Medes' plot. In one hand, while wielding a sword in the The set·up areas for these units have
battie, Podart uses magic while being other. He can be ransomed for 1,000 gp, been shown on the map (see back mailer
protected by the Valley Crossbowmen. if captured alive. cover). Morale and discipline scores of
He has a wand offorce with thirty these units have been altered to reflect
charges. The standard of Pod art's forces Doman (Unit Commander, Second the conditions of the scenario, such as
is a large alembic. If Podart is captured Swordsmen) the disunity between Medes and Podart.
alive, Jayce will pay 5,000 gp for his Note that the renegades remain part of
safe return. AC 2; MV 9"; F 6; hp 35; IAT 1; Dmg 1· Medes Vassals until the third round.
8+3; S 18/01, I 11, W 9, D 16, Co 10, Ch Units designated "Inr' are regular
15; AL LNj Command Radius 13". infantry, "Cav," are regular cavalry,
"Mob" are mobs and "Skir" are skir-

p o L y H E o R o N
16

shameful deeds. PC winners still will


have diplomatic intrigues to resolve,
especially if they won with Podart's
help. Jayce insists that the very fact
that Podart defended Berenquay solidi-
fies his claim to rule it - and he may
muster forces for a second attack.

Appendix: Conversion Notes


The Army Roster Table gives statistics
for TSR, Inc!s BATTLES YSTEM'"
Game. Mass wargame rules are often
less interchangeable than role·playing
systems. Here are alternative unit ros-
ters. These statistics will work with Ral
Partha's The Rules According to Ral
and other mass combat games.

Melef
Name A M" Mod
Medea' Army
Medea' Vassals 3 13 +1
Reneaades 4 12 +2
Goblins 2 18 +2
Podart's Army
Valley Crossbowme n 2 6 +1
First Swordsmen 3 9 +1
mish troops. You can simulate these Berenquay's port have formed three Second Swor dsmen 3 9 +1
units with your own miniatures or with effective skirmish battalions. The sail· Berenquay's Army
cardboard counters. If you use counters, ors can sail their ships into battle, Dock Guards 2 9 +I
substitute unused pieces for the more attack behind enemy lines, then r etreat Longshoremen 2 12 0
exotic troops here. For example, ordi- across the water. These units have a Jolly Crew 2 12 +1
nary archers can represent crossbow- movement rate of6 ~ in the water but Fifty Seamen 2 12 +1
men or marine skirmishers. must forfeit three inches of movement Men 0' The Waves 2 12 + 1
The invaders have a mighty army of whenever they disembark or go from If you do not have rules for integrat-
typical composition. Medea' Vassals the land into their craft. Each unit has ing wargames and role·playing, and do
wear chain mail. with shields. wield one hallista on its ship. If you have not feel inspired to invent them, you
lances, Bnd ride heavy warhorscs with miniature ships, these could be used to can still run this adventure. Treat each
chain barding. The Renegades are elite simulate the skirmishers' galleys. The unit as a single character, with the
cavaliers who begin the battle alongside sailors wear studded leather armor and amalgamated characteristics of all its
Medea' Vassals, but break orders Bnd hurl javelins in battle. They carry two members, and run combat normally.
attack Berenquay too 800n (see event 3). volleys at a time and can resupply You can derive these statistics from the
They Brc armed like the rest of Medea' themselves whenever they board their Army Roster Table. Armor Class (AC)
Vassals, but wear field plate and use ships. These skirmish units can also and Movement (MY) remain the same.
plate-barded horses. Snar's goblin mer- rest on shipboard, recovering from a Figure out how many points damage a
cenaries ride dire wolves and wield forced march for example. The PCs may unit can take by multiplying the num-
short swords and short bows. Pod art's set up their units anywhere on the ber of hit dice per figure (HDlFig) by the
Valley Crossbowmen wear scale annor board, but they must begin at least two number of figures ('Fig) and then multi·
and use light crosebows. They serve to feet from the north edge. plying this total by four.
keep enemies away from Podart so he The table already lists what level indi-
can use magic. The First and Second Aher the Batt'e vidual soldiers are, and you may use this
Swordsmen do most of Padart's direct to determine what nwnbe'r the unit needs
fighting, wearing chain mail and A victor can be declared after (A) an to hit its enemy. When units hit, simply
shields, while wielding long swords. The entire army has been destroyed, (B) an multiply the damage one attacker could
goblins enter from area 2; all other invader has held Berenquay for at least cause (Dmg) by the nwnber of attackers
invaders may start anywhere on the five rounds, or (C) 15 rounds have (this is the 'Fig times 10). Check morale
map's north edge. passed and the defenders still control a ll whenever the module tells you to, or a
A random collection of volunteers Berenquay - and no melees are cur· unit loses half its hit points, or the unit
defend Berenquay. The city's dock work· rently in progress. No matter who wins has obviously been frightened. Simply roll
ers have formed a mob unit, which this fight, Medes will strive to conceal two 100sided dice, and if the result is
wields clubs. The city watch acts as his treachery. If the PCs lose, the victors above the unit's morale score (ML), the
regulars, wearing chain mail and wield· will pursue them over land and sea , troops fail. Discipline (DL) can be checked
ing long swords. Crews of ships in hoping to blame the party for any the same way.

p o L y H E o R o N
The Berenquay Salient
Foresl
III III Town Buildings
&I!il!!iI!lI __
Bridge ~ Canal/Ocean

~
o = 2"

Army Roster Tables


Name 'l'ype Level AC 1[Dfl<'il! MV Alt ML DL /Fig Dmg
Medes' Units
V"","" Cay F2 4 30 13 20 13 9 12 1-6x2 +3-9
Rcnegndes Cay CA4 3 40 12 18 12 1 1 1-6x2 +3-9
Gohlins Cay 1-1 6 20 18 20 13 13 16 2.8+1-6
Podm1's Troops
Valley Crossbowmen Inf 1 6 10 6 20 15 15 12 1-4
First Swordsmen 1nf 1 -1 10 9 20 13 13 12 1-8
Second Swordsmen Inf 1 -1 10 9 20 13 13 12 1-8
BerenqllAY's Army
Dock (,u:u"ds Inf 1 5 10 9 20 12 12 9 1-8
Longshoremen Mob 1 10 JO 12 20 12 12 15 1-6
Jolly Crew Skit' 2 7 20 12 20 10 10 5 1-6
Fifty Seamen Skir 2 7 20 12 20 10 10 5 1-6
Men 0' The Waves Sir 2 7 20 12 20 10 10 S 1-6
10

by Rick Reid

The Caves
Notes for the OM
Thi s lighthearted adventure is designed
for six l st-3rd level Basic D&D® game
characters. Statistics for AD&D® game
monsters also are provided for OMs who

of Confection wish to run t his adventure as an AD&D


game scenario; AD&D game statistics
appear in shaded areas.
At the beginning of the adventure, it
is assu med the PCs will come to the
Keep at Ongoin, intending to rest and
buy provisions. However, you should
fee l free to concoct another reason for
t he PCs to go t here if it 8uits your needs
better.

Introduction

Even the most stalwa rt ba nd of ad·


venturers must stop sometimes for
rest and provisioning, and according
to you r maps, the nearest city is the
Keep at Ongoin.
The Keep at Ongoin is much like
every other heavily fort ified city that
you have encountered in your trav·
cis. The standard high, thick stone
walls surround the town , a nd the
only e ntrance is a pair of barred
wooden gates.
Following standard procedure, you
a pproach the gates and s hout for
entrance. After a wait of aeveral
minutes, you shout again. Still no
response. Getting impatient. you
dismount and bang on t he gates.
Almost immediately, a muffled voice
from the other side replies, " What's
t he password?"

Part I : Keep Ongoin


After the PCs have taken several
guesses at the password, a nother muf·
fled voice responds, "Try 'Pancake.' " If
someone in the party replies "Pancake:'
both gates swing open r evealing an
e mpty cobblestone street leading into
the center of town. If the PCs pass
through the gates, they are set upon by
a mob of villagers shouting "Sweets!
An adventure for 6 D&D® game Sweets! Give us your sweets!" A mob of
or AD&D® game characters, more t han 200 r us h from their h iding
places behind the open gaLes, swarm
levels 1-3 over the PCs, pull them from their
horses, and rip through their packs and
Illustration by James Holloway clothing.

p o L y H E o R o N
10

by Rick Reid

The Caves
Notes for the OM
Thi s lighthearted adventure is designed
for six l st-3rd level Basic D&D® game
characters. Statistics for AD&D® game
monsters also are provided for OMs who

of Confection wish to run t his adventure as an AD&D


game scenario; AD&D game statistics
appear in shaded areas.
At the beginning of the adventure, it
is assu med the PCs will come to the
Keep at Ongoin, intending to rest and
buy provisions. However, you should
fee l free to concoct another reason for
t he PCs to go t here if it 8uits your needs
better.

Introduction

Even the most stalwa rt ba nd of ad·


venturers must stop sometimes for
rest and provisioning, and according
to you r maps, the nearest city is the
Keep at Ongoin.
The Keep at Ongoin is much like
every other heavily fort ified city that
you have encountered in your trav·
cis. The standard high, thick stone
walls surround the town , a nd the
only e ntrance is a pair of barred
wooden gates.
Following standard procedure, you
a pproach the gates and s hout for
entrance. After a wait of aeveral
minutes, you shout again. Still no
response. Getting impatient. you
dismount and bang on t he gates.
Almost immediately, a muffled voice
from the other side replies, " What's
t he password?"

Part I : Keep Ongoin


After the PCs have taken several
guesses at the password, a nother muf·
fled voice responds, "Try 'Pancake.' " If
someone in the party replies "Pancake:'
both gates swing open r evealing an
e mpty cobblestone street leading into
the center of town. If the PCs pass
through the gates, they are set upon by
a mob of villagers shouting "Sweets!
An adventure for 6 D&D® game Sweets! Give us your sweets!" A mob of
or AD&D® game characters, more t han 200 r us h from their h iding
places behind the open gaLes, swarm
levels 1-3 over the PCs, pull them from their
horses, and rip through their packs and
Illustration by James Holloway clothing.

p o L y H E o R o N
II

Villagers (207): AC 9; HD 1; hp 3 each; Part II: The Caves of


MV 120'(40'); HAT 1; 0 special; Save as fection by the locals- run veins of
Normal Human; ML 6; AL N; XP 5 pure rock sugar, bubbling pools of Confeaion
each; SA hit indicates grab and hold caramel, and natural springs or choc·
A. The Entrance
until victim makes an open doors roll, if olate sauce.
th ree or more villagers hold a victim he "Needless to say, with such a trea·
sure at our disposa l, it was only After a journey of about a half hour,
is pulled down. th rough roc ky t errain dotted with
natural that our village should base
growths of thick shrubbery, you ap·
I~-----------·- -- --- ··l its economy on t he creation of
~_C 10; HD 1; MV 12; .;'AT 1; Dmg proach the race of a to wering cliff. At
sweets. But several days ago, a group
Pummel/wre;;tre; THACO 2/); rnL Ave. t he clifT's base is a dark, roughly

l
of sugar miners came running back
(8·10); SZ 1\1; AL NC (but cfUzed); Xi> circular entrance about 12 reet in
into town with stories of horrible
L5 eacb
__
---- - . ._.---- ---
J creatures that had ta ken up resi· diameter. 'l\vo vaguely humanoid
--- -----~ -

dence in the caverns. A battalion of figures stand to either s ide of the


After several minutes of this mayhem, a guards WIIS sent to invest igate, but entrance, ba rely concealed by
shrill whistle bl ows and a troop of never rd.uflwd. [ had no choice but scraggly bushes. An overpoweringly
guards rushes into t he melee, pulling to post the mines ofT·limits, even sweet smell fill s the air.
the villagers otT the character s and though it meant the death of our
berating them: "Leave them a lone; industry. The vi llagers, raised on a As til(' PCs approach the entrance, they
they're tourists!" When the guards have diet of sugary treats, were dri ven see that the figures are nothing more
succeeded in disentangling the last hair· mad by the absence of their than wooden cutouts, pa inted to resem·
vi llager from t he rnckus, a portly gen· accustomed diet a nd took to rioting ble fierce goblins, and propped up
tleman with a long-, cu rling white mus· and worse things. In desperation, I against the clifT. They will a lso see,
t ache approache!; the party. Turning to sent away for a wagonload of sugar directly above the entrance, a crudely·
the villagers, now shnffiing a round with from the closest village. But it, along painted wooden sign reading "Cave of
downcast eyes :tnd guilty looks on their with another wagon of kitchen uten· C<lod Eats-Monsters Welcome-
faces , he says, " Is this any way to treat sils, never arrived. Attempts were Humans Co Home." Looking into the
guests? I'm ashamed of you! Now I want made to provide substitutes, hoping entrance, t he characters see a 12·foot by
you to apologize to these nice people our customers would not notice the 12·foot cave extendi ng 30 feet north and
right now!" Several of the villagers difference. But as you can see the end in g in a "T " inter section. Walls,
mumble insincertJ apologies whi le the results were less than successful." floors, and cei ling are hard and rocky.
guards help the PCs up, d ust ofT their Closer examination reveals a sprinkling
clothing, and help t hem gather up their With this statement, the mayor points of sugar covering the cavern floor.
belongings. While this is goi ng on, the out several shops advertising such
villagers slink away, occasionally giving things as: "Salt Cakes," "Vinegar B. Equi p m ent
the pes a hungry glance. Buns," " Mustard Pies:' " Brine·filled
When order has been restored , the BonBons;' "Fish Balls;' and " Meat Approximately 10 feet into the ca·
portly gentleman introduces himself as Wafer s." All t he shops have a large vern , a ser ies of two doze n spikes are
Farfel, mayor of Ongoin, and a pologizes closed sign in front. dri ven into the west wall at eye
to the group for the actions of the towns· level. Twelve battered metal helmets
people. Theil with a wistrullook ill h is and 12 lanterns hang from the
eyes, he asks, "Ah, you don't happen to "Th ma ke matters worse," the mayor
continues, "This is the year my wife spikes.
have any gumdrops, do yo u?"
When the party has replied in the is to host the annual Mayors' Wives'
lea Party for a ll the mayors' wives The helmets were worn by the suga r
negative, t he mayor gives a loud sigh
in the area. Without a ny teacakes or miners as protection in the event of
and says:
lady fingers for the guests, her party fall ing rock candy. They are painted
will be the social disaster of the year. with names such as "Stinky:' "Shorty,"
"Ah, I thought not. Oh welL Pl ease, "But, th is is not your problem. "\Vaffie·ears," and " Fred." The lanterns
let me escort you into town while I Unless, of course, you want to take are filled with oil and still usable.
try to explain the behavior of the on the job of cleaning out the
townspeople. You see, for years On· caverns- for which you will receive a C. Billy
goin has had the reputation of pro· handsome reward and the undy ing
vid ing the finest sweets, candies, and gratitude of the townspeople, not to
desserts in the realm. In ract, the After a distance of 40 feet , the cavern
mention my wife. Well, what do you takes a bend to the easl. As yo u
king himself would not th ink of us· say?"
jng any other peppermint candy for approach the bend, you hear a loud
his indigest ion but that which we slurping noise coming rrom a round
If the characters agree to take on this the corner.
manufacture. But now that has all
changed. You sec, we obtain the raw task, the mayor shows them the road
leading north from town to the caverns. Silting on the cave floor, suck ing on a
materials for our creations from a
If they wish to obtain fur ther prov i. piece of rock candy is a young boy with
series of most wonderful caverns to
sions, a trader's shop contai ns all basic red hair and freckles. When the boy
the north of to wn. Within t hese
caverns- dubbed the Caves of Con· equipment at twice book price. nolices the party, he hides his candy

p o L y H E o R o N
12

and tells them to "Get your own." I[the D. Chocolate Stream not actua lly chocolate, but is composed
you ng lad is questioned nicely or bribed, of run·off from the sugar mines mixed
he reveals that his name is Billy and he After several feet, the passage with naturally·occu ring s ubterranian
lives with his Grandpa in Gogoin. He branches off to the north lind con· vegetation and minerals giving it the
tells the PCs that he was tired of not tinues cast. From the east passage taste, appearance, and texture of real
having a ny ca nd y, so he snuck away yC;)U pick up faint sou nds of digging, chocolate. The 12 fi gures are t he origi.
a nd came to the mine to get some. picks bangi ng, and occasional voices. nal guards sent to investigate the d is-
Billy got h is candy from the rock Th. the north, you detect a sweet, but turbance at the mine. They were
sugar veins directly a head. He brags to faint , odor. captured and dipped alive in th e choco·
the PCs tha t he snuck past all the mon- late. Examining the figu res reveals a
sters wo rking in the mine a nd grabbed If the PCs. take the north passage, read small tag on each one reading: "To Our
a piece ofT t he n oor without being no- t he followmg: Master, 1\vink-Eat In Good Health ."
ticed. If asked abo ut the number of
creatures in the mine, he puffs up his E. Sugar Mine
chest and says, "Oh, about a hundrod." A thick, cloying odor of chocolate
If Billy is threatened, grabbed , or told wafts from the entrance of this cham·
ber. Inside the 40·foot diameter room The passage opens into a huge cav·
to go home, he starts yelling, "Ow! Ow! ernous area, almost 120 feet in diam·
Ow!" in a loud voice and tr ies to run an 8·foot wide stream of thick, brown'
flu id flaw s sluggishly from a n open · eter. The r ough rock walla are
away. The ensuing commotion is sure to impregnated with thick veins of a
hr.ing the m ine wo~kers fro m the sugar ing in the east wall, runs across the
chamber, and disappears into a simi· clear crystaline substance with a
mines (area E) to Investigate. If Billy is very sweet odor. A dozen lar ge, hairy,
left alone, he foll ows the party for lar open ing in the west wall. Several
buckets a nd ladles lie on t he floor. dog·faced creatures work the veins
aw hile, the n wanders oIT. with picks and shovels, a nd load the
Propped up against the south wall
a rc 12 humanoid figures, apparently debris into wheelbarrows. T he the
Billy: AC 10; HO Ih; hp 2; MV 120'(40'); biggest creature wheels the wheel·
tAT 1; D 1 (kick or bite); Save as composed of the same brown mate·
rial, wra pped in red bows. Across barrows out an opening in the north
Normal Human; ML 6; AL N; XP 5 wall.
from the stream, there is an opening

(8·10); SZ M; AL N(Gl; XP 15
-]
AC 10; liD 'f",; hp 2; I\IV 12; t AT L
Dmg pummel; THACO 20; Int Ave.
in the north wall.

The stream, which only runs to a dept h


of three feet at t his particular spot, is
Until the party takes !!Ome action, the
creatures (gnolls>will not be aware of
their presence. The sound of digging

CAVES OF
CONFECTION
,,'
.. ·1 II",
Straw
/l)/l)",
/l)')/l.
!t~~·
I ! ® -->1=1
Utensils & dishes ~ .

"Chocolate" atream' I.

"
Rock 'Uiar.:~
Marshmallow ~
#
ieYler ~
Ledie ok ntlt ~

Shrubbery . . . .
1 square. 10 Ceet

p o L y H E o R o N
13

and picking echoes loudly throughout intense heat, the Snack Dragon (area J) PCs say to Gramps is lik ely to be inter·
this chamber a n d mixes w ith the gnolls' has programmed them to bake treats to preted as a n ins ul t. If th e party is a ble
cursing and grunting. The gnolls are satisfy his voracious appetite. Raw to relay to Gramps who they are a nd
mining the rock sugar for the Snack materials from the sugar mines (area the nature of their inte ntions, he starts
Dragon, and their fear of h is anger is E), the chocolate stream (area D), the in on one of his long·win ded stories of
the only thing that keeps the m work· marshmallow geyser (area H ), and t he his own youth when he was an adven·
ing . orc rooms (a rea I), a re delivered here to turer, punctuating his ta le by gTabbing
Ifthe party moves to aUack , the be baked into desserts and goodies. The one of the PC's swords and swi nging it
gnolls reciprocate, sw inging thei r picks zombies ignore the PCs unless they wi ldly aro und his head.
and shovels. If the gnolls lose more than interrupt t hem from t hei r current task If the group can convi nce Gramps t hat
half their number, one gn oll throws of baking dozens of gi ngerbread orcs they have indeed seen Billy a nd have a
down his pick , and in crude Common (cookies). If attacked, they reciprocate general idea as to his wh ereabouts,
cries out, "That's it! We don't have to by flinging batter, pans, bowls, and hot Gramps continues south, shouting a nd
put up with this! Come on, we're going cookies. banging on the wal ls with his cane.
on strike!" With that, the other gnolls On one of the tables is a thick leather·
toss down thei r weapons and foll ow bound tome en titled Cook Book of the Gramps: AC 10; HD Ln; hp 2; MV
their leader out the chamber and to the Dead. It contain!! instructions for sum· 90'(30'); IAT 1; D 1·4 (ca ne); Normal
cave entrance. moning a Sweet lboth Demon, a large Human; ML 6; AL N ; x.p 5
Any gnolls t hat are captured and dessert. Anyone attempting to read
questioned reveal that the boss of the from the book will lind his hand perma· AC 10: H O Ih ; hp 2; MV 9; IPir 1;
caves is a "big lizard that eats like a nently stuck to the pages. V ictims can· Umg 1·4 (cane); THACO 20; Int Ave.
pig." The only reason they are wo rk ing not put down the volume until they
is that he threatened to c at them if they have gathered all the ingredien t.s listed ,I (8· 10); SZ M ; AL N(G); XP 15
didn't keep his appetite sati sfied. If the in the recipe (over 2,000 obscure spices
party asks directions to the big boss, the and condiments) and m ixed them ac· H. M a r s hmallow Fluff
gnolls gesture in the direction of the cording to in!!tructions.
north passage. There are t hree wheel·
barrows, six picks, six shovels, and a lot Zombies (B): AC 8; HD 2; hp 16, 2@14, The walls, floor and ceil ing of this
of rock sugar in the room. 9, 2@8,6,4; MV 90'(30'); NAT 1; D 1·8 40·foot diameter cavern a re covered
(cla w) or 1·4 (hurled object); Save as with a thick , gooey white substa nce.
Gnons (12): AC 5; HD 2; hp 15, 13, F ighter I ; ML 12; AL X; XP 20 each; SA There is a 12·inch diameter hole in
3@12, 10 2@9, 6,2@5,4;MV90'(30'); a lways lose in itiative; SO immune to the center of the floor a nd a n exit
sleep and charm spells.
directly across the chamber in the
IAT 1; D 2·7; Save as F ight er 2: ML 8 ;
AL C; XP 20 each north wall. A 6-foot wide stone ledge
jutts from t he east wall, about 12 feet
AC 8; H D 2; MV 6; NAT 1; Dmg 1·8 above the ground.
AC 5; HD 2; hp 15, 13 , 3@12 , 10, (claw) or 1·4 (thrown object): THACO A large p ile of sticks and small
2@9,6,2@5,4;MV9; NAT 1; Dmg 2· 19; Int Non· (0); SZ 11.1 ; AL N; x.p 65 rocks sits on the ledge; it resembles a
7; 1'HA CO 19; Int Low (5·7 ); SZ L ; AL each ; SA always lose inititive; SD nest of som e type. An undistinguish .
CE; XP 35 each immune to skcp, e/wrm. hold. death a ble lump squats in the nest 's center.
magic, poisons, and cold, holy water The entire affair is covered with the
~icts 2·8 points damage gooey white substance.
F. Kitchen of Doom
The PCs are in the cavern containing
A b last of inten se heat emina tes G. Gramps t he marshmallow geyser. Thick veins of
from this room, accompa n ied by sugar, heated by bubbling underground
clanging and banging sounds. A bobbing yellow light can be seen in pools, simmer under the surface u ntil
the north passage. The light seems to the ir consistancy is that of thick marsh·
This 80·foot diameter room was used as be m oving in your direction, but mallow . Periodically, the bubbling mass
a hakery, with heat provided by natu· before you can take a ny action, the erupts from the hole in the fl oor, spray-
redly occuring veins of magma which stillness is shattered by a gravelly ing the room and its contents with a
flow a long the walls. Several large iron voice yelling, "Billy! Billy!" thick coating of marshmallow.
doors were built into the walls, and the The lump in the nest is a m arshma l·
items to be baked were placed into cav i· The voice belongs to Billy's (area C) low harpy, which has grown quite fond
ties behind the doors and heated by the gTandfather, who is looking for the of the taste of marshmallow. She at·
magma. Two 40·foot long and 20·foot wayward lad. He carries a thick cane in tempts to lure the characters into the
wide wooden tables, covered with bowls, one hand and a lan tern in the other. H is room with her song. If she is successfu l,
spoons, and baking pans, are situated in eyesight is very poor, and if approached she waits for t he geyser to erupt a nd
the cente r of t he room. by the PCs, he lashes out at t hem with coat her h apless victims in mar sh mal·
The room is currently occupied by his cane, mistaking them fo r monsters. low, rendering them immobile. She can
eight bakery zombies wearing white Gramps' hearing is just as bad as his then eat them at her leis ure.
hats and aprons r eading " Ki ss the eyesight. He carries an earhorn tucked Once the PCs have entered the room ,
Cook." As they are able to work 24 in his belt, which he uses only if reo check each round for an e ruption. A l or
hours a day and can withstand t he minded of its presence. Anything the 2 on Id6 means the geyser has erupted,

p o L y H E D R o N
14

and anyone caught in the room must The openings lead into the rooms or a J. Lair of the Snack Dragon
save 'IS. paralysis or be rendered immo- tribe of jins u orcs. If the party stops to
bile. Even if the save is successful, the investigate the si lverware, or passes by As yo u a re lead down t h e twisting
character's movement a nd attacks are the openings, the orcs pour out of the passage, a loud roar of "FOOOOO D!"
cut by half. The harpy is immune to the rooms and attempt to capture and sub· reverberates down the corridor from
efTects of the geyser, and wi ll only leave due them. The orcs, employed as ahead. T he orcs, now vis ibly shaken ,
her nest. to attack in the event that the guards, waiters, cooks, and dishwashers hurry you alo ng throug h an archway
majority of the grou p is rendered immo- by the Snack Dragon (area J), arc a r· set into t he stone wall .
bile, or if they try to leave the room. mored in pots, pans, and roast plattel·s Sitting o n an immense pi le of dirty
If the harpy is defeated, the charac- and brandis h meat grinders, potato dis hes, frosting bowls, no n-
ter!> can search her nest. In side are 36 peelers, cheese graters, egg beaters, a nd retu rna ble bottles, wra ppers, cake
!lticky gold pieces, a bib w ith a picture apple corers a s weapons (plunder from plates, pie pans, cookie tins, and
of a lobster on the front (new magic the wagolls hound for Ongoin). The orcs candy molds is a large cotton·candy
item ), a vial of clear liquid (new magic attempt. to oVI'l"ll" hclm the PCs a nd pink dragon. The dragon 's chocolate-
item), and a toothbrus h. c:l pture them alive to present to the smeared jaws are firm ly wrapped
s nack dragon. During the fighting , the a round the protruding stick of a n all·
Marshmallow Harpy; AC 7; HO 3 '" ; orcs continua lly call fO l· the PCs to sur· day sucker. Rows of sugar donuts
hp 21; MV 60'{20')lflying 150'/50'; tAT 2 render. Because of the overwhelming ring h is twin horns and h is long
claws, 1 weapon, + ;;pN:ia l; 0 1·411·4/ 1· number of o rcs, the PCs s hould be e n· spiked tail is curled protectively
6; Save as Fighter 6; ML 7; AL C; XP couraged to do so. aro und a pot of jellybea n s. A
50; SA song causes saving t hrow 'IS. severely-stained bib is tied aro und
spell or victim is charmed. Rooms his thin neck, a hsorbing l he frequent
All t he rooms arc roughly 12·feet dribble of drool that leak s from the
AC i ; lID 7; hp 21; j\IV 0, FI15 (C); square and contain the following: corner of his mouth. Above the
liAT3: Umg 1·:1/ 1·:1/ 1·6; THA CO 1:3 : dragon, a large opening in the ceiling
rot Low (5·7); SZ M; AI. CJ<':; XP 14.00: 1. A huge tub of soapy water and a tall a llows the moonlight to s parkle ofT
SA can sing in COnluut, SOllK casues pi le of di rty dis hes. Six orcs are was hing his sugar-coated scales.
saving- throw vs. s pell or victim is dis hes in here. The dragon looks you up and down
cIJarmcd- clwrf/!p<I victims immedi· with a hung ry eye, removes the
ately pl"Oceed toward the har p}" and 2. Numerous bags of flour, spices, herbs s ucker from his mouth , waves at the
allow themselves to be s la in. t he a nd seasonings. Severa l barrels contai n OI·CS, and issues a command, " Pre-
charm lasts until the sfl n)!" s tops, vinegar, va nilla extract, sugar water, pare t he kitchens! I have a recipe for
touch causes s avc vs. s pell or victim and maple syrup. carmel-covered adventurers dipped
is charmcd fOI" 20 + 1d 10 hours, the 3. A large fi re pit dug into t he cente r of in toasted al mo nds that I'm dyi ng to
charm is broken when the hurpy is the room is filled with burning wood. t ry! "
sillin. Above the fire is an iron caldron being At this command , the orcs exit the
stirred by two orcs in white aprons. The room, leaving you to face the dragon.
orcs arc boil ing refined l'Ock sugar to With the same hungry g leam in his
make cara mel. eye, t he dragon address you.
New Magic Items
"I s uppose good manne rs dictate
Bib of Good Eating: Whe n WOI'n , the 4. A long wooden ta ble piled high wit h th at I should introduce m yself before
wearer is compelled to eat only good, various types of cookbooks. Six orcs are I eat you. 1 am 1Wink, a ve ry rare
nutritious meals, forsaking any s nacks pouring over the books, jotting down snack dragon. Most of my race, un-
or sweets. A sucessful save vs. spell notes and recipes. fortUnAtely. d ied out because t hey
negates the bib's elTects. 5. The e nli re floor of t his room is lay. could not find enough s weets to s us-
e red with l>truw. '{'welve orcs a re ly ing ta in t hem. We have qu ite a voracious
Potion of A ppetite Control: Anyone im· on t he floor, resting fro m t he ir duties. appetite, you know. But lucky me! [
bibing this dear, colorless, liquid will Each arc is alternately polis hing his came across this wonderous cave in
experience an immediate feeling of weapon and licking a cinnamon stick. my travels. It contains enough
fullness for a period of 13·24 hours s weets to s ustain me for years. Isn't
(1d12 + 12), and has nO desire for food 6. This room is piled high with a jumble that wonderful!"
during that time. of cooking ute n s ils, kitchen implements
and dinne rwa re. S ix orcs are attempt· At this point, if the PCs take no action
I. JinSll Orcs ing to m ake some sort of order out of the agains t the d ragon, he starts poking
s hambles. them with his sucker stick to see if they
After a distance of several fee t, t he a re "juicy" enough . The c h a r acte rs must
Jinsu Orcs (36): AC 6; H D 1; hp 5 each ; try to defeat 1\vink before the orcs re-
northern passage c ur ves towa rd the MV 120'(40'); IAT I ; 01 ·6; Save as
west. The western passage is litte red t urn in six turns to bake them. 1Wink is
Fighter 1; ML 6; AL C; XP 10 each very intelligent (but greed y ) a nd not
wit h butter knives, for ks , and soup
spoons. Ahead you notice several easily tricked, nor will a n out-and-out
openings carved into the north and AC 6; liD 1; hp 5 each: j\·IV 9; IAf 1; attack be likely to succeed. One possible
f'Quth walls. Dmg 1.6; THA CO 19; l nt Avc. (8·10); solution would be to get him to use e i-
I SZ 11.1 ; AL LE; XP 15 each ther of the magic items found in area H,
--" .. --- -- .-. -- -~ -- -

p o L y H E D R o N
15

causing him to lose his appetite or de- banquet to be held in their honor the
sire for sweets and possibly vacate the victim::; must save vs. breath or be following evening when the villagers
cave. coated and immobilized for 2d12 have "calmed down."
If the PCs attack Twink, he uses his t.urns, feat of strength to break Ollt.
breath weapon in an attempt to encase The banquet is a rousing success,
them in a tough candy shell. A strength If the characters manage to defeat the consisting of every sort of delicacy
of 18 or better is needed to break out of snack dragon, or convince him to let imaginable. And just when you think
the shell. Twink does have one weak them escape, they can climb up the pile you could not eat another bite, the
spot, his stomach. There is a 5% chance of trash and exit out the hole in the mayor taps his spoon on his wine
that any successful attack will hit his ceiling (this is how Twink entered). glass and calls for "dessert." As you
stomach, causing him to double over in Once out of the hole, the PCs can circle gape in astonishment, six carts
pain for Id6 rounds. around to the front of the cave and the draped in fine linen are wheeled out
road back to town . in front of you. The coverings are
Snack Dragon (Twink): AC 3; HD 6**; whipped off with a flourish, reveal·
hp 40; MV 90'(30')/flying 240'(80'); II AT Part Ill: The Reward ing life·size peanut·butter fudge
2 claws, 1 bite or breath weapon; D 1· statues of your party.
6,1.6/3.24; Save as Fighter 6; ML 8; AL When the party returns to the village,
the mayor meets them to listen to their "Dig in!" the mayor beams, "They're
N; XP 725; SA breath weapon usable all yours!" With weak smiles you
3X/day, cone of candy coating 2' wide at story. Unless the PCs have defeated the
snack dragon, or banished him from the reach for a piece of ear. Seeing your
mouth, 80' long, and 30' wide at end, disappointed looks, the mayor gives a
victims must save vs. breath or he caves, they are not eligible for their
reward. If the PCs were successful, the chuckle and nudges you with his el-
coated and immobilized for 2dl2 turns, how, "I think you'll like the filling the
mayor rings the town bell, calling the
18 strength to break out. best;' he whispers, "Gold coin Tthink
villagers to assemble. He relates their
story to the townspeople, highly prais- the cook said it was!"
AC 3; HD 6; hp 40; M V 9, Fl24 (C); ing the PCs' bravery. When he gets to
IIAT 3; Dmg 1·6 + 111·6 + 1/3-24 + I; the part of the story where the PCs The DM is free to assign whatever man·
THACO 15; lnt Ave. (8·10); SZ L; AL defeated the dragon and freed the caves, etary reward he thinks is reasonable for
N(E); XP 1400; SA breath weapon 3/ his campaign; 200-500 gp for each char-
I day, cone of candy coating 2' wide at
the villagers shout, "Sweets! Sweets!"
and bolt for the caves, trampling the acter is a good rule of thumb.
motlth, 80' long, and 30' wide at end,
-- - -- - -- - .. ~ . - . - ----.--- - - -
mayor and the PCs. After apologizing to o
the party, the mayor invites them to a

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p o L y H E o R o N
7

by Wayne Stralton
The ch a racters in this adventu re are

,
craftsmen and tradesmen, who will
grow into an adventuring profession by
the time they complete their mission. Torrand's
Tribulations
Dungeon Master's Background
The characters are hired by lbrrand,
who is rumored to be a powerful a nd
successful fighter who roams the area

,L
doing good deeds.
Between campaigns 'Thrrand enjoys
training other adventurer s. Since he
k nows only r anger skills, hut wa nts to
help a ll classes, he sends low-level ad-
venturing groups on little missions and
keeps a close eye on them.
He has been doing t his with varying
degrees of success for a fe w years. He is
IlL
quite pleased with his training program
and with himself. He will not aid a
par ty unless absolutely necessary, as he
believes accomplishment builds confi·
dence.
1brrand knows t he PCs are only
craftsmen a nd tradesmen a nd has no
intention to tra in them as adventurers.
However, a low· level adventuring group
lbrrand recently put together insisted
on bringing along hirelings-enter the
PCs.
Unfortunately, the group of adventur·
ers lbrrand chose did not work together
well. 'Ibrrand should h ave had a clue
som eth ing was wrong when they in-
sisted on hirelings-one for each of
them.
This mismatched adventuring group
dies in the Players' Introduction, leav-
ing the PCs to finish the mission. The
m ission is to take a special healing
balm to the son of a wealthy baron in a
province two weeks' travel away. The
son is very allergic to the wild flowers
that grow in profusion around the bar-
on's estate. H is allergy is not life-
threatening, but it is terribly annoying,
and when t he flowers are out his fath er
keeps him in bed.
'Ibrrand is concerned about the young
man. However, his real purpose in as-
sembling the group is to deal with a
sma ll band of kobolds who live near the
road that the group must tak e to reach
the baron's est ate . The kobolds have An AD&D® Game Adventure
been ambushing merchants and trav-
elers, and 'lbrrand wants them stopped. for 6 Level 0 Characters
He h opes the kobolds will attack h is
group of adventurers to give t he group JIIustration by James Holloway
more experience in fighting monst ers .
What 'lbrrand didn't know was t here

p o L y H E o R o N
8

was somethi ng worse than kobolds in leather boots in excellent condition · 1;


before t he wagon and wa ved he r set of two crystal goblets (worth 20 gp);
the countryside.
Adelle, a crazed la wful evil magic user arms. You all grew instantly tired leather quiver with silver and gold
a nd succumbed to 8 deep sleep. Quill inlaid designs ·2; thieves picks and
whose main objective is to gain control
over the area, wants to defeat the leg. rought the elTects or t he spe ll. sttug· tools; bronze hel met in the shape of a
sli ng with all her wi1l power to stay dragon's head (worth 30 gp); 50' of rope,
endary Thrrand, who she believes stands
in her way, and acquire as much land as up. But in the end she, too, joined also unburned ·3; Gold and pearl r ing
possible. She has enlisted the aid of a you on the dirt trail. When you ·4 (worth 900 gp); n ask or good whiskey,
group of thieves to gather information awoke !lome time later, a horrid sight flask is singed; battle axe *5 ; three
about local adventurers and Thrra nd. greeled you. daggers; charred sack with 40 gp inside;
She learned about a group of adve ntur- The s ix adventures' bodies lay at charred sack with lump of melted gold
eJ's going on a mission for Thrrand, and twisted a ngles, most ofthel!· clothes and silver (50 gp value); blue and green
quickly and wrongly assumed they were singed. There was no s ign orthe ceramic jar filled with glistening cream
woman . You knew she WllS respons i. .6 (they recognize th is as the specia l
being sent to do her in.
ble for this carnage. She probably healing balm); a padded sack containing
left you alive believing you too incon· eight vials filled with bright pink liq·
Players' Introduction seque ntial to deal with. uid. (Tanner recognizes these as healing
It is a puzzlement why she did this, potions) *7; a carved ivory stick ·8; a
When you were hired by Thrl'and , the why she killed them a nd left the coral bracelet, slightly damaged (worth
famed adventurer. you thought he wagon undamaged. The horses tied 20 gp).
was goi ng to train you as adve ntur- to it were unharmed; although they All other objects are ruined beyond
ers by sendi ng you oIT to perform are very skittish. Your m ounts, a nd use, and many are unrecognizeable .
some importa nt task. Thrrand is the sllrviving mounts of the adven ·
known for training adventurers of all turer s, apparently rnn ofT- you cnn 1 Boots of levitatioll
clas!ICs by selecting miss ions to lest see Anvil's pony standing in the high 2 Quiver of Ehlonna (contains two
their skills. You accepted his request l..'1"ass nearby. spears, twojaveJins, a nd 20 arrows)
to do a "little traveling" for him. But You know you must fini sh the mis· 3 Rope of climbing (command words are
you were dismayed to learn you were sian the adventurers set out on. The Cli mb, Knot)
to work as hirelings for a band of young boy's fate is in your hands 4 Ring of protection + J
low·level advent.urers rather than to now. 5 Battle Q%e + J
perform a mi ssion yourself. Still, you You will have to fi nd the healing 6 Special healing balm, works only on
were too proud to back down and balm from mnong the adventurel's' wild flower allergies
agreed to go. possesions, and hope beyond hope 7 Healing potions
Thrrand s..lid giant·slaying was that it wasn't damaged. Perhaps you 8 Wand ofwoflder (This particular wand
taking him away from a very impor. can find some other things to aid you can be used only by magic users (Tanner
tant mission , and he nl.'eded the on your mi ss.:;~o~n~._ _ ._ _ __ counts). The wand has 10 charges. The
group of six young adventurers to command word is etched on the side,
take a special healing balm to a If the PCs look through the wagon, they "Astounding."
young son of a wealthy baron who can find enough good rations to last
lives a few weeks' ride away, just them at least three weeks, two big bar· If Flechette tries to track the woman
outside of Riverton . The &)n WU!l. in rels of water, seven blankets, two bar· in green (Adelle), she loses the trail
dil·e need ofthe medicine. Thrrand rels of oats for the horses, two dozen aner a mile.
emphasized this wasn't a training torches, and five flasks or oil. If the PCs try to gather up the horses,
mission. Also in the wa gon is a piece or parch· they can find a mount for each or them,
The six adventurers he selected, ment in a sealed leather scroll case that including Anvil's pony. This is in addi·
who had insisted on having h irelings reads: "My fine adventurers, now that tion to the two draft h orses which pull
to perform menial services for them, you have reached the town of Riverton, the wagon.
ab'Teed to go on tbe life.saving cr· I must congratulate you on getting this If the PCs return to 1brrand's estate,
rand. Thrrand supplied them with rar, and now your trip to the baron's is they find that the ranger len on his own
food, a wagon , and light riding almost over. His son will be pleased. mission, and Thrrand's staff is furious
harMes-and you al'! hirelings. When you are fini shed with all of this, that the characters returned, as the
You also were given rations lind stop by the Weary Wench in Riverton. young boy needs the medicine.
light riding horses. Anvil was given There you will receive all the informa·
Ii sturdy pony. tion you need about your noble and
The first week out was uneve ntful , Encounter One-
perilous mission- 'Ibrrand:'
and yo u we re becoming bored listen· If the PCs search the bodies, they can Lucinda's Place
ing to the adventurers talk about find the following items. The starred
thei r exploits. Your businesses in items are magical. It is up to the PCs to As the a nernoon wore on, the sky
Hillsdale would have far ed better if learn which a rc magical and what they became increasingly overcast. And
you hadn't taken 'Ibrrand's ofTer. do. The OM should not divulge the now, just about an hour before dusk ,
It was the morning of the eighth information or encourage them to take it has started to rain heavily. Loud
day out that disaster struck. A lone items: Silver necklace and matching thunder cras hes all around you and
woma n in deep green robes appeared earrings (worth 220 gp); bronze bracers, blue·white lightning arcs on_t h_c_ _ - l
sl ightly melted (worth 5 gp now); soft

p o L y H E D R o N
9

Lucy, on the other hand, is arrogant Shame: AC 8; HD 1 (0 lev e!); hp 4; MV


horizon. The canvas covering on the and bratty, being spoiled and almost 12; 'AT 1; Dmg 1-4 (whatever sharp
wagon is not holding up (Igainst this always getting her way_ She sticks her farm implement is handy); THACO 20;
IItorm, and the wi nd batters at the tongue out at the PCs when her mother Int Low (5-7); SZ S; AL CO; XP None
can\'a!:; mercilessly. isn't looking, makes faces at them, and
Ahead is a farmhouse, which might refuses to be polite.
I provide some shelter.
" - ------ - ------------ - - - - - The PCs cannot get any useful infor·
Encounter Two-
Gnome Trouble
mation out of Lucinda or Lucy_How-
If the PCs decide to approach the farm- ever, if they talk to Shame and ask him
house, continue the description. Other-
wist', let them get soaked staying out in
the right questions, they can learn r-You continue on yo~r journey-;o the
about the woman in green. Keep in buron's estate. The ground is !llill
the cold rain. mind Shame is only six years old. He very wet from the !ltorm the dny
will ramble and fi git, but will eventu· before. The nir is humid and sticky.
As you near the farmhouse you hear ally get to the point. and the breeze is almo:>t undetect-
shouts coming from inside. It is too While Shame was doing his chores able.
difficult to make out what is being early this morning he saw a woman in You have been traveli ng down a
said, as just as you start to make oul dark green robes on a pretty gray horse road which is barely one wagon wide,
words, the thunder booms to drown talking to a few men who were dressed when up nhead you see a smull fib'l.u·e
out. the voices. rather poorly- "sorta like momma's run inlo the road nbout 150 yards
The front door of the farmhouse farm hands, but they weren't, cause ahead. 'rhe figure, dressed in gray, is
bursts open and a child runs out, they were people I hadn't seen before_ L~~~~~.~~s a~~s f~~ou to stop_
falJing into a large mud puddle in Of course, that doesn't mean that I
the front yard. A woman in the door- wouldn' t have wanted to meet them If the PCs dQn't stop, the figure, a
way screams at t he child as he picks maybe. But I probably wouldn't have young gnome, will try to get out of the
hilliself up and runs for shelter in the wanted to meet them cause they didn't way of the horses and the wagon. There
L burn.
- - ~- - - -- _._ .._- look like nice people. Of course, you
know that looks aren't everything, but
is a 60% chance she can avoid the
horses and wagon. Ifnot, she will be
The child is Shame, the six-year-old sometimes they're something, you killed. If the party continues on, the
half-orc son of the woman standing in know." You get the idea. Shame thinks thieves in hiding will follow on their
the doorway. The house is occupied by the woman was giving the men direc- horses and attack, negating the surprise
the woman, Lucinda, her eight-year.old tions, as she kept pointing down the they would have if the PCs stopped for
human daughter, Lucy, and her half-orc road and at a piece of paper she held. the gnome.
son, Shame. Orcs raided the farmhouse The men paid dose attention to her. The gnome, named Gracy, is 20 years
several years ago, killing Lucinda's "Maybe she was sorta pretty for an old, about the equivalent of a seven-
husband. older woman. She had to be at least 30 year·old human child. A group of
Lucy is the apple of Lucinda's eye, and years old. That's old." The woman didn't thieves, working for Adelle, has been
Shame is almost always in disfavor. have any weapons, and all the men watching the PCs and trying to figure
'Ihnight he was caught taking an apple were armed with swords_ Shame was out how to do them in. By chance, they
without asking for it first, and Lucinda afraid they were going to rob his mom's spotted this young gnome and her older
kicked him out or the house to spend the farmhouse or something, and he got the brother. The pair was riding a pony. The
evening in the barn. or course, Lucy rake out of the barn for defense. thieves shot the pony, which lies dying
can have all the apples she wants-and Eventually, they took off down the in a roadside clearing, and they grabbed
without asking. road to Hillsdale_ Shame thought it was the brother. The thieves forced Gracy to
If the PCs ask about the boy in the all pretty neat to watch, "cause as they stop the PCs, asking them to help her
burn, Lucinda tells them he is being were leaving I saw the old woman wave pony. They told Gracy if she refused
punished, and it is none of their business her arms and she disappeared, but her they would kill her brother.
what is going on. She is not a totally horse kept going and the reins were still If the PCs do not suspect her, she
heartless woman, however, and invites in the air so I knew that she was there." leads them into a clearing, where her
them to spend the evening in the bam as The PCs will not be offered breakfast poor pony lies on its side, two crossbow
well-if they want to get out of the in the morning. Shame is allowed inside bolts sticking into it. The pony will die
storm_ She will not allow them in her the house in the morning for eggs and if it is not tended to within 10 rounds_
house, as she is cautious of strangers. bacon- but he has to ask for the plates When the PCs enter the clearing, the
However, if the PCs force their way in, to be passed to him. Lucinda wants the thieves, hidden in the tall grass in a
she can't do anything to stop them_ PCs to go on their way as quickly as semi-circular formation, rise and begin
She does not allow Shame back in the possible. firing crossbow bolts.
house unless the PCs force her. This If, however, the PCs suspect the child
Lucinda: AC 10; HD 1 (0 leve!); hp 6;
would be bad for Shame, however, as and take some precautions, they could
Lucinda will make him spend the next MV 12; 'AT 1; Dmg 1-3 (whatever cast effect the thieves' plan . If F lechette
iron skillet is handy); THACO 20; Int
several nights in the bam after the PCs checks the ground, she notices several
Ave. (8-10); SZ M; AL N; XP None
are gone. sets of horse tracks and a few human
Despite all the problems and being Lucy: AC 10; HD 1 (0 level); hp 4; MV tracks. The frightened gnome child
punished frequently, Shame cares about 12; 'AT 1; Dmg 1-2 (whatever kitchen refuses to acknowledge the presence of
his family and does not want to leave. implement is handy); THACO 20; Int anyone other than herself and the
Ave_ (8-10); SZ M; AL CG; XP None wounded pony.

p o L y H E D R o N
10

The thieves' plan is to amb ush the Encounter Three- He introduces himself to the PCs as
party, firing a round of crossbow bolts Sir Careth WindwiJIowtree, self-
before t he PCs can act. There are e ight The Thief appoinwd protector of t h is section ofth.
thieves in the group, only a port.ion of country. He claims to be a ranger, who
Adelle's forces . Irthe thieves win inia- The brush rustles and a m an in is usu ally very good at tracking, but t h.
live, they will be a ble to"get off a second leather armato, apparently out of storm the other night obscured the
volley of crossbow bolts before the PCs breath, runs into the ca mp and col- tracks of the th ieves he was following
can move up to melee t hem. lapses. and covered up the spoor of t he g iant
Adelle told t he t h ieves that this party - ------ - - boars' whose territory he trespassed
is comprised of mere hirelings, who she This happens on a random watch during upon . He begins asking the PCs what
wants out of the picture only because the evening. If the PCs have set they are doing in the area, if they have
they are associated with 'Ibrrand. The watches, those on watch will not be seen the Lerrible th ieves running loose
thieves are to t ry to keep onc party surprised, as the man is making consid- (he'll congratulate them if t hey admit u
member alive for questioning, to learn erable noise rUnning through the brush. doing the thieves in), and if he could be
what Torrand is reall y up to. If the He is panting and his face is scratched of service to them and accompany them
thieves believe that the PCs are getting from running through branches. If not on t he ir journey. He will impress upon
the best of them, one of the th ieves, if stopped, he collapses next to a fire or in them that his skills will b e of great
able, wi ll move to the captive male the cenLer of the camp. The man is benefit and that it is the least he can do
gnome and hold a dagger at his throat, dressed in leather armor and has four since they took care of the problem of
demanding the PCs surrender. h and axes strapped to his back_Hidde n the eight thieves_
Surrender: If the PCs surrender, the in his armor are a garrot and a purse He plans to get as much information
thieves tie them up and dither about fi lled with 20 gp. The man is about 20 about the PCs as possible, divide the
what to do with them. All plans, which year s old. If the PCs do nothing, he party after the e nd of the next e ncoun-
the PCs can overhear, call for killing sleeps until tomorrow morning. ter, and attack them. Then, he will find
them. It is up to the PCs to escape, and The man, Garet, recently joined a Adelle and present her with evidence of
any reasonable attempt s hould work. thieves guild Ilnd was hired by a woman the PCs' deaths and inform ation about
Defeating the thieves: If any thief is to a mbush a party of merchants on an the mission they were on.
left alive, the PCs will be able to ques- errand for a great fighter_He didn't
mind the mission, but he quit when the Garet: AC 2 (kather armor + 2 a nd
tion him. The thieves do not know
thieves shot a pony out from under a dexterity); HD 4 (T 4); hp 20; MV 12;
much, other than that Adelle, a power-
ful magic user, does not like "this tough pair of gnome children and tied up the IAT 1; Dmg 1-6; THACO 19; Int Ave. (8-
young boy. If the PCs have taken Gracy 10); SZ M; AL LNi XP 270; SA backstab
fig hter named Thrrand," a nd she is
and her brother with them- rather than for double damage.
doing anything possible to foul up his
allowed them to go home-Caret recog- Magic Items: leather armor +2, hand
plans. They will admit t hat Adelle
nizes them. He knows they did not get a axe + 1, potion of healing (hidden in a
killed the adventuring party the PCs
good look at him, however, so he rema ins compartment in a normal ha nd axe)
were traveling with, a nd Adelle didn't
silent. When he awakens, whether by Wealth: 20 gp, platinum and onyx ring
consider the PCs a worthy enough
the PCs shaking him or by waking up on worth 900 gp.
threat at the time to kill.
The gnomes: If the PCs free the his own in the morning, he recognizes
male gnome, the brother and sister them as the ones he was told to ambush. Encounte r Four-
will be very happy. They are from a Caret is frightened because he knows his Leprechaun Kobold,
far m nearby a nd will return there at accomplices botched the mission. Fur-
the fir st opportunity. If the PCs are ther, he knows if any of the thieves es- A ba nd of kobolds have hidden t hem-
able to save the pony through hea ling caped they no doubt informed Adelle selves along the trail, and two oftheir
or by applying first aid, the gnomes that the highest level thief in the advance scouts have been monitoring
will he doubley pleased . If the pony group-himself-split because he didn't the PCs' progress_ The kobolds believe
dies, t he little gi rl will beg the PCs to want to rough up children. the PCs ar e merchants-m ercha nts soon
g ive the m a horse so they can go home. Caret is certain that Adelle will be to be without their goods and their
In a ny event, the gnomes give the PCs looking for him, and whatever she has lives. These kobolds have developed a
a gem in payment. The uncut gem is in mind won't be pleasant, th at's why plan to get the P Cs off their mounts and
worth 2 gpo However, C utter can work he was running. He immediately comes concentrating on someth ing so the ko-
it into ajewel worth 50 gp. u p with a pla n : convince the PCs he was holds have the edge.
The PCs can recover from t he cap- after a group of thieves who were The koholds pretend to be 8 lepre-
tured and slain thieves: 30 cp, 40 sp , 40 threatening a young gnome. He lost chaun. They have attached a green -
gp, a 100 gp pearl, a 200 gp silver and their trail and accidently wa lked into clothed doll to some thin black wires
pearl ring, a nd a potion labeled the territory of a few giant boars. He and strung it up in a tree_ Two kobolds
sweetwater. ran as fast as he could to avoid being man the doll , work ing it like a mario-
killed or wounded by th e ani mals. He nette, wh ile a third kobold, hidden in
Thieves (8): AC 5 (leather armor and says he feels like he has been running the brush along the ground, drinks a
dexterity, 3 in concealment); HD 1 (T 1); for hours, and knows he left the boars potion ofuentriloquism and "talks" for
hp 6 each; MV 12; NAT 1; Dmg 1-6 far behind_ H e claims when he saw the the leprechaun_ The kobold makes the
(short swords); THACO 20; Int Ave, (8- PCs' camp he j ust had to take a chance voice go all arou nd the party and then
10); SZ M; AL CE; XP 35 each; SA back- t hat they were good samaritans and seem to come from the doll w hen the
stab for double damage_ would let him rest here a while. doll is lowered to hang in mid ai r and

p o L y H E D R o N
II

dance. The leprechaun sings a merry If the PCs won't throw down their weap· go that way. He suggests t he lighter and
tune and tries to get the party to hum ons, Garet/Gareth will help to get t hem himself pursue the kobold 80 it doesn't
along. He is trying to relax them and started, as he's experienced leprechauns assemble a kobold army. If the fi ghter is
catch them unawares as the kobold before. silly enough to fall for his ploy, Garet
party surrounds the PCs, determines attempts to backstab the fighter or
the strongest targets, and attacks. The "Okay. so ye not bein so willing to melee him outright if necessary when
kobold with the potion is the only one help me out.. Well, one more a try an they are several yards from t he group.
who speaks Common. I hein quick to turn your shoes inl.a If any PCs hear the battle and run to
Because the doll is partially hidden by oatme~11 and yer knives inta paper the scene, Garet explains that a kobold
the branches and is high up in the tree, flowers. Put yer hllndfl us fe r away ambush lead to the death of their
it is difficult for the PCs to notice that it from yt'r weapon s Of! ye Clln, CHuse friend.
is not actually alive. I'm just bein a little guy and I don't If none of the PCs rushed to follow
want no probl(~mll, And how about Garet and a fighter, Garet returns to
-A!'! you couti~le on your trek , you that wine?" the group, telling them their lighte r
notice that the weather has improved - --- - friend has pinned down two kobolds and

!rMignificllntly. The douds are high If the PCs have not cut off the "lepre- needs a little help interrogating them.
and wispy. ~howing no hint. of more chaun" yet, he now begins to dance a If the entire party does not come (Garet
rain, and the sun is out. A sofl. jig, wildly flyin g through the air-well, thinks some should remain behind to
brooze. which blows acruss your path, as far as the wires will take him-in an wstch the horses and wagon), he waits
keeps you rool and comfortuble. The effort to catch their attention. Now t he u.n ti l they are a good distance from the
len vel:! of t he oak and maple trees kobolds strike, gaining surprise. wagon and attacks. If. however, the
rustle gently in the wind. Ir, however, t he PCs caught on to the entire party insisted on going, Garet
" Now and a where ya bein a goin leprechaun, roll normally for surprise. fa ll s behind and attempts to take them
on such an Ii nice day like a thiM a out one at a time from the rear with his
ono is laddies and lassies'!" The voice Kobolds (22): AC 7; HD lh; hp 3 each; backstab attacks.
comes from somewhere oJT to your MV 6; NAT 1; Dmg 9@ 1·4 (dagger), 13 If none of the PCs fell for his ruse
@ 1·6 (spear); THACO 20; Int Ave, (8.10); about going after a few stray kobolds,
right. " I be a Mister O'Putrick
O'McGee, leader of the leprechnuns SZ S; AL LE; XP 7 each he an nounces he will handle it and runs
in thil:! parL" It is the same voice, but into the brush. This is followed by muf-
this time it comes from your lell. If a dozen of the kobolds arc killed, the fled noises and thuds as he pretends he
"Now I'm u bein a wonderin a hit rest attempt to flee into the woods. is being beaten up. He listens to hear if
Remember that only one of the kobolds any PCs are coming to h is aid, and
• abuut a now what ya la ddies and
speaks Common, 80 it is unlikely that quickly hides in the brush when he
laSl:lies bein a doin in my woods." The
voice now comes from many YHrds in he will be among any survivors. If the hellrs them coming. He attempts to
front of you, from a smull green fig- PCs catch any of the koholds, the ko- backsta b those who arrive.
ure lazily noating down from a large bolds will talk in their own language If nODI! of this works, Garet runs into
tree brunch. The figure duncel/ u jig and in Orcish. The kobolds, fearing for the brush and discreetly follow s the
in mid air. their lives, reveal that they have been PCs, trying to pick them off one at a
"'lbp of the morning or whatever ambushing merchant caravans for the time.
time 1\ day it bein u being right about past several months. (And they promise If Garet is caught he comes up with a
to quit if the PCf! let them go,) wild story about being possessed by
now. I slept a might late, and a I
don't recall ajwlt what time a day it If the PCs arc able to track the ko· some spirit that caused h im to attack
is. Not n bit that it's important. So, holds to their lair, where they will have the PCs, and " wouldn't it be a good idea
me laddies and lassies, tulk to me. to deal with any of the remaining ko- if we all went aller the evil spirit?"
What ya be doin here?" holds who prev iously escaped, they can Eventually, the PCs should figure out
,-'-'-_ _-..l find: he is attacking them. If di ..ectly ac-
Three hand-woven rugs, worth 100 gp cused , he admits he was hired-a long
The " leprechaun" dances some more,
each; a set of four red crystal goblets, with the eight thieves-to do them in.
hobs up and down in the air, and leta
worth 30 gp each; a large ruby, a fake
the PCs talk for a moment. He doesn't
worth 1 gp; a gold and topaz bracelet,
want them to get too close (and discover
worth 2,000 gp; two silvered daggers,
Encounter Five-
he's a dolJ), so he moves farther up into Torrand's Visit
worth 8 gp each; two bronze dagger s,
the trce and tells the PCs to stay back.
ornamental, worth 10 gp each; 100 gp; 'Ibrrand has taken a break from his
300 sp; and 50 cpo current project and has decided to check
"Now maladdies and lassies, I am Garet decides to stike afl.er this
bein n willing and able to make ye a up on the PCs. He appears to them as a
encounter. During the fight with the low. level ranger who considers himself
little deal here. r won't bein ta need kobolds, Garet sticks to fi ghting only
La turn any of your weapons or prett.y the protector of this part or the country.
those kobolds attacking him, and fights 'Ibrrand does not know that the thief
thinlP! inta noodles and hoW8 ifna ye slowly so he doesn't have to assist any
bein a willing to lay down ycr weap· the PCs e ncountered earlier used the
PCs. He wants the PCs damaged so they same ruse.
ons and not pose a threat ta me. don't put up much of a fight when it's
Maybe ye might want to throw down 'lbrrand found a patch of deep mud,
time to do them in. quicksand really, and stuck himself in
a nask of wine or llomething ebe. too." He begins by calling one of the fight- the middle of it. He is not worried about
ers to his side, claiming he saw a kobold

p o L y H E o R o N
12

getting hurt because he has a r ing of so wha t happened to t he rest of t heir The first prob le m the PCs e n counte r i
free action . He wants to test t he party's party. t he city watch . If they a r e carting
ingenuity. T he immense mud/quicksand Thrrand does not k now about the dead bodies in the open , t he wa tch
patch is 40 feet across and 10 feet deep . attack by Adelle. He k nows he ap· wi ll n ot let t hem in the gates. If the
Thrra nd wa nts the party to " rescue" pointed th e PCs as the adventurers' PCs act rude to t h e watc h , the men or
him from certain doom. As the wagon h irelings, but he feels compelled to find watch will summon other guards as a
and horses follow the pa th near the mud out what h appened to the adve nturers. show of for ce, and th ey w ill not let th,
pa tch, he begins to bellow. He will try every persuasive tact ic he PCs in the gate. The city watch is not
can t h ink of to get info rma tion out of tole rant of new people and tro u ble·
" Help! Heyyyyyy! Help me! You, the PCs without r evea ling who he is. ma kers, a n d they won 't t h in k twice
with the horses, hellllllll llp!! I'm Thrra nd is impressed that the PCs about tossi ng t r oublem a k e rs in j a il fo
stuck!" The caller is a ma n , shoulder- wcre able to survive on their own, and a day or t wo.
deep in an immense mud puddle ofT he's doubley impressed if t hey tell him If t he PCs behave themselves and act
to the side of t he trail. His fr an tic about the t hieves and the kobolds, and look civil, th ey will get inside.
movements t hreaten to ta ke him which were the adventurers' real mi s· If t he PCs try t o melee t he watch
deeper into the m ud. Sever al feet sion. mcmbers, have no mercy.
from t he mud a light brown ho rse ThrrandIRobert eventually excuses
Watch Members (as many as
grazes. On the ground next to it is a himself from the party, going off to deal
n eed e d ): AC 8; HD 2 (F 2); hp 10 each;
back pack a nd a bedroll. wit h wha tever force did in his group of
MV 12; IAT 1; Dmg 1·8 (long sword);
"Pieceel..'Ccase help me. J' 1l give advent urers. He feels a great a mount or
T HACO 19; lnt Ave. (8· 10); SZ M; AL N;
you gold . Just get m e out of here!" remorse, as his missions never ended in
fatali ties before . The PCs can see " R(). XP 35 each
The ma n sinks a fe w inches det!pcr
into the mud. bert" is noticeably sad. Berore he leaves Watch Captain: AC 5; HD 5 (F 5); hp
he gives healing potions to a ny of the 35; MV 9; IAT 1; Dmg 1·8 (long sword);
The pes have several options. They can PCs still showing signs of damage from T HACO 16; lnt Ave . (8· 10; SZ M; AL
take Thrrand's horse a nd gear, wh ich a previous fight. NG; XP 175
will mak e hi m very upset. If this hap· Thrrand does not stop the PCs fro m
pens, he follo ws them, reveals himself continui ng with the mission of de liver· If the PCs a r e looking for the Weary
as Thrrand, and promptly fires them. ing th e special healing ba lm to t he Wench, as mentioned in t h e note rrom
They can cont inue on, in which case ba ron's son. the scr oll case at t he beginning of the
Thrrand will get out of the m ud, clean adventure, t hey will face a nother
Torra nd: AC 0 (plate mail a nd Dexter·
himself ofT, foUow them, and fire them. p roblem. Th ere is a Weary Traveler
ity); HD 6 (R 6); hp 40; M V 6; I AT 1; 0
Or, they can help the man out of t he Inn a nd a Welcome We nc h Inn , but no
1·10 + 1 (two·ha nded sword) or 1·6 + 3
mud. Because he is so far out into the (spear); THACO 15; lnt H igh (13· 14); SZ Weary Wench . Th ere is n o way for the
mud, a nd because he has his ha nds PCs to know wh ich is t he r ight pl ace,
M; AL NG; XP 100 (rescue) or None
below t he surface of t he mud , the PCs (slaying or ignor in g); SA ra nger abili· a nd fo r the purposes or the adve n ture,
can not throw something to h im. The whichever one they t ry fi rst will be
ties, STR 17 (+ 1 "to hit" and damage.
PCs will h ave to lasso him, enter the Magic Items: boots of speed, ring of free t he w ro ng pla ce . If t he play er charac·
mud themselves in the hopes of br ing. t er s split up to check out both places,
action, spear +2, six potions of healing,
ing the man a nd themselves ou t- which hat of disgu ise ra ndomly select whi ch g roup went to
could put t hem in danger of dro wning in the correct esta b lishme nt. The othe r
mud, or devise a nother method to free group is in t rouble becau se of their
h im. If a PC gets too close to t he m ud,
Encounter Six & Seven- lessen ed numbe rs. Both inns are simi·
have t hat PC roll his dexter ity or less Riverton la r in natu re a nd serve t he same type
on a d20; fai lu re means the PC has of people.
The PCs a rri ve a t Riverton . They can
fallen in ~he m ud, too. A PC sinks in the Inside the first establishmen t are
either go a round Ri verton to the baron's seven thieves who were hired by Adelle
mud at a ra te of one foot per turn . Thr· estate a nd deliver the healing ba lm or
rand, of course, sinks at whatever ra te to find the PCs. These t hieves were
they can go into the to wn . looking in the wrong places a nd were
he wa nts. The town is small and is not detailed
After the PCs ha ve rescued h im, Thr· u nsuccessful. However, they know what
for the purpose of this adventu re. Enter· t he PCs look like, a nd wh en th e PCs
r and introduces himself as Robert Lock· ing the tow n leads the PCs into a fig ht.
wood, protector of the forest . He tells walk in, the thieves de<;ide to fulfi ll
the PCs he saw a sm all deer caug ht in their contract a nd kill t he m . The
Rive rto n
the mud, waded in and freed it, a nd thieves separate to surro und the PCs,
became trapped himself. He does not casua lly acting as slightly inebriated
As yo u clear the rise of the next hill customers until they are in position.
want to travel with the PCs, but he
you see the town of Riverton. The The n , they strike.
would like to join them in a meal and be
regaled wit h tales of their adventures. !:ima U road that you have been travel·
ing on widens at the bottom of the Thie ves (7): AC 5 (leather ar mor and
He tells them he heard of a larger pa rty dexteri ty; HD 2 (T 2); hp 9 each; MV 12;
hill to become the tow n's t horough.
wandering through this countryside IAT 1; Dmg 1·6 (short swords); THACO
fare and ends a t the river. Across the
wit h a wagon-a dozen people-six ad· 20 ; Int Ave, (8.10); SZ M; AL C E; XP 65
rive r you see farm land. The baron's
venturers a nd t heir hirelings. He wants each ; SA back sta b for double da mage.
to know if t he PCs a re that group , a nd if estate m ust be just beyond the far ms.

p o L y H E o R o N
13

Two of the thieves can attack twice a on an important mi ssion and taking Ending The Adventure
round, using a dagger and a short time to stop and relax. Relaxing comes
sword, for me after the work's done. You'll If the PCs went to the baron's before
The city watch eventually a rrives and never be real adventurers." Torrand coming to t own , they have to deal with
sides with the PCs. The bartender leaves to change into a different visage the watch and the two taverns, as de·
vouches for the PCs, explai ning that and see if the PCs continue with their tailed at the beginning of Encounter 7.
these patrons, who h e had not seen mission. If they decide to stay the night When they arrive at the correct tav-
before today, surrounded the party and he waits around in town to see if they ern after completing the mission , Tor·
attacked them. leave in the morning. rand appears to them and explains
about the kobolds being t h e true mis·
Lyrth a la: AC 9 (no armor and dexter- s ion, which he tells them they passed or
The Right Inn
ity; HD 1 (F 1); hp 5; MV 12; NAT 1; fa iled depending on what they did.
The second establishment the PCs visit, Dmg 1-4 (dagger); THACO 20; Int Ave, Further, he tells them he has found out
the correct place, is owned and operated (8- 10); SZ M: AL NG; XP 200 (getting about this wizard called Adelle, who
by Lyrthala, a personal friend of Tor· information without getting stalled), sent thieves after them thinking the
rand. If Lyrthala suspects the PCs arc 100 (getting information and getting PCs were on some great mission for him
more of Torr and's trainees, she asks stalled) or None (attacking or failin g to that could eventually lead to Adelle's
them a continuo us stream of questions get information) downfall . He knows there are other
about their mission and if they expect thieves about who she has hired, and
Torrand to show up here in town. She Going To The Baron's would like the PCs to deal with them.
fancies the ranger and look s forward to
his visits. She does not know that Tor-
The baron's estate is large, sprawling "Ah," Tornmd says, leaning back in
rand already is in town, with his hat of
across a countrvflide filled with a riot his chair and wink ing at the inn·
disguise making him look like one of
h er patrons. Torrand will be upset with of beautifu l wild flowers. The baron 's keeper. "But that is another mission
the PCs if they willingly spill a ll the home is surrounded by more flowers, for you. One I am certain you could
making it pictureflque. handle. I was sorry to hear about the
information about the ir business. In
As you ride up to the house, two deaths of the origi nal band of adven-
addition, Lyrthala tries to encourage
guards wearing chain armor come tu ren:! [ h ired , the group to whom
the PCs to spend the night in her estab·
out to gl'cet you. " You arc on the you were assigned as hirelings. I
lishment, offer ing them a special rate of
lands of t he baron," the t all onc says. hnve made restitution to their fami ·
1 gp a person. This is not a special rate,
"State you r business." lies. If I send other adventurers out
she is just hoping to make a quick six
gold pieces. She tells them breakfast on training missions in t he future I
will be her treat if they stay. She adds Any reference to Torrand or helping the will have to be much more careful.
that the PCs will be better prepared in baron's son will get them inside. "But I chose well with you, my fine
the morning for whatever their mission adventurers. You are people with
is if they rest tonight. ¥ou are ushered inside the palatial true classes now, and you should be
home. The thick carpets pad your proud. Anvil, the armorer, you have
If the PCs inquire about the real pur-
footsteps, The place is elegantly become a true fighter. Flechettc. the
pose behind their mission or seek fur-
furnished with fine, carved furni t ure bowyerlfletcher, you arc a mngcr.
ther instructions, as alluded to in the
note from the beginning of the adven· and expensive art. The baron ad· Tanner, the leathersmith, you a re a
ture (in the scroll case), Lyrthala has dresses you. "Good adventurers, r am faithful cleric. Quill, the cartogra-
been instructed to use this as a stall so pleased that you are here to help pher, you are a wizard who will in-
my son. r have refused to let him get crease in magical a bilities through
tactic: "Dh, I think I know what you are
ta lking about. Torrand gave me some out of bed. It's the flowers, you know, t he years to r ival Adelle. Cutter, the
they make him so uncomfortable th is gem cutter, you are a th ief. Be Cllre·
information. But I better sleep on it.
We'll talk about it in the morning." If time of year. It was so good of
Iful where you practice yo ur trade.

~
Torrand to send you here." And Harper, a teamster, you are a
the PCs press her, without threatening
her, she tells them that they can receive bard. I challenge you to compose a
the information after they have been to The baron explains the boy 's allergy, great song about this, your first
the baron 's estate. which keeps him from setting foot out- adventure."
The actual information the PCs are side the home. The baron has not been
looking for is that the baron's child was able to get rid of the flowers; they keep Th is adventu.re is dedicated to the mem-
not dying, he was simply allergic to coming up from seed. So he has decided ory ofClinlon C. Tate, In the original
wild flowers and the special healing to get rid of the allergy. 7brrand. 0
balm will take care of his allergies. 'Ib conclude the adventure, the PCs
Their true mission, revealed to them can be introduced to the constantly·
now, was to take care of a band of das- sneezing boy. Eventually they should
tardly kobolds robbing lone merchant realize the allergy is serious, but not
caravans, and that they were actually life-threatening. After helping the lad,
on an adventurers' training session. the baron pays them each 100 gp, lets
If the PCs agree to spend the night, them spend the night, and sends them
Torrand, in his disguise, ambles over to on their way.
them and says, "Uh , some heroes. Off

p o L y H E o R o N
14

Anvil Flechette Tanner


Male Dwarf Armorer Ft:mo/c [Ium on Bowyer/Fletcher Pemolc Humon l.,elltller Worker
S1'R: 18/77 STR: 17 STR: 11
tNT: 12 INT: 14 INT: 13
WIS: 10 WIS: 15 WIS: 18
OEX: 15 DEX: 16 DF.X: 16
CON: 18 CON: 16 CON: 15
eHR: 14 CHR: 15 CHR: 15
AC Normal: 0 A C Normal: :.I AC Normal: 2
AC Rear: 2 AC Rear: 5 AC Rear: 5
Hit Points: 14 Hit Points: 15 Hit Point.s: 10
THACO: 20 THACO: 20 THACO: 20
A lignment: Neutral Alignment: Neutral Good Alignment: Lawful Good
Height: 4'5" Height: 5'8" Height: 5'5"
We ight: 169 Ibs. We ight: 1;)3 Ib!!. Weight: t 16 Ibs.
Hair/Eyes: BlackIBlack Hair/Eyes: Red/Blue Hair/F:yes: Brown/Brown
Age: 162 Age : 57 Age: 18
Weapon Proficicncics: Hand axe, Weapon Profic iencies: Bow, spear, Weapon Proficiencies: Staff, hammer,
s pear, hammel', battle IIXC d~ gger las!:!o
Nonweapon Proficiencies: Master Nonweapon Proficiencies: Bowyer/ Nonweapon profieiencies: Lealher
armorer (12) fletche r (15), fire building (14), healing worke r (l3), weavc.r (12), r ()pc use (16)
Languages: Common, Owarvish, (13), tracking (I5) Language: Common
Gnome, Goblin , Kobold, On:, Elvigh , Languages: Common, Sprite, Pixie. Spells/day: 4 fir!:!t level from t he
Lizardman Satyr, Centaur spheres of Combat, Divination, a nd
Healing
Possessions: Non.magical plate + 1 Possessions: Chain mail (made by Deity: Heimdall
(your finest work), shield, axe, dagger, Anvi!), long bow (one of the finest you
two changes of clothes, boots, large iron have ever made), quiver with 20 arrows , Possessions: Chain mail (made by
box containing a set of armorer's tools, dagger, two changes of clothes, lwots, Anvil), shield, stotT, 25' !'I ilk rope, dag.
35 b'P, (3,200 gp in safe keeping) comb (seldom used), ivory ring (gift from ger, !!cven changes of clothes, boots,
mom), small wooden chest filled with comb, brush, perfume, rouge, small
The oldest of a dozen children, you fleU:hing equipment, back psck, 10 gp, wooden chest containing leather work·
spent a ha ppy youth growing up in a 20 liP ing tools, wooden holy symbol, 25 gp
m ountain village among ciOHC friend!>
and a loving family. Yom' home life Life has not been a bouquet or roses for Religion is a very iml>ortant pa rt of
shaped your personality. You are ou tl,'O- you. You were raised in a iarbTC city by your life. You remember your mot her
iog and friendly, a popular person eve- people who weren't your parents. You and rather laking you to a t emple when
rywhere you go. You aru outspoken, but never knew your father. Your mother you were only a few years old. It was a1\
very patient, traite not uUributed to was a ranger who only visil.cd with you very impressive. Your father was a
many dwar ves. Oh, you brood some- once or twice a year. The other children leather worker, and yon divided your
times, as dwarves are known to do, but mad\;) fun or you because or you r " part- time between the tem ple and his busi-
only when you ure fru fltnl.ted. time" mother. You didn't listen to t hem ; ness. You learned hi!:! trade, and find
You are very handsome Imd have 11 you were proud of your mother and sutisfaction in making items out of
fine, muscular physique that catches waited month upon month for h\;ll' reo leather. It keeps your hands busy and
the eye of dwurven females. Many huve turn so you could hear stories or her yourself productive; you a lways have to
pursued you, still, you never married , adventures and battlefl. You undor-stood be doi ng somethinK. You enjoy the shop.
enjoying the single life. her noed to travel and that a child The smell or new leather is appealing.
You find delight in spending time with would prevent her from pract ici ng h er By the time you were 14, your father
other races bccnuse you can learn so career. often left you in charge of the business
much. This socializing gives you time to You don't show affection onen. Affec· while he went ofT to solicit m ore CUR-
show oo-your goods and explain dwarv· tion would m a ke you seem vulnerable. tomcrll.
ish techniques of armor making. Be- You p icked fights regularly when you YiJU studied at the templ e of Heimdall.
causo of your profession, you also find were young, which you are certain You broadened your interests and
yourself looking at others' armor, study· he lped develop your musclelJ and rough learned more about your father's
ing it for fit, qual ity of material , work- attitudes. leath er business wh ile learning weav-
manship, and style. You want to keep on While clean, you always look dishev- ing and rope·making from you r mother.
Lop of the lutest styles in armor. eled; neatness is not your strong suit. A rew weeks ago it happe ned. You got
Your long red huir is flyaway and wavy, your calling from a solar w ho appeared
and on windy days it is a mass of tan - to you in a dream and told you that
glos. Your clothe!! are always clean , but Heimdal1 wished yo ur assi stance.
they a rc old and worn. What's more, it seems like you are be·
ing grunted spells.

p o L y H E D R o N
15

Quill Cutter Harper


Female Half Elf Cartvgropher Male Hu man Oem Clltter Male Huma n TCamster
5TH: 8 STR; 16 STH: 17
tNT: 17 INT: 11 lNT: 14
WIS : l6 WIS: 13 WIS: 15
DEX: 17 DEX: 18 DEX: L7
CON: to CON: 15 CON: 14
C HR: 18 CHR: 14 eHR: 16
AC Normal: 7 AC Normal: 4 AC Norma l: 5
AC Rear: 10 AC Rear: 8 AC ReM: 8
Hit Point s: 8 Hit Points: 8 Hit Points : 9
THACO: 20 THACO: 20 TBACO: 20
A lignment: Chaotic Good Alignme nt: Neutral Good A lignme nt: Neutral Good
Height: 5 ' Height : 5' 9" Height: 6' 1"
Wci~ht: 100 lb!:i. Weig ht: 17ll bs. Weight: 180 los.
HairlEye s : Aubu l"lt/Oreen H air/Eyes: Blond/H azel HairfE yes: Bro wnlBrown
Age: 48 Age: 45 Age: 2 1
Wea pon Prolicie n c ies: Dugger Weopon Proficiencies: Dagger, long Weapo n Proficiencies: Busta rd sword,
Nonweapon Pro ficien c ies: Car toj,'l'!l- sword, garrot spear, sap, dagger
phy (17), d irection sense (17), readi ngl Nonweapon P r ofieien c ies: Gem cut· Nonwenpon Proficiencies: 'lbnmster
writing (17) ting (Hi ), blind fig hting, sound anil lysis (9), m usicia n (16) nnimal t rainer
Languages: Common, Elvish, Gnom- (9) (hol'se) ( 5). lund riding (1 S), unimnl lore
is h, Halil ing, Goblin , Gnoll , Ore, Languages: Common, HalOi ng, Elvish ( 14)
Hobgoblin, Sprite Languages: Common , Elvish , Gnome,
T hief Skills: Dwarvish, Orc
Possessions: Dagger, five c hanges of pp OL IT MS HS HN C W RL
li ne cloth es, fin e leather boots, small Possessions: Leather armor, tlpear, sap,
wooden chest contai ning u dozen scroll
25 20 15 10 5 8 80 dagger, two cha nges of clothes. boots,
cases, ink, parchmc llt, quills, m anicur e comb, brus h, razor, soap, t r ai ning ropes
Possessions : Leather armor, four dag.
Ne t, nail polis h, scented floap, ivory and crops, horsehair belt, amn II ha rp , 10
gers, garrot, t ..... o cha nges of clothes,
brus h, silver comb, silver -fra med m ir· sp, 5 gp
boots, comb, small wooden chest con,
ror, four vials of cologne, hair orna-
ta ining gem cUlter's blades, hammers
me nts, rouge, 200 gp necklace , 50 gp You ra n away fTom home w he n you
and ch isels, und 35 b'"P
ri ng, 100 gp ankle bracelet, 100 b'P were eight. years old. You knew a
earrings, and 10 platin um pieces, (a nd farmer 's life was not for you . And while
You grew u p the re negade of a weulthy
more wea lth than mOl;t people think you liked bei ng part of a fa m ily, you
fam ily. You were al ways ru nning on the
about is in safe kee ping) wan ted no pa rt of clea n in g out t he barn,
street, gett ing into trouble , and bri ng-
feedin g the chickens, and perfo rming
ing tho wrong kind of attention to your
You are an orphan ruised by elven roy· ot her chores. On your own, you found
parents. It started when you were only
a lty. Your father. a hUman , died in a you h ad to "harrow" thing s to survive.
seven years old. Your friends, w ho were
hrreat battle. And your mother, un elf Eventually you made yo ur way into
from poor fa m ilies, would take you
who was r elated to the queen, died in the elf woodlands, where you did odd
along t.o steal fresh ba ked pies fTom
childbirth. You were raised by relatives, jobs for a place t.o stay and food . This
wi ndow sills, apples from merchants,
a loving duke a nd duchess, who taught was u wondrous society full of new expe-
and purses from elderly people. They
you that everyone in life owed you riences a nd new friends. As you grew
also taught you how t.o swindle the
something. Unfortulllitely, you never older, you watched t he elve n fi ghters
people in the street . You did these
were in Jine for the throne. That was practice, a nd you got to spa r with the
things beca use they made you accepted
somethin g you felt was due you. no viceS. You suffered ma ny br uises a nd
in the group, and because yo u were the
Beauty is a n im portant part of your cuts, but it was worth it, a nd it wns
you ngest you got the dirtiest tasks .
life, and you usc your talents to write much more exciting tha n w or king in
Your fa the r was a jeweler by t rade,
beaut.ifu lly. You lire certa in yo u a re the the fi elds. You listened to the elves tell
and he taught you how to cut gems. He
best scribe in the land . You own you r tall tales, and they taught you how to
own business, a scri be/car tographer hoped the sk ill would keep you out of
play the harp. Your love of mu sic has
shop, a nd your business is doing very trouble. And, as you bTfew older, it did.
grown t hrough the years. nnd yOli fre-
You keep a low profile, trying to a void
well. Of cour se, wit.h you in char ge it quently find yo urselfplay i ng a t a ny
people you 're uns ure about, and staying
couldn't do otherwise. You had tried opportunity.
away from crowds if possible.
you r hand at. drawing once, being an
artist seemed a natural profession.
However, you fou nd yOIl had no talent
in that area. You have come to be con-
tent drawing ma ps fo r other s.

p o L y H E o R o N
9

Easy
Money
An AD&D® game
adventure for
characters of 4th
through 6th levels
by Jay Tummel'on and
Lew Wright
Dungeon Master 's Background
This adventure springs from the
Jack Mooney & Sons Circus, which is
detailed in Inside Ravens Bluff, a
FORGOTTEN REALMS@ campaignac-
cessory. Like the Living City, the circus
continues to he developed and expanded
by members of the RPGAo Networ k.
At the time of this scenario, the circus
is planning ita route through the
Realms. It will be in Ravens Bluff, its
wmter headquarters, for only a few more
weeks. J ack Mooney, the circus owner
a nd r ingmaster, wants to hir e the player

r
characters to capture a great cave bear
with a brilliant golden coat. The bear is
, I
rumored to be living in the hilla near
Ravens Bluff, and he wants the bear 8S a
fea tured attraction under the Big Top
where it will increase business. His
motivations go beyond monetary con-
cerns, however, as he knows that hunt--
ers are after the bear for its fur. Mooney,
a ranger, would rather see the fine
ani mal under his protection.
In addition, because Mooney fears the
I hunters will carelessly kill any bears in
the area, he wants the PCs w capture as
many adu lt bears as they find. Mooney
will take the most trainable of these
bears a nd include them in a n ani mal act.
The others he will release in the wilder-
ness along the circus' route.
The golden cave bear is more than it
seems - it is a werebear named Zarin
Marblehead who wou ld like very much
to be a part of Mooney's cireus. However,
the PCs will not realize the bear's true
nature until near the end of the
adventure.
Statistics for the werebear and Jack
I
,' Mooney appear at the end of the
scenario.

p o L y H E D R o N
9

Easy
Money
An AD&D® game
adventure for
characters of 4th
through 6th levels
by Jay Tummel'on and
Lew Wright
Dungeon Master 's Background
This adventure springs from the
Jack Mooney & Sons Circus, which is
detailed in Inside Ravens Bluff, a
FORGOTTEN REALMS@ campaignac-
cessory. Like the Living City, the circus
continues to he developed and expanded
by members of the RPGAo Networ k.
At the time of this scenario, the circus
is planning ita route through the
Realms. It will be in Ravens Bluff, its
wmter headquarters, for only a few more
weeks. J ack Mooney, the circus owner
a nd r ingmaster, wants to hir e the player

r
characters to capture a great cave bear
with a brilliant golden coat. The bear is
, I
rumored to be living in the hilla near
Ravens Bluff, and he wants the bear 8S a
fea tured attraction under the Big Top
where it will increase business. His
motivations go beyond monetary con-
cerns, however, as he knows that hunt--
ers are after the bear for its fur. Mooney,
a ranger, would rather see the fine
ani mal under his protection.
In addition, because Mooney fears the
I hunters will carelessly kill any bears in
the area, he wants the PCs w capture as
many adu lt bears as they find. Mooney
will take the most trainable of these
bears a nd include them in a n ani mal act.
The others he will release in the wilder-
ness along the circus' route.
The golden cave bear is more than it
seems - it is a werebear named Zarin
Marblehead who wou ld like very much
to be a part of Mooney's cireus. However,
the PCs will not realize the bear's true
nature until near the end of the
adventure.
Statistics for the werebear and Jack
I
,' Mooney appear at the end of the
scenario.

p o L y H E D R o N
10

Dmg 2·8 ; THACO 15; lnt WW (5·7); SZ L;


Players' Introduction Encounter One - Orcs In AL N (evil); XP 175 each
The Trees
Jack {l.l ooney. owner and ringmaster Allow the rest of the night to pass
of the Jnck Mooney & Sons Circus, the Trees dot the landscape, giving way to uneventfully. The next m orning the
greatest show in the Realms, wanta to denser stands of woods where in the party should break camp, do any healing
hire you. far, far distance a series of low foot- required, saddle up, and move o~t. Play
"In the mountains near Ravens hills begin. A large, old forest borders the second day's journey much hke the
Bluff. there is rumored to live a great the area and you cal) tell that it is first by noting marching order, food ,
cave bear with fur that shines in the probabl; more than another day's water, etc. The PCs arrive at a low rise of
sunlight like burnished gold. Few travel to the hills. foothills about dusk. If any of the player
ciaim to have seen the animal. And characters have a tracking proficiency,
those few say they caught just a The player characters will have to camp they notice bear tracks t hroughout this
glimpse before the bear vanished in for the night, as they will be exhausted if area. The tracks lead to an "S" shaped
the woods. I want to add that bear to they press on. gorge. .
my Big 'lbp attractions. If you can . Have them detail how they set up Ifthe party insists on explonng t.he
capture this animal unharmed, I Will camp; watches, if any; what they are hills that night, let them. Make adjust·
pay you 5,000 gold pieces. Further, doing about food (hot or cold camp, ments for the light. There is a three-
because I want to incI1!:ase the num- rations or fo raging, etc.); and generally quarter moon, and there are night-
ber of circus bears, t will pay you 800 let them settle in. hunting predators about. T he PCs can
gold pieces for each additional one The characters are being watched by a search as much as they like, but they
you capture - uninjured. I will pro- dozen orcs, who are using the trees and will fi nd nothing because of the dark-
vide three large circus wagons which bushes for cover . They use worgs for ness. However, they will h ear the sounds
you can use to transport the bears." mounts. The characters will not discover of the unseen predators all around them.
The ri ngmaster's eyes sparkle. the orcs unless t hey wander within 50 ' of Eventually, they should conclude that
"Yes what an act those bears will a dense briar patch. Three orc& are in the they must wait for daylight to continue
mak~. Ch ildren of all ages will watch briar patch, the rest are fu rther away. If their search .
in wonder as the bears perform in the the orcs are discovered, they immedi- At midnight, they will h ave another
center ring. ately attack. If the PCs discoveri ng the incident. lfthere is a watch posted, tell
"My sources tell me that the ~eat orcs sound a warning, the rest ofthe orcs those cha racters:
golden bear is likely in the foot hil isof s nd worgs attack.
those mountains. You had best get If the orcs are not discovered, they It is the middle of the night, a nd
started now. The J ack Mooney & Sons wait unt il the player characters - or at al though t he sky is dotted with
Circus is slated to begi n ita new tou r least most ofthem - have turned in for clouds, you easily can see your ca m ~.
of Faerun in a few weeks. May the evening. The orcs a nd worga will site in the light of the moon. An eene
Chauntea watch over you." attack separately. The worgs use their chill begins at the base of your spine
normal bite attack, while the orcs, who a nd rises till the hairs on the back of
are specially t rained to fight with both your neck are standing o n end .
The circus wagons a re each drawn by hands, wield scimitars and horsemen's
two oxen in yoke. A character with flai ls . The orcs and worgs attempt to Pause for PC actions, then continue with
the a nimal ha ndl ing proficie ncy charge through camp hitting anyone the following.
should have no problem with the they can.
beasts. Anyone else will find that the When a dozen of the attackers have You hear the sou nd of leaves cru nch-
oxen would rather graze, and are been killed, the remaining orcs and ing u nderfoot, and the sh a rp sna p of a
somewhat irritated that the yokes worgs attempt ro flee. The party can twig breaki ng. Something is out
won't let them. Each wsgon is a large pursue them or let them go. The fleei ng there.
ha rdwood box reinforced with iron. orcs will mount any available worgs w
There is a single door at the rear of help make good the ir escape. If the PCs Ifthe PCs investigate, they find nothing.
the wagon, locked with an iron h~sp capture and question an orc, he tells Later from a different direction, they
with a spike stuck into it to keep It them the raiding pa rty likes w go after hear ~ snuffiing sound. Then still later , a
closed. There is a small (I ' by 2') small groups of people so they can take low growl reverberates. If PCs with
barred window six feet off the ground their money and weapons. The orcs know tracking proficiency search, t hey note
on either side, and a third one in the about the big gold colored bear. As a deer tracks a nd wolf track s, both about a
rear door. A couple of bales of fresh matter offaet, the orcs saw it just ";Vest of day old. Those who conti!,lUe to search
straw have been broken over the floor here three days ago, but they left It find a natural salt lick a nd a large
inside. alone. The bear had big claws and wasn't variety of tracks, but nothing r ecent.
Have the players determine which carryi ng money pouches. The orcs think About two hours before morning,
characters a re driving the wagons its lair is somewhere u p in the hills. someone will hear an animal climbing a
and set up a marching order. Fill in a tree 20 to 30 yards away from camp.
little time with minor problems of Orcs (12): AC 6; HD 1; hp 6 each; MV 9; Those who investigate find a raccoon.
cross.country travel. The trip will #AT 2; Dmg 1-8/2-5; THACO 19; Int Just before dawn a ground mist rises,
take a Iitte more than two days w the Average (8·9); SZ M; AL LE; XP 15 each coating the area with a three-foot-high
foothill s, and the same amount of soft. fog . With it comes a momentary, but
time back. The first day on the road Worgs (12): AC 6; HD 4 + 4; hp 24 each; unearthly chill, which cuts through
will be uneventful. MV 18 (12 when carrying orcs); #AT 1; clothing as-if there weren't a ny. A little

p o L y H E D R o N
II

later, dawn will come, and the mist will - remain behind. The chests, which are going around. However, the bear was too
burn off, leaving a normal looking camp- visible from the cave entrance, are closed smart and avoided the thing altogether.
site and the adventure ahead. (The and locked. Inside are 3,000 copper If the PCs do not check the area closely,
events of the night were harmless natu- pieces a nd 2,500 silver pieces. The ghosts they are likely to fall in this devious pit.
ral occurrences.) of the two bandits also reside here , The pit is 15' deep and has spikes at the
carrying on their bickering through all bottom. Characters falling in suffer 3d6
Encounter Two eternity. They will put aside their fi ght da mage. The cave beyond the trap is
Going On A Bear Hunt long enough to try to scare off the empty.
intruders. If the PCs stop outside the
The follow ing encounters occur as the cave entrance, they hear an eerie moan- 5. The Old Hermit
player characters try to find the golden ing which sounds like a far-ofT battle.
cave bear's lair. The bear's trail leads The ghosts are between the PCs and the This cave is home to an old hermit from
into and throughout the "S" shaped chests. Kara-Thr. The entrance is decorated
gorge. The gorge is littered with caves. The ghosts will not immediately at- with carved, wooden totems, one on each
Consult your map and ask the player tack, as they are busy arguing. PCs side. The carvings depict oriental drag-
characters where they are going. The entering the caves hear the following ons . The entrance is partially blocked by
caves marked on your map with a num- exchange: a bright red wooden portcullis. Ifthe PCs
ber involve an encounter. All othe r caves attempt to open the portcullis, the her-
are empty. The bear is a curious sort, and " ... and I tells ya, it weren't my mit comes to meet them. He acts de-
his tracks lead to each cave. fault! I didn't know Bork was gonna tached and aloof toward the PCs, pos-
slip a dirk inta ya over a puny ring." sessing little social skills. If they ques-
1. Giant Scorpion Nest "Aw stufTit! I've heard ya say tha t tion him , he monotonously answers that,
for 10 years now. Yer full of it! Vou "The path to Truth takes different bends
This moderately large cave entrance is put 'im up to it, fer sure. Why el~ for different men." Other favorite say-
fronted by an a pron of rock. The bear woulda ya been sneakin' up on me ings of his include: "Attention to one's
tracks lead up onto t he apron. If the PCs like that? You wanted it for yerself, task at hand is more enlightening than
check, they notice the tr acks go up onto and you know it!" the dreams of the Emperor,'''' Never try
"1 wuzjus' t ryin' ta get. a better look to teach a pig to sing: it is a waste oftime
, the rock from both sides, coming and
at it, that's all! If you was n't so and annoys the pig," "A sentient being
going, but there are no tracks on the
apron itself. danged quick with yer sword, I'd still seeks not to create an entirely new path
This cave serves as the nest for five be trampin' around alive, maybe nor fo llow another 's, but rather selects
giant scorpions. If the PCs enter the holed up wit' the rest of 'em , suckin' excerpts from many paths while watch-
r cave, the scorpions run forward and go
into a defensive posture for two rounds.
up to a cool pint. And now look what
we got! Chesta of treasure an' no way
ing for the untrod way which begets new
knowledge." Make up additiona l words
This will give the PCs time to leave to get at it ... Hey, we got company!" of wisdom if the PCs continue to talk to
without a fight. If the PCs do not leave, him.
or if they a ttack the scorpions, the If the PCs continue on into the cave, Some possibilities include: ''The spar-
scorpions retaliate. the ghosts moan a nd cry, saying, "Gooo row flies not with the hawk," "There can
Awaaaayyyy .. .. The Curse of Bork the be teaching without words," "There can
Giant Scorpions (5): AC 3; HD 5 + 5; Unfaithful is upon you .. .. Leave this be value in action which is actionless,"
MV 15; #AT 3; Dmg 1-10/1-1011-4; SA accursed cave while you still can ... ." If "Hatred does not cease by hatred," "The
Poison sting ('IYPe F); THACO 15; Int the PCs are slow to respond, the ghosts yielding conquers the resistant, and the
Nil- (0); SZ M; AL Nil; XP 650 each begin to argue about the toughness ofthe soft conquers the hard," "All men know
intruders. The ghosts e njoy arguing, and the advantage of being useful, but no one
2. Bear Trap it should provoke the PCs into some knows the advantage of being useless,"
action. If the PCs try to talk to the "A sound man is good at salvage; at
A pit trap lined at the bottom with ghosts, the ghosts will invent all kinds of seeing nothing is lost," ''The only con-
sharpened stakes has been cleve rly con- reasons why the PCs should leave and stant is change," "The future is not given
cealed along the path . Characters with not touch the chests. If the PCs keep to us; the past we cannot relive," and "In
tracking proficiency easily can spot it if coming, the ghosts attack. Now is our life and in Here is our world."
they are looking for tracks. A clerical If the PCs ask the hermit about the
find traps also will reveal it. Ghosts (2): AC 0 or 8; HD 10; hp 50, 47; bear, he tells them, "l will impart my
Characters who fall in the pit suffer MV 9; NAT 1; Dmg Age 10-40 years; SA words of wisdom in exchange for food. "
3d6 damage. The pit is 15' deep, and the Magic jar; THACO 11; Int Highly (13- When the PCs give him food, he directs
spikes are numerous and made out of 14); SZ M; AL LE; XP 7,000 each them to the bear cave.
wood. If the PCs attack him, he uses his
I 4. More Traps s kills to defend himself, but he t ries to
3. Bandits' Treasure Cave run away before fighting.
This "U" shaped trap has been placed Characters searchi ng the cave after
This branching cave once served as a around the entrance ofa cave by hunters the hennit is gone fi nd a small candle-lit
hideout for a group of greedy bandits. It afler the golden bear. The solid ground of shrine, bag of food, and a straw sleeping
was abandoned afi.er a quarrel among the "U" has been roughed up to make it mat.
their members ended in two deaths. The look like a lightly covered pit trap. The
two corpses - and three treasure chests bear, in avoiding the obvious trap,
that were too large to be carried easily should ha ve fallen in the real trap while

p o L y H E D R o N
12

Hermit: AC -2; HD 17 (M 16); hp 48; MV The werebear has been watching the If the PCs are willing to listen, he
30; #AT 3; Dmg3d6 + 3 (X3); THACO 10; PCs, and because of the circus wagons explains that his name is Zarin Marble·
lnt H ighly (13-1 4); HO 10; HAt 3; SZ M; has realized what they are up to. He head and that he has been up in the hills
AL NO; XP None thinks it might be fun to be with a circus el"\ioying nature, doing magical research.
for a change of scenery, and therefore he a nd getting in tune with t he wildlife.
Monk Abilities will allow the PCs to capture him. Now, however, he is tired of the solitary
OL IT MS HS ON CW However , the werebear doesn't want to life and wants to head bac k to Ravens
97 95 99 99 50 99 make h.is capture appear too easy, so he Bluff. When he spotted the PCs and
fights them a little, missing PCsjust overheard them talking about catching
In addition, the hennitsufers only half barely with his claws. He pretends to be the golden bear for t he Jack Mooney
damage from magical attacks that cause quickly subdued. Circus, he decided to play along a nd
injury, is immune to all poisons, and The items in the bag of holding are his. a llow himself to be caught. He says after
there is an 85 percent chance that If the PCs do not take the bag, he will the PCs take him to J ack, he will cut a
charm, hypnosis, a nd suggestion spells snag it with his claws as they drag him deal with the ringmaster a nd make some
will not work on him. by the a rea. money in the circus business.

6. The We rebea r Cave Encounter Four - Bringing Back Encounter Six - Web
The Bear Of Pilgrims
The lair ofZarin , the golden cave bear
consists of a "Y" shaped passage with a When the character s start their trip The next day is mostly uneventful. By
second "Y" shaped passage branching off back to Ravens Bluff, and are seWing in now t he bear's true identity likely has
the len fork . Zarin is asleep. His position for another evening in the wi lderness, been discovered. If this is the case, the
is marked on the map. If the PCs are have them describe the layout of the bear points out that he would prefer to
quiet, they will not wake the bear until camp, such as where is the fire, if any, ride on the wagon, rather than in it.
they are within 10' of h im. Otherwise, he where are the horses and the wagon, etc . In the early afternoon, when the PCs
will wake and lumber out to investigate If t he PCs recovered the werebear's are not too far out of Ravens Bluff, run
what is making noise in h is cave. bag of holding, he will use his spells, the followin g encounter.
As long as the PCs can ma intain quiet, such as unseen seruant, and other abili· The party is just starting up a low ri se
they can wander around the cave a t will . ties to get out of the wagon and retrieve when they hear excited shouting from
At the fork of the left·hand passage is his items. the other side of the hill and off to the
a pile of old equipment from previous If necessary, he uses some of spells, left. Investigation reveals several
adventurers: leather and chain a rmor, such as audible glamer, phantasmaL things:
short swords, long swords, maces, qua r· force, a nd ~nl riloquism to rattle bushes ·A party of pilgrims is clustered a·
ter'staves, trampled bows and arrows, and ma ke ani mal noises to create a round a point along a line of trees. They
shredded canvas backpacks, and two distraction. Whe n he has his items, he a re throwing things at the trees.
intact leather sacks. One sack is a bag of returns to the wagon. • The pilgrims are dressed in the colors
holding, 1,0()()'pound capacity. and symbols of1brm.
The magic bag, which belongs to Encounter Five - Bear Tricks • Closer inspection shows that an elder
Zarin, holds a beautifully carved iron· pilgrim is trapped in t he web of a group
wood quarterstaff*; a new, empty spell The PCs should be conti nuing their trek of giant spiders . The spide rs, which
book; a full spell book (see Zarin's spell back to the J ack Mooney & Sons circus. already have paralyzed the pilgrim with
book); a pair of jewelled throwing dag. As they prepare to make camp the their poison, are busily wrapping up the
gers; an oilskin poncho; a small bag of next evening, the werebear decides to man.
exotic herbs and spices; 50' of fine elven have a little fun . He will switch a round • The pilgrims' attempts to throw
rope; a bullseye lantern; 3 flasks of oil; a some of the player character's equip· rocks at the spiders to dri ve them off are
leather pouch with thieves' tools in it ; a ment, using the a id of his spells, if futi le.
fine si lver t inder box; a gold necklace needed. • Every time a pi lgrim r ushes forward
with an ivory horse; a bone map case; The only way t he bear can be caught is to t ry and drag t he victim out of the web,
studded gauntlets·; a pair of high soft if a player tells the DM his character is a spider charges down, attack ing the
boots·; a short sword· a nd scabbard; a watching the wagon and the bear. Fur· would·be rescuer.
small pouch filled with a dozen gems ther, if the character is being obvious
(total value, 12,000 gold), and a fine about watching the wagon, the bear will Giant Spiders (6): AC 4; HD 4 + 4; hp 26
silver brooch. catch on and remain inactive. A PC who each; MV 3, Wb 12; #AT 1; Dmg 1.8; SA
• These are magic items detailed with catches the bear in t he act, will see the Poison ('lYpe 0 ); THACO'17; Int Low
Zarin's character statistics. golden bear transform into a handsome, (5.7); SZ Lj AL CE j XP650
young half·elf.
Down the left·hand side of t he left If the PCs kill the spiders, the pilgrims
passage is a small room with a pool of Caught In Bear 's Clothing
will rejoice a nd present the heroes with
water in the center, fed by a r ivulet four pounds of dried a pples. If the PCs
which ru ns down one wall . There are If the bear is caught, he will own u p to are able to save the elder pilgrim with a
claw marks on the walls, and tufts of his true na ture. neutralize poison, they wi ll be very
golden fur cling to outcroppings of rock. happy and add in fou r pounds of dried
"Hey, what's the matter? You guys peaches.
can't take a joke? I'm not trying to
hurt you! Take it easy!"

p o L y H E D R o N
13

Zarin Marblehead Werebear (orm: AC 2; HD 7 + 3; hp 45; 2d4 each; SO Surprised only on a 1; S L


MV 9; #AT 3; Dmg 1·3/1-3/2.8; SA Hug (7' long). Stray, a leopard: AL N; AC 6;
Male Half Elf Werebear 7thl7th for 2·16; SO Hit only by silver or + I or MV 15; HO 3+ 2; hp 18; THACO 17; #AT
Wizard/Thief better magic weapons; THACO 13; lnt 3; D 1·3/1·311-6; SA Rear claws for 4
Genius (18); SZ L; AL CG each; SD Surprised only on a 1; S M (4'
STR: 15 long). Calliope, a cheetah: AL N; AC 5;
INT: 18 Zarin is very intelligent and protective MV 15, sprint 45; HO 3; hps 20; #AT 3;
WIS: 12 of his true identity, not readily showing 1.211-211-8; SA Rear claws 1·2 each; SO
DEX: 18 others he is a werebear. Surprised only on a I ; S M (4 ' long)
CON: 15 If, during the course of the adventure,
CUR: 13 the PCs make him too uncomfortable or The renowned circus owner is 6' tall, has
AC Normal: 6 jeopa rdize his life, he will escape - end a well-muscled fr ame, and keeps h is
AC Rear: 10 of the scenario. He actually wants to joi n dark brown hair. which is graying at the
Hit Points: 30 the circus; he sees it as a tremendous temples, short and always styled . Jack is
Alignment: Chaotic Good opportunity for someone of h is abilities. physically 45 years old, although he
Height: 5'8" He has heard of the legendary J ack actually has lived 60 year s. Potions of
Weight: 160 lbs. Mooney, and wants to meet him and longeuity he dra nk more than a decade
HairlEyes: Golden BrownIBrown work with him. ago renewed h is body and increased his
Age: 40 Zari n is friendly and fun.loving. He vita lity.
enjoys practical jokes and poking fun (in Jack's skin is tanned and weathered
Weapon Proficiencies: Staff, dagger, a friendly way) at serious people. because of th e decades he spent outdoors
short sword, long bow, lasso as a ranger and later as a circus owner.
Nonweapon Profi c iencies: J uggling Jack Mooney The sun has added to the n u merous deep
(17), tightrope walking (18), t umbling wrinkles aro und his blue-flecked black
(19), gem cutting (6), herbalism (16), 12th Level Male Human Ranger eyes. The hard circus life h as kept J ack
reading/writing (19), spellcrafi (16) in excellent physical shape, and his
Languages: Common, Elvish, Owarv- STH: 17 appearance, coupled with his overall
ish, Halfling, Gnomish, Centaur, !NT: 17 rugged good looks, draws the admiration
Brownie WIS: 15 of human and demi-human women in
DEX: 12 every town the circus plays in. When
Magic Items: Gauntlets of swimming CON: 16 traveling or when wintering in Ra vens
and climbing, boots of eluenkind. short CHR: 17 Bluff, he is often seen in the company of
sword + 1, bag of holding AC Normal: -2 one or more of his great cat followers
SpellsIDay: 4 3 2 1 AC Rear.-2 which he acquired du ring an adventure
Hit Points: 91 in thejungle.
T hief S kills: Alignment: C haotic Good Jack is usually a happy·go·lucky man
Languages: Common, Elvish, Gnomish, and is cheerful to his employees, who he
PP OL FT MS HS UN CW RL Halfling, Dwarvish, Brownie, Centaur, considers part of his family. He always
65 85 30 80 65 45 70 15 Circus Jargon has a kind word to say to all of the
workers, and he is carefu I to see that the
Spell Book Weapon Profi ciencies: Long sword, circus operation remains safe so no harm
lasso, dagger , long bow, spear,javelin will befall them. His pleasant nature is
Level One Spells Nonweapon Proficiencies: Animal because of his work - being able to own
lore (17), animal handling (14), animal a respectable business and at the same
Audible Glamer Cantrip training, horses (15), animal training, time travel wherever he pleases. His
Detect Magic Feather Fa ll great cats (15), a nimal t rai ning, ele- business is also responsible for his to uch
Jump Phantasmal Force phants ( 15), riding, land-based (18), of immaturity, and he continues to hold
Unseen Seruant Ventriloquism gaming (17), tr acki ng (19) his circus in a childlike wonder.
Ranger Abilities: Hide in shadows, o
level Two Spel1s 77%; Move silently, 94%
Spells Memorized: J ack carries the
ESP Improved Phantas · foll owing spells daily: Animal friend-
mal Force ship, locate animals or p lants, charm
Invisibility W,b person or mammal, speak with animals,
and hold animal
level Three Spells Magic Items: Brocers of defense AC 0,
cloak of protection + 2, dagger +3, dag-
Hold Person Lightning Bolt ger + 1, long sword of dancing, boots of
Spectral Force Suggestion elvenkind, ring of s ustenance, ring of
warmth, pouch of accessibility, stone of
level Fou r Spells good luck
Follo w er s: Raynock , a tiger : AL N; AC
Fu mble Solid Fog 6; MY 12; HD 5 + 5; hp 33; THACO 15;
# AT 3; 0 2-5t2-5/1-10; SA Rear claws for

p o L y H E D R o N
14

Map Of The Gorge

N
e=cave

Werebear Cave~..-4i~~~~"411
.. r·····

Key 1 sq... 6' s

Pool ®

p o L y H E o R o N
23

Rakshasa
Villain, Villain, Burning Bright
• Sophkant, a learned scholar snd the party has some particularly helpful
by Christopher Mortlka alchemist, paid money to have a mage magic item that could get them t here
cast contact other plane for him to re- more quickly. If the party thinks to
This encounter for the AD&O® 2nd veal the location of the four rings of consult the Mother of Hope's charts, th e
Edition Game is presented in the Book elemental control. The ring of air is PCs can obtain the direction to Hennia,
of Lairs format. See any of th e Book of somewhere in the Hennian Marshes, as well as some terrain features usable
Lairs products {or more information. and Sophkant is willing to pay 5,000 gp as landmarks. IT they decide to use the
for its recovery. charts as a guide, the PCs have the
'Thrrain: Swamp
" landmark sighted" modifier to becom-
Thtal Party Levels: 65 (Average 11th)
The Adventure ing lost roMG, page 128). IT they do not
Thtal Magic X.P.-: 6200 or 1200
use the charts, they should receive a
ThtaJ gp X.P.: 2300 or 6300
Monster X.P.: Mother of Hope is small as ships go, + 20 modifier to the roll, since a trained
with a crew of 20 and only eight sails. eye is needed to distinguish landmarks
Kill: 28,500 Defeat: 21,375
But shc is fast along the coastline, and in the Hennian.
Retreat: 7,125 The party may decide to leave a memo
maneuverable when she needs to be.
·Original AD&D rules only. Her captain, Lyran, is an elf who has ber or two on board the Mother of Hope,
been sailing for three hundred years. just to be safe, but this should be dis-
This encounter is intended for experi.
For the main of the journey, the party couraged. The ship's crew is sensible
enced characters, and experienced play-
can do nothing but wait the first two enough to wish to remain bolted in the
ers. A well-balanced party of characters
days as the ship follows the coast past hold, which ought to be safe enough for
who rely on each other's abilities and
the Great Forest into the marsh lands a few days, a nd the hold has stores
compensate for each other's weaknesses
surrounding Hennia. If the Mother of enough for five days.
will fare well in the Hennian Marshes,
Hope sails all night, she'll make port by And so the adventurers head out into
defeating a powerful opponent after an
sunrise. The Helmia port has a Iight- a trap.
exciting battle and earning treasure
commensurate with the risk. A party tower, 80 Lyran is inclined to travel
that does not resct as a team is likely to through the night. However, twenty Ora; The Rakshasa
get munched. miles from Hennia, things start to go
wrong. The marshlands are the home of a t'ak·
The winds turn harsh, and the sea, shasa going by the name of Orai.
The Set-up choppy. Lyran decides to wait out the Rakshasa (1): Int Very; AL LE; AC -
storm. As he approaches the shore look- 4 ; MV 15; HD 7; hp 39; THACO 13; IAT
• The party is summoned before Trevor,
ing for a safe anchorage, something 2; Dmg 3-121by weapon; SA Illusions,
a representative of the old king, ChaeL
comes out of the mists and attacks. The spells, ESP; SD Hit only by magic weap-
Chael has been a good king, but he is
ship runs hard aground, taking a great on s, weapons of less than + 3 do ha lf
dying now, and there is nothing his
hole to her hull. damage, blessed crossbow bolts kill; MR
priests can do. The party is assigned to
The next morning, the ship is trapped Immune to spells lower than 8th level;
travel to the city of Hennia, seven days' in the marshes, the land is dark and
journey by boat to the south. There. the SZ M;ML 16.
muddy, and t he foul smell of freshly Orai manifests himself in the Prime
PCs will find Chael's daughter, Tanalia,
disturbed rotting vegetation fills the air. Material as a humanoid with the fea.-
who has been governing the place as its
The mosses hang from the trees like tures of a wild boar rather than a tiger.
mayor. The PCs are to bring Thnalia to
thick spider webs, and the air is thick Because of t his, he figh ts w ith a weapon
the Royal Palace for final preparations
and hot. rather than with two claw attacks. But
to be crowned queen and successor to
And Lyran is dead. He, his first mate, his bite is more savage than typical.
her father's lands.
and the sai lmaster were killed the pre- When revealed in his true form, he
The day the party is set to leave on
vious night; they each have fang marks wears a red·and-green silken robe, and
board the ship Mother of Hope, Trevor
deep in their ne<:ks. One sailor, Lame golden bracelets worth 4,300 gpo
approaches the party again and unex-
Iglen, saw "Somethin. Some shape come Orai knows the following wizard
pectedly doubles the offer. It seems that
out of the fog. It just appeared, there spells: enlarge. hypnotism, sleep, Itn seen
all of the normal diplomatic channels of
you arc. And it killed the cap'n, the servant, glitterdust, misdirection, sum-
contact with Hennia have been cut ofT.
mate, and Dougand the sail·master,just mon swarm, Buggestion, and uampiric
Trevor isn't sure what this means, hut
as you please, with no bother. It just bit touch. He can also cast the follow ing
Tanalia might be in danger-and he's
them on the necks and they fell down." priest spells: cause fear, entangle, and
just issued the PCs hazard pay. Without
a better idea of what they might be If pressed for details, Iglen just re- faerie /ire. He carries a scroll containing
sponds, "J don't know. It sure wasn't the spell create darkenbeast (see Mon·
facing, t he PCs will have a hard time
human, that's all I know!' strous Compendium In, " Darkenbeast:'
convincing Trevor to raise his offer any
Hennia is twenty miles away, two for a description of the spell). He has
further. days by foot through the swamp, unless armed himself with a short sword +2

p o L y H E o R o N
24

from one victim, and wears his most First Impressions The unseen servant will not discr imi·
precious possession, the ring of air, on nate between active victims, needing a
his len hand. It was with the control Late in the afternoon of the first day, " to hit" roll to successfully drop one
winds power that he beached the ship the rakshasa (invis ible due to the power pack or pouch; it can make one such
the past night. His one other possession of the ring of air) uses his1imited ESP attempt each rou nd. Those casting
of note is a crystal hypnosis ball, con- power to discern why the party has spells are considered automatically hit.
nected to a rakshasa maharajah on t he come to Hennia. He also tests the party The servant can strip a fa llen character
rakshsss's home plane. by sending a phase spider to attack for in two rounds.
1\vo years ago, Orai was living in two rounds and then flee. Orai observes Hound Three: Orai casts faerie fire on
Hennia, feeding quietly off the popula- the fight from a distance and makes the party, and the phase spiders begin
tion there. He carne to the attention of note of a few t hings: is the party strong their attacks on randomly selected
Preston, a priest of the local sun god. enough to handle themselves in a fight? characters, changing targets each
Preston didn't know how many other What weapons to the characters prefer? round.
rakshas8s dwelt in Hennia, and so Are there any wizards, and if so, how do Round Four: Orai entangles the party
made a pact with the monster: Orai and they wor k in combat? And fina lly, does (the spiders, of course, are immune to
all other rakshas8s would leave Hennia, t he party cooperate in a fi ght? If so, the effects) in the swamp weeds and
and no others would ever enter. In re- then tactics to separate the PCs might tanglovines. Characters who succeed in
turn Preston would let Orai depart with prove useful. t heir saving throws are not slowed, but
his life. The rakshss8 h ad looked at the At this point, Orai is taking pains to are rather held in place by the vegeta-
10 crossbows pointed at him, each keep from being caught. He observes tion. They can fight as well as they
cocked with 8 blessed crossbow bolt the fight from a safe distance a nd does please, and even receive their Dexterity
simed at his heart, and he agreed. Rak- not enter combat even to save his pet bonuses to Armor Class, but they can·
shasas keep their word. spider. not change their position or orientation.
But such a pact lasts only as long as Near sunset, the party will be at- The bats arrive.
those who sgreed to it. Orai has been tacked by four megalo-centipedes. This Round Five: Orai casts his acfoll spell ,
searching for someone powerful enough attack is not part of Ora i's plans, but and 12 bats in the swarm are turned
to use as a n agent to send into Hennia merely a chance encounter. into darkenbcssts and attack.
a nd kill Preston, at which time Orai Megalo-centipedes (4): Int Non; AL N; Darkenbeast (12): Int Semi; AL NE;
will consider himself released from his AC 3; MY 18; HD 3; hp 18, 17, 13, I S; AC 4; MY 18; HD 5 +5; hp 28, 26, 29,
vow and will return to the city. THACO 17; ' AT 1; Omg 1-3; SA Poison; 33,31,35,2 1 ,3 0 ,23,24,36,39;T~CO
1b this end, Orai has killed or other- SZM;MLIO. 19; IAT 1 or 3; Dmg 1-411-4/3 .12; SA
wise isolated all the conventional meso Rear claws 1-4/ 1-4; SO Immune to mind
sengers into and out of Hennia, control; MR 25%; SZ M; ML II.
isolating the city from the rest of the Combat Round Six: The rakshasa takes this
kingdom. He correctly believed that the round to try and counter any offensives
old king would send a group of powerful Three hours later, Orai launchell his the party has begun. He might use
troubleshooters to Hennia. He has inter- assault. He will wait until the party is sleep, cause fear; gust of wind, wall of
cepted the party and intends to test relatively relaxed (for example, eating force (especially as a counter against
them and then use one character as an dinner or retiring for the evening. Be· spells like fireballJ, vampiric touch, or
assassin. fore the combat begins, he summons his suggestion . This type of defensive spell
Orai has gained an ally and two unseen servant and casts misdirection casting is called "opportunity attacks?'
"pets" in his years in the swamp: a on himself. He will fly directly above Round Seven: Orai enlarges one of the
crimson death, and two phase spiders. the party, invisible. darken beasts.
Death, Crimson (1): Int Genius; AL Round One: The r akshasa casts glit- For the rest of the combat, Orai will
NE; AC 0 (4); MV Fl 12, FIG after feed- terdu8t on the party immediately before engage in opportunity attacks where
ing (Bl; HO 13; hp 60; THACO 7; 'AT 1; the crimson deat h appears. The crimson appropriate. It is important that the
Omg 3-30; SA Invisibility; SO Hit only death attacks the strongest.looking OM take Orai's motivations into ac·
by magic weapons; MR 95%; SZ M; member of the party, unless Orai has count. While the crimson death is look·
ML16. very good reasons for instructing it to ing for nothing more complicated than
Spider, Phase (2): Int Low; AL N; AC attack someone else. blood, the rakshasa is not trying to kill
7; MV 6, Wb 15; HD 5 +5; hp 27, 31; Round Two: Orai casts summon the party, but rather to subdue it. 'Ib
THACO 15; ,AT 1; Omg 1.6; SA Poison, swarm , and his call will be a nswered in this end, he will not attack in such a
-3 initiative bonus, a ttack from be- two rounds by a flock of bats. In addi- way as to kill most of the party's
hind; SO Phasing; SZ L; ML 15. tion, his unseen servant begins its wor k. thieves, as he will need one to act as a n
It was the phase spiders that attacked Orai has charged it as foll ows: Begin· assassin. The others could be used as
the ship last night, killing the captain ning with the most lightly a rmored hostages and bargaining chips to keep
and some crew. Of the party were to opponent and working up, loosen all the selected assassin in line.
check with a detect poison spell, the buckles and straps, and remove all When he believes the party to be
dead crewmen would reek of powerful pouches, belts, and packs from the indi- suitably helpless/defeated/despa iring,
venom.) vidual, dropping them in the marsh. Orai dismisses his attackers a nd ap·
Items dropped in the marsh have a 75% pears before the PCs in the illusory
chance of being recoverable, this chance guise ofThnalia. "She" demands to
decreasing by 5% for each round of know who the PCs are, and what their
combat in the area. COlltinued on poge 30

p o L y H E o R o N

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