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ADVENTURES FOR TSR® ROLE-PLAYING GAMES
VoULNo.S
PllBLISHER: Mike Cook EDITORIAL ASSISTANTS:
EDITOR: Barbara G. Young Robin Jenkins, Eileen Lucas,
ASSOCIATE EDITOR: Patrick Lucien Price Without this playing with fantasy no creative work has ever
Roger E, Moore PRODUCTION ASSI^NTS: come to birth. The debt we owe to the play of our imagination is
ART DIRECTOR: Roger Raupp Marilyn Favaro, Lori Svikel incalculable.
SUBSCRIPTIONS: Pat Schulz Psychological Types, Carl Jung
.
LEHERS
Adventure Levels methods for avoiding traps (which I will value if magical protection is worn,
not share here to save you from having although it does add to saving throw die
I was very
interested to read David
the same problem). They know me . . rolls.” So Suzerean’s armor class should
Carl Argali’s comments in issue #9 on
they expect to find fiendish traps. Thus, be two places lower.
the levels assigned to adventures. As
they have learned to take the elementa- Wendell Works
the designer of “House of the Brothers”
(issue #6), I have some com-
think
ry precautions that will avoid them. Truro, Nova Scotia
I
(Consequently, I was quite shocked
ments which may prove useful to him.
when they did not immediately suspect Not only should Ancagaling*$ land
When you are considering whether to
that the statue in room 5 was a stone movement rate be less than 9" (lefs say
use a given adventure in your cam-
golem!) either 3" or 6”, depending on how much
paign, you must consider more than just
Finally, the real responsibility for of a break you want to give him for
the recommended level range. The level
assigning levels to adventures lies with adapting to his deformity), but he
range for “House of the Brothers” was
the Dungeon Master. You know your shouldn't have any flying rate at all (no
3-6 characters of 6th-10th level, an
players and your campaign’s needs wings left) let alone the swimming rate
average of 36 levels to take on two fog
better than anyone, even if they live in of 24'^ implied by the “//” (an editorial
giants, two hellhounds, and some dan-
Lake Geneva. Frequently, AD&D play- goof that compounded an editorial goof),
gerous traps. David says this is too
ers expect TSR to hand feed them, bal- You*re right also about Suzerean's armor
tough for the players. You might be
ancing every campaign and clarifying class. The words “ring of protection”
surprised to learn, then, that when I
every rule. This is an impossible respon- will forevermore set off warning bells in
playtested this scenario, my own play-
sibility. Think for yourself. the editor’s mind.
ers were running characters from 3rd-
7th level, with the average character
Mark R. Shipley
being 5th level.
Bremerton, Washington Tome of Daharsta
Instead of considering only the level of Something that I missed putting in
your players, you should also consider
Even Worse Than You the final draft of “The Shrine of Ilsida-
the relative skill of your players. In
Thought hur” [issue #10] was a description of the
some worlds, a single giant would be In the module, “The Wounded Worm” Tome of Daharsta:
deadly for a whole party of mid-level [issue #8], shouldn’t [the red dragon] This is a book of great potence, con-
characters. In my campaign, a single Ancagaling have a land movement rate taining the means of summoning the
hill giant wouldn’t last two rounds less than 9" considering that his hind
,
banished demon lord Ilsidahur to the
against even Ist-level characters. This legs have been destroyed? Without his Prime Material plane. It radiates evil
reflects the relative experience and skill hind legs, wouldn’t he have to drag his and chaos so strongly that feelings of
of my players, not the statistics of their hindquarters around? Also, how can he unease are produced in nonevil beings
characters. I routinely use modules use his foreclaws in a fight or to cast within 10’ of it. Any lawful-good being
designed for 4th-7th level characters, spells? One would think he would need that touches the Tome must save vs.
with only slight modifications, when my them to maintain his balance. wands or be overcome with nausea and
own party is at 1st level. I also found one mistake in the mod- dizziness for 14 rounds. Lawful-good
During playtesting, none of the fiend- ule “In Defense of the Law” [issue #8J. NPCs will thereafter refuse to come into
ish traps set by Erdol and Karzahk The NPC cleric Suzerean’s stats on page contact with the book again. Only a
worked on my party. A mid-level thief 33 list her armor class as “0/1 (chain magic-user of the 11th level or higher
who checks for traps every time should mail +2, ring ofprotection +2), Accord- with not less than 16 intelligence can
be able to negate most traps on chests ing to the Dungeon Masters Guide understand or utilize the volume’s contents.
and coffers. Failing this, my players description of rings ofprotection (page The DM
may wish to include this in
have devised a number of ingenious 130): “the ring does not add to armor the bar-lgura’s treasure. It couldn’t be
DUNGEON™ (ISSN 0890-7102) is publiahed bimonthly by TSR, Inc. The mailing address for all material except subscription orders is DUNGEON, RO. Box 110, Lake (3eneva WI 63147; the
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2 Issue No. 11
MAP SYMBOLS
These symbols are used on most
I
imaps in DUNGEON’" Adventures.
utilized by low*level PCs, but it could be alert the French that invasion was
the enigmatic sort of item that leads to imminent.
further adventures (e.g,, an evil conjur- When the second line of the poem,
er wishes to obtain it, or a lawful-good “Blessent mon coeur d’un^e langueur DOOR
character takes up the task of destroy- monotone,” was to be broadcast, it
ing this and any other copies of the vile would mean that the invasion would
text). The statistics may be useful to begin within 48 hours, from midnight of DOUBLE DOOR
campaign-oriented DMs; the volume the day following the transmission.
may appear later in the PCs* careers, Anyone seeking further information
SECRET DOOR
perhaps in the hands of an adversary should read The Longest Day by Corne-
(“Didn’t we see a statue of this dude in lius Ryan. In conclusion, the Germans
that shrine. ?”), Of course, the vol-
. . were fully aware of the true meaning of ONE WAY DOOR I
all copies were destroyed long ago. would send such significant information FALSE DOOR |
DUNGEON 3
In between volunteer firefighting, figure
painting, and running his own play-by-
mail game, Richard Emerich has man-
aged to write several modules for
DUNGEON^ Adventures, '*The Book
With No End** appeared in issue 03, and
our files contain several more of his
scenarios waiting to see print
CONVENTICLE
BY RICHARD W. EMERICH
The following material may be read
paraphrased to the players as the
wishes:
Adventuring opportunities in your
DM
or
4 Issue No. 11
THE DARK CONVENTICLE
DUNGEON 5
THE DARK CONVENTICLE
Merchant Cavaliers (4): AC 5; MV the cult will sacrifice Zenobia to the horses eventually enter the Secauck
9"(2V mounted); P2; hp 15, 12, 11, 9; greater “good" of its cause and to please Forest, which slows all movement by
#AT 1 or 2; Dmg by weapon type; AL its daemonic master. Unless rescued by any means by half again the previous
LGr-LN; each has chain mail, long the PCs, Zenobia is then escorted by the values (e.g., light war horses move at 3
sword, short composite bow, 20 arrows two guard officers from areas 18 and 21 MPH at night unless led by a ranger or
in quiver, dagger, hand axe, light war to the altar in area 26. After a 10- barbarian at 4 MPH, and PCs on foot
horse. minute preparation ceremony, she is with little encumbrance move at 1.5
Light war horses (4); AC 7; MV 24"; sacrificed to Anthraxus. The entire MPH unless led as above at 2 MPH).
HD 2; hp 13, 11, 8, 7; #AT 2; Dmg 1-4/1- congregation, with the exception of the If the PCs follow the tracks during the
4;ALN. guards and a few stray worshipers pos- daylight hours, then as many miles per
The attackers of the caravan are sibly encountered at random, begin day may be covered as the base move-
human worshipers of an evil, secret chanting and meditating in area 25 two ment rate divided by two. The presence
cult,the Servants of Anthraxus, whose days before the ceremony (i.e., from the of a barbarian or ranger allows move-
base is located in the underground moment the PCs set off after Zenobia). ment at two-thirds the base movement
sewers of a ruined city in the Secauck In order to rescue Zenobia, the PCs rate, and movement through the
Forest, The high priests of this cult must penetrate the temple of the Ser- Secauck Forest slows all movement by
came here several years ago in search of vants of Anthraxus and descend to the half again the previous values, as
a place to set up a secret temple to their conventicle, where hundreds of Ser- described above.
master, the oinodaemon Anthraxus the vants (most of low level) now live. The Eventually, the tracks reach the
Decayed (see page 30, Monster Manual PCs may, if they approach the problem Nolanar River and run along its south-
who wished to spread his influence
II), foolishly, have to battle the majority of ern bank, then cross at a ford and con-
and power over a greater part of the the Servants. Even with their vast tinue into the woods slightly north. The
world and undermine the expanding experience and powerful possessions, trail across the river only goes for
power of the forces that opposed him. the adventurers may not come out of another mile, whereupon it ends at a
The perfect location for the new temple such a battle alive. The best strategy large corral with a small shack on one
was found in the ruins of an ancient lies in covert, stealthy penetration of side. The corral contains over 100 light
city,long forgotten among the many the conventicle, a quick rescue of Zeno- horses, many still wearing their riding
trees of the forest. While the city itself bia, and an even speedier retreat. gear and having been hastily left
was in total ruin, the labyrinth of twist- The DMshould keep careful track of behind once brought in from the raid.
ing, dank passages that once served as elapsed time in the game. If the players No humans may be seen about, and the
the city's sewers offered ideal conditions ask how much game time has gone by, single-room shack is empty (all the
for the new temple. they should be told in terms that do not Servants are in their lair). The Servants
For more than a year, the high priests imply a time limit exists, since they fear no one now that they have Zenobia,
have been massing a small army of have no idea that a sacrifice is planned. and anticipate no one will interfere
worshipers, many through kidnapping If,however, they successfully interro- with their plans. A foot path leads off
and brainwashing. The cult gathered all gate a Servant of Anthraxus, the PCs into the forest from the coral; the path
its members at the new site, excavated may learn of this impending doom (see has obviously been used by perhaps 100
under the ruins to build their new tem- “Captives”). men (who arrived, as noted above, at
ple, and prepared to wage war against midnight when the PCs set out after
those who opposed their master. Tb Tracking the Abductors them), and parallels a foul-smelling
christen their new facility —
their dark canal that empties into the river.
— The PCs may travel at night off-road
conventicle the cult required a sacri-
using moonlight for guidance, but must
Light war horses (123): AC 7; MV
fice to the master oinodaemon. Nax-
move slower than usual in order to
24" ; HD 2; hp variable (9 average); #AT
imon, the chief of the cult's high priests,
follow the trail left by the attackers. As
2; Dmg 1-4/1-4; AL N.
declared the sacrifice must be a human
many miles per hour may be covered at
who possessed all the qualities the cult
night as the base movement rate used
The Sewers
members found repugnant: youth, beau-
by the PCs (or their mounts) divided by The path ends at the effluent canal of
ty, health, and a good alignment.
fotir; thus, light war horses (24" move- the sewer system of an overgrown,
After biding their time, the cult's
ment) may travel 6 mph, and characters ruined city only a mile away from the
spies in Indigo found an appropriate
moving on foot at 12" may cover 3 MPH. corral. Below ground, the sewer passages
victim: the caravan merchant's daugh-
The presence of a ranger or barbarian are predominantly 8' high, but can vary
ter. The ambush was arranged and
allows for movement at one-third the as much as 2' lower or higher.
carried out. At the time the PCs begin
their search for the abductors' tracks,
base movement rate given in miles per Combat effects: The ceiling height
hour; e.g., light war horses may cover 8 hampers all long-distance missile and
the party of attacking priests and wor-
MPH and characters on foot with little spell combat, since long, parabolic trajec-
shipers will have just returned to the
encumbrance may travel 4 MPH at tories are impossible. Thus, all missile
conventicle.
night. With their long head steurt and weapons must fire at short range, and
Unbeknownst to the PCs, they have
familiarity with the terrain, the attack- spell trajectories are limited to line-of-
only 48 hours in which to rescue Zeno-
ers will have returned to their lair at sight paths at “indoor” scale (1" = 10').
bia. The caravan attack occurred in late
the moment the PCs set out after them.
afternoon; at exactly midnight, two
The tracks left by the Servants' light
days from the start of this adventure,
6 Issue No. 11
THE DARK CONVENTICLE
Movement effects: Most tunnels 5 2-5 giant rats solveswood and metal; SD blows, cold,
have at least 2' of stagnant, foul- 6 1-4 freshwater crocodiles lightning do no harm; AL N.
smelling mud and water covering the 7 2-16 common rats Crocodile: AC 5; MV 6"//12"; HD 3;
floor (and hiding and traps).
open pits 8 2-5 giant spiders hp 23; #AT 2; Dmg 2-8/1-12; SA surprise
Because of the standing water and the 9 Check Human Encounters AL N.
in water on 1-3;
putrid air (which causes considerable Ikble Green sKme; AC 9; MV 0" HD 2; hp ;
discomfort), movement rates for all PCs 10 2-7 wererats (disguised as 12; #AT 0; Dmg nil; SA turns affected
and NPCs are reduced by 3" in this Servants) creature to green slime 1-4 rounds after
environment, to a minimum possible 11 1 water weird contact, eats through metal in three
speed of 3" unless otherwise restricted. 12. 3-12 shadows rounds; SD killed only by cold, fire, cure
niumination: There is no light in the disease spell; AL N.
tunnels, except for *‘light-stones” as Guard: AC 3; MV
9"; F4; hp 20; #AT
indicated on the maps. A
light-stone is a Human Encounters Table 1; Dmg by weapon type; AL NE; chain
smooth rock with a continual light spell mail, long sword, amulet ofprotection
2d6 Encounter
(at the 6th-9th level of effect, cast by a from good (see end of module), glass
2 Lower priest with three guards
cleric) placed upon it. The continual poison capsule in pocket (if bitten, save
as escorts*
light used by the clerics of Anthraxus is vs. poison at -4 or die; 6-36 hp damage
3-4 2-4 guards on patrol*
not very bright and radiates a dim red- if save is made).
5-6 2-4 worshipers*
orange light that otherwise conforms to
7-11 1 raving lunatic
Lower priest: AC 6; 12" C4; hp MV ;
feeton the sewer maps. Water flows V4 hp; #AT 1; Dmg 1 SA disease; SD
2; ;
very slowly toward the effluent canal. If does not fear fire; AL NE,
an object floating on the surface is Escapee Actions Table Rat, giant: AC 7; MV 12'7/6"; HD
watched carefully, its motion will show
2d6 Escapee’s actions
hp 3; Dmg 1-3; SA disease; SD
#AT 1;
the direction to the entrance. does not fear fire; AL NE.
2 Escapee outruns pursuers, noti-
Raving lunatic: AC 10; MV 12" zero- ;
fies a priest in 10 roimds. For
The Sewers’ Inhabitants level human; hp 4; #AT 1; Dmg by weap-
the alerted priest's actions,
on t3pe, or 1 hp with fists; AL CN. This
Because the priests have made modifi- refer to the notes under the
insane person is an example of what
cations to the passages and conduits, Excessive Noise table.
happens when the cult’s brainwashing
thereby eliminating most undesired 3-5 Escapee outruns pursuers but,
fails. He recklessly attacks anyone in
monsters, there are a minimum of ran- in his excitement, gets lost and
sight (40% of the time), wanders aim-
dom encounters in the tunnels. Using doesn't alert anyone.
lessly (30%), or sits down and babbles
the table given below, an encounter 6-12 Escapee stumbles and can be
incoherently (30%) when encountered.
occurs on a roll of 1-2 on ldl2, checked captured by any pursuers. If
every two turns. Additionally, Servant escapes, reroll on this
The DM
may create any background for
this NPC that he wishes.
Anthraxus was induced by his Servants' table at -4.
offerings to charm the sewer's original
Rot grub: AC 9; MV 1" hp 1; ;
DUNGEON 7
THE DARK CONVENTICLE
Wererats AC 6; MV 12" HD 3 1; hp
; Excessive Noise Table Captured Worshiper Table
20; #AT 1; Dmg by weapon type; SA 2d6 Result of noise 2d6 Result
surprise on 1-4; SD need silver or magi-
cal weapon to hit; AL NE; long sword.
2-3 A guard hears the noise and 2-5 Worshiper intimidated and
is
8 Issue No. 11
" = 44 ^
= guard
THE DARK CONVENTICLE
Check for infection for every hour a cast spells, climb, or perform other every section of wall until he is success-
PC spends in the sewers, giving a 75% actions as they are doing all they can to ful. A saving throw vs. spells must be
chance each hour that infection occurs. hold their breath while submerged in made to successfully disbelieve an illu-
An infected character catches 1-2 ran- foul water. A
rope cannot be lowered sion. Only one attempt per character
domly determined diseases, with type, through the sludge unless it is weighted per illusion is allowed.
occurrence, and severity determined with at least 5 lbs. Even then, charac- All characters who wish to pass
from the Dungeon Masters Guide, page ters in the pit have only a 30% chance through an illusion must have success-
14. Additionally, a 50% chance per hour per minute (thus, only one chance) to fully disbelieved. No amount of friendly
exists of catching a parasitic infestation grab the rope. Holding one’s breath and assurance can convince a PC who fails
in addition to the above; type and sever- using a fly spell to swim down into the his saving throw that the wall is not
ity of this infestation is also determined sewage is a more expedient method of there, for he still believes it to exist.
randomly. Use of a cure disease spell rescue. There is a 10% chance that any Such PCs are able to see, touch, even
within the sewers eliminates all infec- pit is home to a black pudding (see ran- taste the wall if they desire, but nothing
tions and infestations up to that point, dom encounters). can dissuade them from their belief.
but not those coming afterward. The When a trap is encountered, roll ld6 Dispelling the illusion solves this prob-
DM must carefully track the onset time and consult the Sewer Traps Ikble. All lem (the walls are cast at the 11th level
for each such malady, which is 2-24 traps are covered by sewage, precluding of proficiency — a gift from Anthraxus
hours apiece. A maximum of two dis- any nonmagical attempt at visual detec- following a well-received sacrifice).
eases and two parasitic infestations can tion. They are activated only by 40 lbs. Stones of various sizes are piled where
be caught. or more weight placed on them, not by indicated on the maps, completely
Disease germs may be removed from a simple prodding. All traps occupy the blocking the passage unless otherwise
portable item by washing the object in a entire width of the passage. All Ser- noted. A 10-cubic-foot area can be
weak acid (such as vinegar), in wood vants know of the traps and avoid them cleared in 10 minutes by a maximum of
alcohol or distilled drinking spirits, or (though sometimes one forgets — and two characters with combined strengths
in boiling water. Each piece of treasure dies). greater than 26.
must be thoroughly scrubbed and Isolated sewer conduits are areas that
rinsed; thiswhole process takes one Sewer Traps Table have been sealed off by stones or stair-
turn for each object, and the washers cases as indicated. They are normally
ld6 Trap type
automatically catch a random disease inaccessible, but entry can be gained by
1 Thin wood planking gives way
from exposure. moving the stones or using multiple
above a bed of iron spikes, caus-
passwall spells.
ing 60% chance of 2-8 hp dam-
Special Areas
age to feet (reduce speed to 3"
Sewer Level
Most sewer passages are covered with 2' until healed); 40% chance for
of odorous water or thick sludge which loss of balance and 1-20 hp 1. Effluent Canal.
limits movement and obscures the damage to body.
ground. Where tunnels go off the map, 2-5 Floor plate activates dart- You see a wide canal and a stone-
it is assumed that they narrow and split throwing mechanisms in the lined trench that directs dark, turbid
off into many smaller passages that are side walls. Each person within water from two large openings into
effectively dead ends. 10' takes his armor-class rating the river tributairy. The canal is
Narrow conduits are cylindrical pas- damage (e.g., AC 8
in hit-point surrounded by a wall made of flat
sages 3' in diameter. They can be used = 8 hp damage) down to no stones set with crumbling mortar,
only by characters who crawl, although damage at all (AC 0 or better). which obscures all but the tops of two
characters under 3V2'-tall may walk 6 Floor plate releases 1-2 patches portcullises that block entrance
hunched over. of green slime on the PCs, through the large openings. The
Portcullises are iron gates which are selecting victims at random smell from the water is repulsive but
(unless otherwise indicated) in the down (with equal chances for each barely tolerable. The foot trail leads
position. The gates are relatively light party member to be struck). into the water.
and may be lifted if a PC’s lift gates Removal or destruction of the
chance is multiplied by five and rolled green slime is per the Monster Water flows from the underground
on IdlOO. Up to eight people may pool Manual, page 49, as are the passages slowly toward the canal. Natu-
their efforts, with each making a lift effects. ral springs, water leeching down from
gates roll (any successful roll indicates the ruins above, and a partially operat-
the gate goes up), though only one Illusory walls are disregarded by the ing influent canal provide a slow flow of
attempt may be made per turn due to cultists, who have been told all their water through the sewer system. Both
the effort involved. Multiple attempts locations. Tb others, however, these portcullises are lowered at all times
are allowable at one per turn. magicked sections look no different except to allow passage of the Servants.
Open pits are lO'-diameter, 30'-deep than the slime-covered walls of a nor- If the PCs look over the wall down into
holes filled with sewage. Armored char- mal passage. In order to even attempt to the canal, read one of the following
acters immediately sink to the bottom disbelieve these illusions, one must give descriptions. If it is dark, the party must
and drown after one round of holding a logical reason for the attempt. A PC have a means of seeing in darkness.
their breath. Such characters cannot cannot simply attempt to disbelieve
10 Issue No. 11
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THE DARK CONVENTICLE
THE DARK CONVENTICLE
away and avoid the mirror*s magic if gate, he stops and gives the password the left with their own light source (or
12.
they save vs. wands. Other forewarned (“Hail to the Master!”). As long as the infravision), they notice the small con-
PCs may avoid the trap. guards have not been alerted to the duit that leads to area 13.
The DM should immediately attack presence of intruders, they will not
the PCs with their own most powerful suspect an3d;hing as the party sloshes Trapped Elevator.
5.
abilities and spells. Do not be lenient! up to the gate. 'Thus, the PCs may be
Play these doubles aggressively. 9. to surprise the guards if properly
able As you move across the tunnel floor,
If the guards in areas 1, 2, or 3 were disguised. you notice an opening in the right-
previously bypassed, check for their If the PCs attack, the guards posted in hand wall and an unlit stone stair-
responses to the noise of this battle area 9 hear the commotion and come to case spiraling down.
using the Excessive Noise Table. their comrades’ aid. If one guard sur-
vives, he immediately flees (see Escapee If the PCs go down these stairs, they
Newer Sewer. This is obviously a Actions Table). descend to area 18. If they continue
newer section of sewer. The portcullis at onward, read the following:
the beginning of this section is in the Relief Station,
down position. Read the following only At the end of this passage is a 7' x 7'
if the PCs get past the portcullis. A recessed ledge, 5' above the floor, square onyx slab, 2" high, centered
opens into a high-ceilinged cave to in a rocky chamber. A small wooden
You are entering what appears to be the left of the passage. Two sturdy podium stands beside it and is reach-
10.
a newer section of the sewer. The and clean ladders (suggesting fre- able from the onyx slab. Close exami-
passages are cut squarely and do not quent use) lead up to the ledge. nation of the podium reveals many
have as much slime and fungus on golden runes carved on it and a small
them as the ones you have just tra- 'This is a relief station for the guards silver lever in the center of its flat
versed. at area 8. Three more guards (hp 27, top.The lever has two positions; it is
19, 18; see area 1 for statistics) are currently thrown to the one marked
6. Secret Passage. The two secret stationed here, two sleeping and one “Up.” The other option is marked
doors at either end of this tunnel have awake at all times. “Down.”
been disguised to resemble wet, moss-
covered walls. Any gueird who flees Bottom of Stone Stairs. 13.
8. This elevator is a trap, designed to
from combat in areas 1 or 2 attempts to catch those characters who love to
use this passage, avoiding the open pit Ahead are several large piles of rocks throw any lever they can get their
and trap further along. along the side of the passage. The hands on. Once the lever is moved to
stagnant water has been lessening in the “Down” position, the onyx slab
7. Sewer Boulevard. Read the fol- depth since the last portcullis, and moves slowly down as if it were truly an
lowing only if the PCs are able to come the tunnel floor here is almost dry. In elevator. But after 50', it abruptly hur-
through the illusory wall indicated on 11. of you are steps
front made from tles downward to shatter on jagged
the map. natural rock formations and lit by rocks 150' below. Anyone on the slab
small, fist-sized stones from which a during its descent and subsequent crash
Having successfully passed the illu- strong light radiates; the stones rest takes 20d6 hp damage.
sory wall, you are now confronted in niches set along the wall. Farther
with a slime-covered iron portcullis. up the steps are more light-stones, Levitation Pit.
Beyond, through the slats of the illuminating a T-intersection 20'
gate, you can see the wide passage- ahead. An 8'-diameter opening in the center
way continues straight ahead for of this chamber is surrounded by a
more than 60'. 'The rock pile blocking access to area tarnished brass railing 4' high. A
13 completely fills the corridor opening. narrow gate in the railing opens
The light-stones, as noted before, are outward. Looking down into the
Guard Station. just stones with continual light cast opening, you can see about 50' down
upon them. with the light from the single light-
Yet another lowered iron portcullis stone positioned over it. The walls of
comes into view. Just past it is a Top of Stone Stairs. the pit are smooth, amber-colored
dimly lit side chamber tenanted by stone. You see no bottom.
two more of the dark-garbed guards. At the top of the natural rock stair-
They don’t seem particularly sur- case, you can see a passage to the This is a magicked, vertical tunnel
prised to see you and have not drawn right that is lit by evenly spaced that enables people at the top to float
their swords. light-stones. The passage to the left slowly down to the bottom (area 17) as if
is dark. The floor here is made of a feather fall spell were in operation.
This is the first guard station for the smooth slabs of dark gray slate and The reverse is possible for those who
conventicle. It is manned by two is clean and dry. stand directly under the ceiling opening
guards (hp 22, 20; see area 1 for statis- in area 17. They float upward to catch
tics). When a Servant approaches the If the PCs explore the dark passage to the railing in area 13 as if an uncon-
DUNGEON 13
THE DARK CONVENTICLE
trolled levitation spell were operating. This staircase leads down to area 22.
The levitating works in only one direc- The PCs hear distant rhythmic chant- Instead of the putrid odor of stagnant
tion and for only one character at a ing after traveling 100' down the stair-
16. water, you now smell the odious
time. case. The entire staircase is 300' long scent of heavy incense mixed with
Unfortunately, the magical field has a but descends only 100'. the odor of sickness.
1% chance dumping anyone
of failure,
within (whether going up or down) into Partial Blockage. A guard officer is always stationed
14. 17. The tunnel is 100' deep. Check
area where indicated on the map. He leaves
for failure at the 50' mark. A falling A pile of stones and rocks blocks his post only to aid another guard in
character takes 15d6 hp damage upon most of the passage before you, but areas 17-21. The guard officer wears a
impact. there appears to be a small opening black uniform with silver braid epau-
at the top of the pile, near the tunnel lets. If the PCs intrude here, he attacks
Storage Room. ceiling. immediately while shouting for aid
from the guard in area 21. 'The stairs
Piles of rocks have been placed here If the PCs decide to explore the hole at lead to area 12.
to support a door and frame. There is the top of the rocks, read the following: Guard Officer: AC 1; MV12"; F6; hp
19. Dmg by weapon type; AL
a 3" gap between the bottom of the 33; #AT 1;
door and the ground, allowing The hole is about 1' in diameter, at NE; bracers of defense AC 3, amulet of
yellow-orange light to spill through the top of the rock pile. With light, protection from good (see end of module),
from the other side. you can make out a slightly wider bastard sword +2, wand of magic mis-
passage winding off into the dark- siles (five charges), potion of healingy
When the PCs enter the room, read ness beyond the opening. key one of the footlockers in area 19,
to
the following to the players: poison capsule as per guards in area 1.
It will take two characters 10 minutes
A single light-stone is suspended in (one turn) to clear away enough rocks to Guard Barracks.
front of a wooden barricade. Several move into the area beyond. Only one
small crates marked “Red Wine,” person at a time, with no drawn weapon 'This irregularly shaped room is fur-
“Hardtack,” “Dried Apricots,” and larger than a dagger, can crawl through nished with eight wide, comfortable
“Salt Pork” are piled against the this passage. 'The tunnel beyond the beds with matching tables and chairs
cavern wall. A
sign attached to the blockage bypasses the portcullis and beside them. A padlocked footlocker
barricade and written in Common guard station at area 8 but does not sits at the foot of each bed, and eight
reads: “Do Not Enter.” bypass the guards at area 9. cloaks hang on pegs to the north of
the door. 'These cloaks have silver
Beyond the storage area is the lair of Conventicle Level epaulets, and on the back of each jet-
a spectre that has been magically con- black garment is a ram’s head
Use only the Human Encounters 'Ihble embroidered with gold, silver, and
fined to this area by the higher priests.
for random encounters on the conventi- bronze threads.
It15.
surprises (14 on ld6) any cheuracters
cle level. 'These now occxu* every turn
foolish enough not to heed the warning
(10 minutes) on a roll of 1 on ld6.
on the barricade. Eight guard officers (stationed in
Spectre: AC 2; MV 15" /30"; HD 7 +3; 17. Bottom of Levitation Pit. See
areas 18, 21, and 23) reside here. The
hp 52; #AT 1; Dmg 1-8; SA energy footlockers contain:
area 13 for a description of this pit’s
drain; SD + 1 or better weapon to hit;
characteristics.
#1: 42 gp in a leather pouch, a silver-
AL LE. Before its imprisonment in this bladed dagger in a worn leather scab-
alcove, the spectre freelyroamed the bard, and two potions labeled “extra
18. Guard Station. Read the follow-
healing” and “flying” (these are indeed
ancient city and brought its victims*
ing description to the players, modify-
treasure here. The stuff lies on the floor: the potions they are labeled).
ing it based on the direction from which
46 gp, 316 sp, 10 gems worth 500 gp #2: Four gold-plated beer steins (worth
the PCs have entered:
each, a mithril chain necklace worth 100 gp each); a pouch with 26 sp, 30 gp,
850 gp, a dagger +2, five arrows +2, and a silver ring carved with intricate
and a cloak and boots ofelvenkind. You enter a roughly pear-shaped runes (a ring of water breathing).
room lit by a single light-stone. A 3'-
#3: A leather pouch with 10 gp, 15 pp,
Staircase Down. diameter tunnel, about 2' above the and four gems worth 150 gp each.
floor,leads off into the east and dark- #4: A dagger +f, +2 vs. creatures
ness, while a normal 10 '-wide pas- smaller than man-sized in a leather
As you come around the well-lit bend
sage leads into a dimly lit southern
in the rough-hewn passage, you find scabbard; 27 gp in a leather pouch; and
corridor. A stone staircase goes up one unlabeled potion (of fire resistance).
another natural rock staircase, this
from the western wall. The walls #5: A small wooden box containing
time descending. Although it is
here are rough-hewn, dark-gray two silver arm bracelets (125 gp, 75 gp),
brightly lit, you can only make out
stone, wet with condensation. a pouch with 37 gp and 12 sp, and an
about 50' of the staircase before it
spirals left out of sight. unlabeled green glass vial containing
liquid (a potion of ghost control).
14 Issue No. 11
'h
THE DARK CONVENTICLE
#6: A charcoal-gray cloak decorated 12" (1" with disease); zero level; hp 4 (1 Six guard officers (hp 46, 41, 38, 36,
with black magical runes (a cloak of with disease); #AT 1; Dmg by weapon 35, 28; see area 18 for statistics and
poisonousness, kept by this officer for type (unarmed); AL LG. Zenobia knows equipment) are hiding in the shadows
use in executions); a bag of holding (30- how the levitation pit (area 13) works, behind the statues. 'They are trained to
cubic-foot limit) containing two weeks’ as she was brought down that way. She recognize unbelievers and attack the
iron rations, a long sword + i in a leath- can convey this information to the PCs PCs once they come into view around
er scabbard, 110 gp, and 25 sp. if rescued. 24.
the statue of Anthraxus in area 22.
HI: A brown ceramic bottle stoppered These guards always try to use their
with a cork and sealed with lead (a 21. Guard Station. Another guard wands of magic missiles first. They can
potion of growthy, 56 gp and 33 sp in a officer (hp 40; see area 18 for statistics surprise on a 1-3 on ld6.
linen sack. and equipment) is stationed here. He
#8: A wooden box with velvet padding leaves only to aid another guard in Staircase to the Balcony.
20.
holding a clear glass vial stoppered with areas 17-20.
a lead-sealed cork (a potion of ESP), an A wide, shallow-stepped stairway
ivory tube with cork stoppers at both 22. Entry Tabernacle. runs around the edge of this roughly
ends (containing a scroll of protection rectangular room and goes up to a
from petrification), and 49 gp and 56 sp You count the steps and find the landing, the bottom of which is visi-
in a smaller wooden box. staircase to be about 300' long, but ble from the first step.
you estimate that you have
Prisoner’s Room. descended only about 100' into the If the PCs ascend to the landing,
earth. During your descent, the dis- describe the following:
An iron-bound oak door with two tant chanting has become louder and
heavy padlocks is inset into the gray nearer. The light-stones that illumi- At the top of the staircase is a single
stone wall here. You can clearly hear nate the staircase end at a 12 '-high arch, 12' across at the base, leading
moaning from behind the locked arch, beyond which is a wide cavern. onto a horseshoe-shaped balcony 50'
23.
portal. Statues stand along the sides of the above the conventicle floor. Standing
cave — grotesque, disfigured repre- on this balcony, backs to the arch-
Read the following to the players after sentations of deformed humans. In way, is a large group of humans
they enter the room (if they are not too the middle of the cavern stands an dressed in long crimson robes with
late to save Zenobia): even taller statue, which blocks the black hoods and sashes. They hold
area beyond from sight. You recog- lighted crimson candles in foot-long
Dim light from the passage weakly nize the statue to be a likeness of the brass candlesticks and are chanting
horrible and evil oinodaemon, in syncopation with those below.
illuminates this roughly rectangular
room, revealing a young girl shack- Anthraxus the Decayed, Harbinger 'They do not seem to be aware of your
of Disease and Decay. 25.
led hand and foot against the oppo- presence.
site wall. Other sets of shackles, 11
in all, are spaced evenly along the Conventicle Foyer. All 40 lower priests are on the bal-
walls.The room stinks of sickness. cony. If thePCs step onto the balcony
Indeed, you immediately see that the The passage, lit by light-stones, con- from the landing, one lower priest turns
young maiden is disfigured with the tinues south and turns east. At its to face them, sees that they are not
purple blotches and swelling associ- end, you can barely see a staircase Servants, and immediately alerts the
ated with a form of plague. She heading up and out of sight. A broad entire congregation. 'The ensuing battle
seems to notice you, and with a weak side passage lined with more ugly will probably be fatal for the adventur-
motion of her hand beckons for your statues branches to the east about ers, as they are badly outnumbered and
aid. 80' from the statue of Anthraxus. are without a defensible position in a
'The chanting is very loud now — dead-end passage. Relevant statistics
This is Zenobia, the merchant’s deep, rh5Tthmic tones that echo in the are in area 25.
daughter kidnapped as a sacrifice to passage and convey a feeling of
Anthraxus the oinodaemon. She has dread. The Conventicle, This is it! The
been treated with a cause disease spell DM should be careful to describe only
in preparation for the ceremony. If the If the PCs enter area 23, read the what the characters can actually see
PCs release her and cast a cure disease following: from their position.
spell on her, she recovers and is able to For 48 hours before the conventicle
move under her own power. If released From the T-intersection, you can look christening ceremony, the entire congre-
but not cured, she is greatly hampered into the eastern passage. Six 8'-high gation listed here is assembled in these
and very ill (but will not die unless statues of deformed humans Hank a areas. This gives the PCs a golden
injured). In any event, she will be sacri short passage that leads up to a large opportunity to destroy the bulk of the
ficed at midnight of the second game pair of open double doors. Beyond the Servants in a few swift blows. As long
day unless the characters free her or doors, you see a huge natural cavern as no guard has previously alerted a
stop the Servants. filled with chanting male humans. priest, the adventurers have an excel-
Zenobia, female human: AC 10; MV lent chance to surprise the Servants.
But don’t forget the guards hiding
DUNGEON 15
THE DARK CONVENTICLE
16 Issue No. 11
; .
less to wield strike at normal odds to Any PC fool enough to stand stock worshipers are not available. These
hit; those over 5' in length or requiring stillduring such an attack (“My armor clerics hold quarterstaves but cast their
over 4' of space are grasped and deflect- will protect me!”) is immediately over- cause light wounds spells first and use
ed by attackers, giving them a whop- thrown, attacked by six people at +4 to them against the PCs until such are
ping - 8 to hit in close combat. Those hit without a chance to fight back, and exhausted. Higher-level clerics not
weapons under 5' in length and taking dragged off if attackers are still unable involved in melee cast light spells at the
4' of space or less, other than those to penetrate the armor, to be drowned in PCs to blind them (as per the DMG, p.
mentioned above, strike at - 2 to hit foul water or hurled down a pit. 41), bless to support their own forces, or
because of the crowding. hold person at as many PCs as possible.
6. Any PC with a multiple-attack Worshipers (240): AC 10; MV 12" This latter spell may be particularly
routine is assured of having the first zero-levelhumans; hp 3 each; #AT 1; deadly, as held PCs could then be slain
attack before all enemy attacks are Dmg by weapon type; SD never check by worshipers with ease. The DMmay
made. The DMshould decide when morale, save vs. fear at +4; AL NE; wish to substitute another spell for this
other attacks occur, based on these dagger. one or have it cast only as a last resort
guidelines and his own best judgment. — but remember, the PCs didn't have to
7. Fighters, rangers, barbarians, pala- The Balcony: See area 24 if the adven- attack a room full of evil clerics and
dins, and cavaliers gain one attack per turers ascend to the balcony landing. worshipers!
round for each level of experience they There are 40 lower priests on the bal- If the 1st- and 2nd-level clerics are
possess. Characters with multiple cony. If a battle breaks out, they destroyed, the lower priests realize that
attacks may move through human-wave descend to area 23 through area 24 their cause is in trouble. However, they
attacks at a rate of 5' per round per (lowest-level priests first), then follow make a last stand, going immediately
attack; all other PCs must remain sta- the PCs and close for battle. If the PCs into spell and melee combat with all
tionary as they fight for their lives. Any remain on the balcony, the lower priests PCs present, in order to buy time for the
PC who slays more than four attackers attack them there. In either case, these high priests to escape with Zenobia (if
in one round need not make a strength priests try to encircle the PCs (or the she has not already been released). The
roll to stay on his feet, so long as he worshipers who have surrounded the lower priests do not check morale,
gains initiative on his attackers. PCs) and use weapons or spells to crazed as they are with their cause.
8. Finally, wise PCs who nevertheless attack. All lower priests wear leather armor
become involved in such a fight should Mass combat with low-level spell- and am amulet of protection from good,
launch extremely destructive area-effect casters might also prove difficult to run, granting them AC 6 and a movement
spells into the attacking horde before though the low-level clerics here will rate of 12" Each makes one attack per
battle is actually joined. The worshipers not throw themselves against the PCs round with a weapon or casts one spell
are packed together and will make no in suicide attacks. The following guide- per round. Hit points are standardized
attempt to escape from magical attacks lines should be of help, though the DM for large numbers of priests, to smooth
(“We are many and they are few!”). has his work cut out. out combat against them. The Servants
Even the aftereffects of setting off a Clerics attack in order from the lowest have a number of specified spells that
fireball in a cramped tunnel corridor level up, dividing their forces so that each must carry, and they use primitive
might be worth the alternative. Note some move into melee with weapons or mass-combat tactics. All are neutral
that a fireball will expand to fill a vol- contact spells while the rest cast spells evil in alignment and devoted to
ume of 33,510 cubic feet; use your best or otherwise offer support. The 1st- and Anthraxus.
judgment and a book with equations for 2nd-level clerics move in first, once the
volume (or some good guesses). worshipers have been thinned out or if
DUNGEON 17
THE DARK CONVENTICLE
smoke curl over the edges of the stairs are blocked, they try to reach the 58; #AT 1; Dmg by spell or weapon type;
fissure to cover the fioor of the alcove levitation pit in area 17. If both these W 17; AL NE; cloak ofprotection ^^3,
beyond. Within the alcove are four routes are blocked, the priests flee to ring ofprotection +3, amulet ofprotec-
tall, thin humans adorned in black area 32 and hole up there. tion from good and badge of monster
robes and hoods, with red and gold The higher priests try to avoid fight- control, mace +4, wand of fear (12
sashes around slim waists. The tall- ing, preferring escape to combat. They charges), chain mail; spells: command
will fight if necessary, forming up into ( X 2), cure light wounds ( x 2), light,
est of them stands before the altar,
directing the chanting with a two rows of two. The front rank does remove fear, sanctuary, aid, enthrall,
narrow-fingered and diseased hand. physical combat, protecting the rear two find traps, hold person, silence 15' radi-
A flaming pentacle has been drawn priests, who cast spells. If all four high- us, slow poison, bestow curse, cause
on the floor in the northern section of er priests can stand behind underlings, blindness, cure blindness, dispel magic,
this area. Ib the south, an 8' x 8' they all cast spells. meld into stone, cure serious wounds,
onyx platform issuspended on crys- Archdegog Naximon: AC -4; MV detect lie, spell immunity, air walk, slay
talline legs to make a large altar. A 12"; C12; hp 53; #AT 1; Dmg by spell or living, blade barrier, Degog Helt keeps a
huge blood-red broad sword has been weapon type; W 18; AL NE; bracers of rope golem {Unearthed Arcana, page 39)
driven into the platform's center, and defense AC 2, ring ofprotection +4, as his personal servant. It stays in area
from the entry point a thick crimson amulet of protection from good and 28 unless its presence is required else-
fluid oozes, glistening grotesquely in badge of monster control (see end of where.
the fissure's glow. Behind and alwve module), staff of striking^ wand ofpara- The next senior higher priest is the
the altar area, you can dimly make lyzatwn (8 charges), scrolls of earth- Degog Helt, who plots to take over Nax-
out two raised, cavernlike areas quake, cure critical wounds; spells: imon’s position. He never carries out his
reached by steps cut into the rock. * bless, cause fear, cause light wounds, intricate and devious plans, however,
ceremony, command ( x 2), cure light and probably never will. Helt is a small,
18 Issue No. 11
THE DARK CONVENTICLE
26.
cowardly man who feels threatened by Lesser Daemons’ Statues. 'The 100 rot grubs on each bed and
every shadow. He is afraid to put his table attack any creature (save the
plans into action for fear of failure and This raised platform supports two Servants) who comes within 1'. They
subsequent termination at the hands of large, frighteningly realistic images are under the control of the higher
the Archdegog. Kelt performs the bare of daemonic creatures. priests, through their badges of monster
minimum of his official duties, prefer- control (see ‘‘The Sewers’ Inhabitants”
ring to pray to Anthraxus in private 27.
These 5'-tall stone statues are the foul for rot grub statistics). All treasure is on
and ruminate over his secret plans to likenesses of an £ircanadaemon and an or near the beds and tables, so the rot
augment his own power. ultrodaemon who are currently in the grubs must be dealt with first.
Midegog Lamanta: AC 1; MV 12"; Master’s favor. Within the room are 14 silver-plated
CIO; hp 58; #AT Dmg by spell or
1; goblets and place settings (4,550 gp
weapon type; W 17; AL NE; chain mail, The Master’s Statue. total);10 tapestries, each weighing 50
ring of protection +2, amulet of protec- lbs. (total1,500 gp); three gold statu-
tion from good and badge of monster ettes of Anthraxus (550 gp each); and
A huge onyx platform, V high and six platinum-plated candle holders, each
control, mace +5, scroll of cure critical 15' on a side, supports a lO'-tall
wounds ( X 2); spells: cause light weighing 2 lbs. (200 gp each).
statue of a being you recognize as the
wounds, command ( x 2), cure light
evil oinodaemon, Anthraxus, por-
wounds ( X 2), resist cold, aid, hold per- 29. Guard Barracks: Guards posted
trayed in horrible and realistic splen-
son ( X 2), resist fire, silence 15* radius, on the sewer level sleep in this room
dor. His coat is glittering gold fiber,
withdraw, bestow curse, cause blind- when off duty. However, during prepara-
his horns are of brass, and his hooves
ness, dispelmagic ( x 2), cure serious tions for the christening of the conventi-
are of glazed, brick-red clay. He is
wounds, spell immunity, neutralize cle, all guards remain at their posts 24
attended by statues of four lesser
poison, flame strike, slay living. hours a day, so this room is currently
daemons, all dimly illuminated by
The third higher priest is the Midegog empty. There is nothing of value here.
the ruddy glow of the surrounding
Lamanta, also the commander of the 28. and the fissure. This
light-stones
guards. He is fiercely loyal to Naximon, 30. Refectory. This is where the high-
raised area is accessible by two chis-
like a dog that obeys its master’s every er priests eat. There are six platinum
eled onyx stairways.
command. Naximon has assigned place settings, a coffee service, and a
Lamanta to keep an eye on Helt (the table service: a total of 84 pieces weigh-
The lesser statues are foul images of a ing 100 lbs. and having a total value of
two share room 28) and report back to
derghodaemon, a hydrodaemon, a pisco-
him if the Degog actually puts any of 7,500 gp.
daemon, and a yagnodaemon. The PCs
his plans into practice.
Mdegog Domor: AC 0; MV 12" C9; may be able to recognize specific types Quarters. 'This chamber
31. Priests’
;
of daemons if they have had experience
hp 49; #AT 1; Dmg by spell or weapon is identical to room
28. Archdegog Nax-
with such creatures before.
type; W 17; AL NE; bracers of defense AC imon and his protege, Midegog Domor,
6, cloak ofprotection +4, ring of fire resist- live here.
Priests’ Quarters. While the
ance, amulet ofprotection from good and
lower priests live on the congregation
baxige of monster control, quarterstaff +2, 32. Private Conventicle.
floor with the worshipers, the higher
potion of extra-healing; spells: bless, cause
priests live in more splendor and com-
fear, cause light wounds, command, cure Four oak pews are arranged to face
fort (being closer to the Master). Degog
lightwounds, resist cold, aid, enthrall, an obsidian altar and a huge statue
Helt and Midegog Lamanta share this
hold person ( x 2), silence 15* radius, with- of Anthraxus the Decayed. The
chamber.
draw, cause blindness, continual dark- statue glitters in foul detail under
ness, dispel magic, meld into stone, cloak the light of many light-stones. Six
of fear, cure serious wounds, cure critical
A rough-hewn cavern is revealed statues of various daemons stand to
wounds. beyond the door. The putrid smell each side of the entryway. The altar
The last and most junior of the higher lingers here, unevenly masked by
is a 5' cube of shiny obsidian, upon
priests is the Midegog Domor, newly thick yellow incense vapors that
which lies the disease-ridden corpse
appointed to this position from the ranks spew from a huge burner in one of a young man, recently sacrificed.
of the lower priests. His imagination and corner. Aglorious array of tapestries,
intelligence helped to make the new gilded furniture, and silverware does
Any good-aligned creature who enters
conventicle a reality. It wets Domor who little to hide the chamber’s essential
this temple is immediately struck with
selected the site, organized its construc- squalor. Two mahogany beds are
an advanced plague if he fails to save
tion, and who is now in charge of main-
adorned with gold and silver foil, but
vs. poison at -4 each time he crosses
taining it. While he is as envious as the no amount of precious metal can
the threshold into this room. 'The afflic-
others of the Archdegog’s position, he is distract your gaze from the dozens of
tion manifests itself instantly, blurring
— for the time being —
satisfied with his rot grubs that flop about all over the
vision, giving a -2 penalty to attack
great responsibilities. beds and tables. 'Ib one side of the
rolls,and nullifying all bonuses from
room, a curtain is pulled back to
strength, constitution, dexterity,
expose a small privy.
(continued on page 34)
DUNGEON 19
The Quest Begins...
im
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“The Wooden Mouse’' is a one-player
AD&D® game adventure for a 5th-8th
level thief or thief-acrobat. The action
can take place in any medium or large
city, as long as the player character is
not familiar with any members of the
local thieves' guild. This adventure
should take place at night, no more
than two days after the PC has commit-
ted some act of thievery. The PC should
have full hit points at the beginning of
play to ensure a reasonable chance of
survival.
For the
well."
Dungeon Master
Recently, while the thief character was
MOUSE
BY ROGER SMITH
plying his trade, he was spotted by a
member of the local thieves' guild who
reported the event to the guildmaster.
The guildmaster, Motrok Quicand, took
an interest in this new thief and decided
to test his abilities for admission to the
local guild — and to test the abilities of
his own guards and house staff at the
Lone wolves should same time.
In a tower atop his own house, Motrok
DUNGEON 21
THE WOODEN MOUSE
agrees to take on the job, Motrok escorts walls by 30%. 'The top of the wall is set ence by a loud noise, a shouted chal-
him to the outer wall that surrounds with small spikes and glass shards that lenge is issued, alerting all outside
the garden of his house. The disguised jab the unwary climber when a hand guards to the PC’s presence. The guards
guildmaster then fades into the night, clutches the wall (roll dexterity or less only attack if attacked themselves or if
to return to his house and keep track of on ld20 or fall to the ground for ld4 hp the thief PC attempts to enter the
the PC’s progress. damage). walled compound.
Motrok Quicand, guildmaster thief: Gate guard: AC 7; MV
12’’; FI; hp 6;
AC 4; MV12" T13; hp 61; #AT 1; Dmg
;
2. The Main Gate. #AT
4.
1; Dmg by weapon type; AL N;
by weapon type; S 16, 1 17, W 14, D 18, C leather armor, shield, short sword, 7 cp.
18, Ch 16, Co 13; AL NE; leather armor, You now recognize the outcropping as
dagger +2, ring of invisibility, boots of a gatehouse with small, arched win- 3B. East Gatehouse. This room is
elvenkincL In his normed guise, Motrok is dows protected by diagonal crossbars. the same as 3A, but there is no book or
a slightly overweight human of 43 years. A duplicate gatehouse stands oppo- pitcher on the table. A bottle of wine
He loves games and tests, and is always site, bracketing a 16 ’-tall gate of iron occupies the guard here (hp 9; for other
ready to accept a challenge of intellect — bars topped with sharp spikes. 'Two statistics, see area 3A).
but the contests he arranges are marked torches, one on each side of the gate,
with a casual disregard for lives, even clearly illuminate the area. The East Wall.
those of his own employees. Motrok rarely silhouette of a man can be seen 5.
uses his thieving skills now as he devotes inside each house. The fronts of the As you approach this part of the
most of his time to running a strong and gatehouses have been cleared of wall, you notice that it might be very
efficient guild. He carries 10-30 gp at all moss, but a mass of vines crawls and simple to climb over using the many
times in a money belt kept beneath his twists about the bars of the gate. vines and twigs that twine together
robes. to form footholds.
Unless otherwise stated, assume that The silhouettes are of two guards who
personal characteristics such as are on watch at the front gate. 'They 'The vines are very sturdy ( + 5% to
strength, etc., for NPCs are each equal admit no one for any reason and attack climbing chances) and are an untended
to 10. Certain NPCs have been told by anyone who tries to enter. If they spot part of the hedge in area 8. If the thief
Motrok that an “unwelcome guest” an intruder, one of the guards blows a PC climbs over the wall to the other
might appear on this night; these NPCs horn alarm, then both leave their gate- side here, go to area 8.
are particularly alert but will not sum- houses through the rear doors and fight
mon help in combat, as each was also anyone entering the grounds. The Guard Patrols.
promised a great reward if he person- guards and the interior of their gate-
ally captures or kills the “guest.” houses are described at area 3A. An
6. armed figure stands atop the
wall. As you watch, you see him
Wall and Gardens 3A. West Gatehouse. walk 30’ in one direction, turn, then
1. The Outer Wall. walk 60’ in the other direction before
The interior of this room is 15’ long repeating the process.
Revel Lordson leads you to a spot and 10’ wide. The table at its center
across the street from a walled com- and both chairs are old and have If the PC is not aware of these patrols
plex. “It is most likely that the sculp- long ago lost the shine of polished when he attempts to climb over the
ture is hidden on the top floor of that hardwood. Numerous nicks and wall, there is a 30% chance he will be
tower,” he says, pointing to a large, gouges in the wood give evidence of spotted if within their sighting range. If
round structiire that rises above the years of hard use. The chairs are he is aware of the guards, he can easily
wall. “I will meet you at dawn at the wobbly, perhaps to discourage the time his crossing to avoid being seen.
inn where we first talked. Good guard from sitting down at his post. The guards have only a 30’ sighting
luck!” With a wave of his hand, Lord- In the center of the table is a wooden range in the night, but are visible from
son slinks off into the shadows of a pitcher filled with liquid, and beside up to 90’ from the ground as they stand
nearby alley and disappears into the it are a rough wooden cup and an out against the night sky.
night. open book. A chart on the wall lists WaU guards (4): AC 7; MV 12’’; FI;
The wall is about 15’ high and names, days, and times. A torch hp 6 each; ^AT 1; Dmg by weapon type;
appears to be 7' thick. In most places, biums in each corner of the room. AL N; leather armor, shield, two jave-
it is covered with a slippery looking lins, short sword, 7 cp.
green moss. Ib your right, the wall 'The pitcher is filled with water, and
angles to the northeast for about 30’ the book contains the rules of the Drain Pipe. A square metal pipe
before it bends north out of sight. Tb guards’ guild. 'The chart is a duty roster runs down from the top of the wall and
your left, it continues for about 90’ and is irrelevant to this adventure. If stops a foot above the ground. All moss
before coming to a 5’ outcropping the PC has not been spotted by either of has been cleared from the pipe to keep
pierced by small windows. the guards, modify the above descrip- it from rusting. Chances for climbing
tion to include one guard, who is sitting here carry only a “ 10% penalty, but for
The moss is very slippery and wet, at the table and reading the book. If every two pounds over 100 the charac-
decreasing the PC’s chance to climb either guard is alerted to the PC’s pres- ter weighs (including items carried),
there is a 1% chance the pipe will
22 Issue No. 11
THE WOODEN MOUSE
MOTROK’S MANSION
Grounds & Level One
OJQ WfQ-O
m igsl
DUNGEON 23
THE WOODEN MOUSE
7.
break, dropping the PC to the ground armor class to attacks from the air 2;hp 9 each; #AT 1; Dmg 14/1-4; AL N;
13.
for 1-4 hp damage (and with enough above. On the bottom of the pool are 351 note that these are not war horses, and
noise to alert all outside guards). cp and 13 small gems (10 gp each). thus panic 90% of the time if spooked.
Piranha
10. (15): AC 8; MV
9" ;
HD
V2 hp ;
'These vines cover a 5 '-deep pit with guards will be alerted by any sounds of forgotten, however, and he attacks any
spikes at the bottom. Anything weigh- fighting involving the dogs and the PC. intruders in his domain, fighting to the
ing over 2 lbs. will break through the death. Ugruff is one of the NPCs who
overgrowth and fall into the pit for 2-8 Target Range. was warned about a “guest” arriving
hp damage. A normal climb walls roll tonight; he asks no quarter and never
allows escape from the pit —
but falling Neatly planted trees line the sides of calls for help.
into the pit will attract the attention of a 90'-long range used for target prac- AC 6; MV 15"; B2; hp 17;
Ugruff:
the nearest wall guard on a roll of 1-3 12. 'The grass here is cut very short.
tice. #AT Dmg by weapon type; SA/SD as
1;
on ld6. 'The guard will shout an alarm, At the east end of the range is a per barbarians; S 15, C 15, D 16; AL
attracting the attention of all guards straw-stuffed target standing 5' high. CN; bastard sword, no armor, 7 gp.
outside the mansion, who will close to At the foot of the target is a dark
attack. hump. West Entrance.
'The fountain is 20' in diameter and open yard 30' south of the target. beds of multicolored roses. Between
of indeterminate depth (at least 3'). War dogs (2): AC 6; MV 12"; HD the flower beds is a paved area of
Moving shadows dart about in its 2 + 2; hp 11; MT 1; Dmg 2-8; AL N; earth-colored bricks. In front of the
clear waters, and moonlight reflects studded leather armor. door, a 5' X 3' mat proclaims
from many gems and coins on the “WELCOME.”
bottom of the pool. Four intertwining Stables. Upon the walls of this
bronze serpents rise up 10' in the building are hung many saddles, bri- If the thief steps on the mat, the door
center of the fountain, spraying dles, and leather reins. 'Ibn bags of oats swings violently outward. The PC must
water from their open mouths. and other horse feed are stacked on the roll his dexterity or less (at -2) on ld20
floor in the north alcove. All the items or be knocked to the ground for 1-6 hp
The pool is actually 5' deep, so the PC of tack are of good quality and can be damage. 'This event draws the attention
cannot reach anything on the bottom sold for the prices listed in the Players of the two guards at area 15 on a roll of
while keeping his feet on the ground. Handbook, Each of the four stalls at the 1-3 on ld6; they will shout an alarm,
'The dark moving shapes are piranha. west end of the building contains a light drawing all outside guards for an
Although they are not armored, the riding horse. attack.
distortion of the water lowers their Light horses (4): AC 7; MV24" ; HD
24 Issue No. 11
THE WOODEN MOUSE
18.
DUNGEON 25
THE WOODEN MOUSE
'The harp is as tall as a man and very keyhole. 'The floor is covered in a deep-
There are two crystal flasks on the bulky and clumsy to carry. Its strings 28. velvet carpet with yellow and red
blue
cart, one containing a blue liquid and
are magically trapped with a spell simi- swirls.
the other a reddish-brown fluid.
lar to a shocking grasp spell (5-12 hp
damage if touched, no save). 'The harp is Servants’ Quarters.
The blue liquid is two doses of a merely painted gold, but the gems and
potion
23. of healing; the reddish-brown silver strings are real. 'The strings are Along each side of this room are four
liquid is a fine whiskey. The crystal 25.
worth 5 gp each, and the gems are val- bunks; appear to have been slept
all
decanters and glasses are worth 10 gp ued at 50 gp ( X 2) and 75 gp ( x 4). 'The in recently. A small footlocker sits
as a set. harp itself is worth 600 gp but weighs beside each bed, and there is a small
250 lbs. window in the east wall. 'The floor of
A Study in Poison. the room is uncarpeted. At the south
West Entry Hall. end of the room, highlighted by
This snug 20' x 20' room appears to torches, floats a bulbousmonster
be a private meeting chamber. On Directly across this antechamber is with one large eye and several stalks
the far side of the room is a small another door. On the east wall close atop its “head.”
wooden table with many scrolls and to its north end is a similar but
pieces of parchment on it. An oil 26.
smaller door. Most of the room is 'The PC may think this is a beholder,
lantern on the table burns dimly. invisible in the dark. but it is actually a gas spore (10%
Carpeting covers only the 10' x 20' chance to detect as such, 75% chance if
southern half of the room and is The door on the east wall is locked with within 10'). In addition, the top bunks
sealed to the floor with a gold rim. on each side of the room conceal four
a key but not trapped. As it is only 6'
high, anyone over that height must goblins, who jump down and attack (roll
If the PC steps onto the carpeted area, duck to get under the frame. for surprise). 'The goblins were told
the door slams shut (but does not lock) about the “guest” for the night, and
and the uncarpeted northern part of the There’s Always Room. elected to hide in this room, their quar-
floor slides away to reveal a 3' deep pit ters. 'They cannot be surprised by any-
(10' X 20') lined with thousands of tiny one opening the door to this area.
Opening this door reveals a mass of
poisoned steel spikes (save vs. poison or — swords, plates, goblets, a Normally, the goblins serve as helpers
objects
take 1 hp damage for 1-20 rounds).
small chest, and some coins — all and guards for Motrok and his other
Magical cures (including potions of allies. All footlockers here are empty.
suspended in midair. 'These items
healing, cure light wounds, etc.) can
24. shake as the door is opened, as if the Gas spore: AC 9; MV
3" HD 1 hp;
;
reverse this poison. 'The scrolls and #AT 1; Dmg: explodes when hit for 6-36
breath of air awakens them from a
papers on the table all contain the same hp damage (3-18 hp if save vs. wands is
deep sleep.
message: “Have a rest on me.” 'The PC made); SA: spore implants rhizomes into
may attempt to leave the room by step- living matter, cure disease spell
'The floating objects are actually items
ping carefully upon the spikes; a dexter- 29.
required within 24 hours or die, sprout-
that weren’t digested by the gelatinous
ity roll on ld20 indicates whether the ing 2-8 gas spores; AL N. 'This is
cube that fills this room. 'The chest
PC falls on the spikes and is poisoned another of the monsters normally kept
holds two potions of healing, and the
before he can reach the door. 27. equal 15 cp, 23 sp, 11 ep, 35 gp, within the mansion grounds; all resi-
coins
If the PC does not escape from this dents know to avoid coming within 10'
and 7 pp. The PC must immediately
room by dawn, Motrok’s guards will of this creature, which is carefully
find him here, where he will be
make a surprise roll to notice that the
doorway seems to have a film over it — anchored to the wall behind it with
attacked at once. wires. The goblins are the only beings
the outer skin of the ’cube. This is one
of several monsters that is kept within
so courageously stupid as to live with
Tower Level One. the gas spore.
this mansion as a living trap. All resi-
dents know of and avoid this creatxure Goblins (4): AC 6; MV 6"; HD 1-1; hp
round chamber
'The floor of this large
and others like it. 7, 5, 3, 1; #AT Dmg by weapon type;
1;
slants gently upward toward the far
Gelatinous Cube: AC 8; MV 6" HD ;
AL LE; ring mail, shield, short sword, 3
end, then levels out to form a small cp each.
4; hp 19; #AT 1; Dmg 2-8; SA paralyza-
stage. 'There are three rows of chairs,
tion, surprise on 1-3; SD cold halves
10 in each row, facing the stage. 'The damage and movement rate; electricity, 'Target Range.
chairs are padded with cushions and
fear, holds, paralyzation, polymorph,
are of fine polished wood, but are not and sleep attacks have no effect; AL N. This chamber is long and dimly lit by
worth very much money. In the center small candle holders set at 5' inter-
of the stage is a magnificent golden Harmless Hallway. 'This long vals along each side wall. On the
harp with shimmering silver strings hall stretches 70' from south to north floor, just to the right of the door, a
and a soimdboard shaped to resemble before it turns east. On the west wall, white line runs across the room from
intertwining serpents, their eyes set 10' from its north end, is a thick wooden east to west, 10' from the north wall.
with small rubies and emeralds. door. In the center of the east wall is a A straw target is set up against the
similar door, but with a gold-trimmed south wall.
26 Issue No. 11
;
DUNGEON 27
THE WOODEN MOUSE
39.
Kitchen.
28 Issue No.
;
Deck the Halls. Let Sleeping Dogs lie* Small Empty Room. 'The door on
the opposite wall of this small room
As you step into the room, you notice A body lies beneath the blankets of a leads to a flight of stairs to the ground
that the southern part of the west wall small cedar bed in one northern level. The stairs are covered with thick,
is convex, cutting an arc from that comer of this 10' x 10' room. It dark-brown carpeting.
comer of this otherwise rectangular appears to be a woman, but all you
room. In the southwest mmer is a can see outside the blankets are her 4B» Behind the Green Door
large dresser with 12 drawers. Across long golden braids. As you enter the
from the dresser is a large bed sur- room, the woman jumps to her feet — The green door to this large, dark
rounded by a light net curtain. In the revealing her full set of chain-mail room is already opened to the inside.
center of the room is a long table with armor. A long scar creases the left In the center of the room are two
one chair at each end and a five- side of her face, and her eyes cross as long tables that have been pushed
stemmed candelabrum in the center. they look at you past the big wart at together. Across the room, behind
On the table are spread 13 thin ivoiy the end of her long, pointed nose. She one of the tables, sits a figure shroud-
plaques made in the form of cards. cackles a crooked, yellow-toothed ed in darkness, his head bowed as if
Th^ cards are arranged face down on laugh as she picks up her massive in sleep. A foul, charnel smell pene-
the table to form a square (four on battle axe and charges at you. trates the room.
each side with the odd card placed in
the center. Agie Scoo: AC 5; MV 9" F3; hp 15;; If the PC enters to investigate the
#AT 1; Dmg by weapon t3q>e; SD save room, read the following:
42.
These cards are actually a deck of vs. fear at +4; S 16, Co 1; AL CE, Agie
many things. If the number of cards to carries all her money (31 gp) in her belt 'The figure slowly stands and, effort-
be drawn not announced prior to
is pouch. Another “guest-hunter” among lessly pushing aside the table, begins
drawing, only one card may be drawn Motrok’s crew, Agie is fearless and to trudge toward you. Suddenly, the
from the table. The deck crumbles to bloodthirsty — but is strangely attract- door behind you slams shut, and you
dust as soon as the stated number of ed to elves and half-elves. hear a groan. Looking back at what
cards is drawn. There is a secret door has been hiding behind the door, you
(locked but not trapped) located behind 44* Almost Deserted Bedroom. see a tall, gaunt figure with lumps of
the dresser. rotting flesh hanging from yellow
There is only a small table and one bones. Green ooze drips from his
Starlight, Starbright. chair in the center of this dark 10' x wounds, spreading a foul smell
10' room. Many years of dust have throughout the room.
A large telescope slants upward, collected on the floor and table, small
pointing through a lO'-diameter hole clouds of it rising into the air when Zombies (2): AC 8; MV 6"; HD 2; hp
in the northern curve of the circular the door is opened. In the southwest #AT 1; Dmg 1-8; AL N. These two
11, 9;
wall. At the low end of the instru- corner of the ceiling, one plank of zombies have been ordered to attack
ment is a small stool padded with a wood has partially rotted away. From anyone entering the room, and they will
thick velvet cushion. There are many this small hole a scraping sound can chase anyone across the entire mansion
charts and notes scattered on small be faintly heard. complex. Aside from the two tables and
tables about the room. a few chairs, this room is empty.
If anyone comes within 5' of the hole,
If the telescope is studied more closely, two large spiders scuttle out to attack 49. “Treasure” Vault.
read the following: anyone within 3'. Inside their nest is a
leather sack containing 80 gp. 'The door to thisroom is locked with
The telescope tube is of smooth, dark Spiders, large AC 8; MV 6" *16"
(2): a very complex type of lock ( -- 8% to
wood that has been carved into a HD 1 + 1; hp 6, 3; #AT 1; Dmg 1; SA chance to pick). Many sizes and
cylinder 8' in diameter at its widest. poison (save at +2); AL N. shapes of chests, footlockers, and
From eyepiece to end, the telescope is strongboxes lie scattered about, their
about 12' long. There is a small dial 45. Really Deserted Bedroom. The lidsthrown open to reveal dark,
just above the eyepiece. only furniture in this small room is one empty containers where piles of
unmade bed in the comer. The bed treasure once lay. On a small wooden
If the PC looks through the eyepiece,
appears to have been recently slept in, table in the center of the room is a
nothing can be seen but a blur. The but it is empty now. crumpled piece of paper.
telescope is out of focus, but if the small
dial is adjusted in any way, a small dart 46. And Another Bedroom, This If the PC inspects the room more
fires from the eyepiece causing 1-2 hp
room is similar to room 46, but
bed its is
closely, 1 in 6 chance to find a
he has a
damage. The PC must save vs. paralyza- neatly made. There is a pitcher and
locked strongbox. Inside the box is a rack
tion or be permanently blinded in one glass of water on the floor by the head
that can hold 10 vials, but only three
eye. Even if the save is made, the PC is of the bed.
small bottles are still inside. The vials are
blinded for 81-100 (ld20 +80) rounds. filled with a translucent blue liquid (all
The charts and notes in the room detail three are potions of heeding. The crum-
the positions of various stars. pled paper is a note which reads:
DUNGEON 29
THE WOODEN MOUSE
MOTROK’S MANSION and is not part of his test. The two locks
on the door should have prevented the
51. from entering this room, but
thief
Sunken Bath.
Library.
1 square = 10'
may
shines in the candlelight, revealing spines. Many covered oil lanterns
larger than usual, and you coiner it in
intricate designs on its surface. Carved burn brightly about the room, filling
two payments jf you Wish. Ghe total price,
from one solid block of mahogany, the it with long, dancing shadows. Just
including shipping, is 12,000 gold coins.
— Scrqf Qranton
desk has no joints. Aroimd the rim of
the desktop is inset a design of thin
north of the door is a wood stand
holding a thick black book. The book
'The treasure once here was com- gold and silver braid. The desk chair is is open and a black bookmark with a
pletely spent to fix the mansion up for of similar design and is padded with a golden tassel lies across the pages. In
the PC’s arrival. A
hard-working thief satin pillow. The four desk drawers the center of the south wall is a
of the PC’s level (should he join the (two on each side) are locked. A long small oak door.
guild) would be made to replace the green quill sits on the desk beside a
treasure in short order by stealing it— half-empty ink bottle. On the wall
The black book on the stand is an
back from Scraf Granton. Details of this above the desk is the portrait of a man
index of all the books in the library,
future adventure may be developed by who looks remarkably like Revel Lord- listing authors and dates. There is a
the DM as desired. son. A small gold plaque on the picture
total of 1,500 books here, 30 of which
frame reads: MASTER MOTROK are decorated with gold or gems. If the
Motrok’s Bedroom. The thick QUICAND. gems or gold remain attached, half
oak door that leads into this room is In the northwest comer of the room these 30 books are worth 3-4 gp, and the
tightly locked with both padlock and is a large bed shrouded in a silken
other half are worth 2-40 gp. If the gems
keyhole. If the door is opened and the canopy of curtains. The sheets and and gold are taken separately, the books
PC investigates the room, read the pillow covers are made of silveiy satin
become almost worthless and the trea-
following: that shines like the moon on water. On sure totals 5-50 gp at most. The lan-
the south wall, a five-drawer dresser of terns are all bolted down to prevent
You now look into a magnificent dark oak is decorated in red and gold accidental oil spills and fire.
bedchamber. Tfen feet north of the marquetry. The floor is imcarpeted The DM should feel free to improvise
entry is another similar door. In the and, although it appears waxed and the contents of this library. Most of the
center of the south wall is a wide polished, it is not slippery.
30 Issue No. 11
THE WOODEN MOUSE
DUNGEON 31
THE WOODEN MOUSE
The Tower
Level Four.
tower wall about 10' up, just below a large barrel in room 63.
#AT 1; Dmg by weapon type; AL LE;
ring mail, shield, scimitar.
small window. The wire runs
between two large trees, making it Party Time!
Wererat: AC 6; 12" MV ;
HD 3 + 1; hp
quite easy to climb. There doesn’t 13; #AT 1; Dmg by weapon type; SA sur-
appear to be anyone nearby.
prise on 1-4; SD silver or magical weapon
The din of peopfe partying and drink- to hit; AL LE; short sword. The wra^rat
ing echoes through this large, round was an old adventuring ally of Motrok
This wire is one of the three wires room. Jutting into the north side of the who developed lycanthropy and had to
that add support to the tower and pre- circle is a 10' x 12' room, with a weap-
retire. He enjoys his easy work, high pay,
vent it from toppling in strong winds. ons rack to each side. 'E) the south, a and chance to bully everyone he meets.
While it is sturdy and easy to climb, the sturdy ladder leads up into the tower.
wire is not totally safe. The top T of the
Level Five South.
wire are spiked with small metal barbs. Everyone in this room is either a
While they won’t cause the thief to fall, servant or guard at the mansion. 'They
they do inflict 1-4 hp damage before the As you climb, the noise of the party
have been given the night off and are
PC reaches the top. The wire leads to a begins to fade. 'This level of the tower
taking advantage of their employer’s
is divided into two semicircular rooms
window in area 64. generous donation of food and drink —
by a wall running east to west. In the
and incidentally provide another obsta- center of the wall is a large iron-botmd
cle to the PC’s progress through the
door. 'Two very angry goblins run at
mansion in search of the wooden mouse.
you from a comer of the roomi.
32 Issue No. 11
. ,
DUNGEON 33
THE WOODEN MOUSE
peaceful man whose only purpose in a character with intelligence of 15, any monsters, to a total of 30
to control
life was to serve his king, Lug^hru wisdom of 18, and an evil alignment to hit dice, within a 60' radius. A badge
the Third. Lugthru was a stern king, attempt to contact Anthraxus. The allows communication with such mon-
but just and fair. Tb relax from the mirror can be uprooted from the floor by sters, and the power of the control is
burdens of his position, he loved to anyone with a strength of at least 17, otherwise identical to that of charm
take long baths. He would take baths but there is a 15% chance that the mir- monster (no saving throw). A
badge does
at all hoxirs of the day, and some of ror will shatter in the process. not control hiunans, demi-humans, or
his kingdom's laws were made in the The silver ingots stolen from the cara- creatures with intelligence of 12 or high-
bathtub. But Lugthru was annoyed van have been dumped in the room's er who also have more than six hit dice.
that he always had to wait for his southern niche and covered by a piece of Controlled monsters include humanoids
bath water to be heated — and he canvas. There are 100 ingots, each like goblins, ores, and gnolls. Because
liked his baths hot! weighing 20 lbs. and worth 100 gp. Like these devices function only for the four
So, as a birthday present, Borieflin the mirror and all other treasure found high priests of this cult, and lose their
gave him a magical jar of steam that here, the ingots now carry disease. If powers if their owners are slain, these
would heat up his bath in seconds the PCs try to take some of the ingots, items have no experience-point or gold-
and that could be used over and over. the DM should assess the effect of this piece sale value.
Borieflin created only three more of extra encumbrance on movement and
these jars, all made of crystal with combat proficiency. The adventurers Amulet of protection from good: This
twist-off lids. When the lid of such a should not be able to carry away more item is worn by the temple's guards
all
jar is removed, hot steam pours forth than their maximum encumbrance, and and by a special
priests. It is created
to fill a 20' X 20' area in six seg- they must have something in which to process known only to the higher priests
ments. If the steam is not contained transport the treasure. of this cult, and only functions for the
in an area, it dissipates in two individual for whom it is made. Each
rounds. The steam heats the room Concluding the Adventure amulet, shaped like a distorted skull, is
and any water in it to almost 100 °F. worn in plain view and serves as an
If the characters escape from the Ser-
Visibility is limited, and all attacks
vants, they should head for Indigo. If unholy symbol for the cult of
in a steam-filled room are at -2. Anthraxus. A +2 bonus is given to the
Zenobia is returned to her father, the
Simply replacing the lid brings all wearer's armor class so long as the
adventurers receive a base reward of
the steam rushing back into the jar wearer remains evil, and a + 1 “to hit”
3,000 gp in jewelry. Subtract the follow-
before it can be sealed. Not even
ing cumulative penalties from the bonus is given to attack good-aligned
Motrok knows how his family came creatures. Such amulets lose their magi-
reward as appropriate for Zenobia's
to possess such a jar.
condition: sick, - 15%; wounded, -20%; cal powers if their wearers are slain, so
XP Value: 50 unconscious, -10%. they have no gold-piece sale or
GP Sale Value: 200 Q As long as Zenobia is returned alive. experience-point values. Q
34 Issue No. 11
Mark Keavney is a Junior at Cornell
University, majoring in psychology. He
has played AD&D^ games for 12 years
and has been working on this adventure
for almost half that time. This is his first
published work, although an article,
**Divine Curses,” has been accepted by
DRAGON^ Magazine.
“The Black Heart of Ulom” is an
AD&D game adventure for 6-8 charac-
The party that
ters of 5th to 8th level.
ventures into Ulom should be well bal-
anced and of generally good alignment.
Druids are not recommended, as many
druidic spells are useless in this forest,
but rangers could do well in Ulom.
Aside from these restrictions, just about
any party can use this module. The
adventure can take place in any land of
temperate climate that has scattered
forests.
OF ULOM
curiosity was sufficiently aroused that
you agreed to come.
“A few months ago,” the Archdruid
begins, “some very old records came to
light. They were written by druids from
BY MARK KEAVNEY a forest called Ulom, a few weeks' jour-
ney to the west. After long hours of
study, I was able to decipher these writ-
DUNGEON 35
THE BLACK HEART OF ULOM
would have a will — even a mind — of entire forest, and all the while, the
fully awakens, your quest and your
itsown. In addition, the oak would bear blood of Keshaz neither evaporated nor
lives will be lost.
many different kinds of seeds. Any washed away but clung to the roots of
With that, Aernan wishes you luck
plant that grew from these seeds, and the oak. Hundreds of years later, the
and gives you the blessings of the
any animal that ate from such a plant, evil mind of the oak, half asleep but
gods of nature. You are now on your
would become part of the mind of the extremely powerful, rules all of Ulom.
own.
oak. This collective mind would be dor- “Over the centxuries, many men have
mant most of the time, just on the edge tried to explore Ulom, some with large
groups or even armies. All but a few Aernan: AC 0; MV 12"; D13; hp 89;
of consciousness, but very powerful and
dangerous when awakened. The Arch- have aroused the anger of the forest and #AT 1; Dmg by spell or weapon type; S
druid planned for the oak to grow and died horrible deaths. What little I have 13, 1 16, W 17, D 16, C 16, Ch 18; AL N;
spear +3, sling, leather armor, shield
spread its seeds until the entire forest told you is knowledge purchased at the
+2, ring ofprotection +3, potion of
had one will, dedicated to loving and gravest of risks, but it is true.
sweet water (which he gives to the party
preserving nature and protecting itself “I wish you to journey to the heart of
to neutralize Keshaz’s blood); spells:
and the druids. This work would take the forest, to the site of the black oak,
— detect balance, detect magic, detect poi-
centuries to bring to fulfillment but and use this magical potion to purify
son, detect pits & snares, entangle ( x 2),
the Archdruid was a farsighted man, the blood of Keshaz. Do you accept this
predict weather, speak with animals,
and he thought that it was very possible quest?”
charm person or mammal ( x 2), cure
that his enemy the Arch-Mage would
For the Dungeon Master lightwounds ( x 2), locate plants, pro-
still be alive hundreds of years in the
duce flame, slow poison, hold animal,
future.
Everything that Aernan has told the know alignment, neutralize poison, spike
“Unfortunately, the plan didn’t quite
party is true, but he has not told them growth, tree, water breathing, call wood-
work out this way. Soon after being
all that he knows. He will not tell them, land beings, cure serious wounds ( x 2),
driven from the forest, the Arch-Mage
even if questioned, that he himself led a dispel magic ( x 2), animal summoning
began to do his own research through
party of druids into Ulom two months II, commune with nature, pass plant,
magical tomes and arcane lore, looking
ago. It was only after his group failed wounds,
sticks to snakes, cure critical
for a way to summon some creature
that he decided to recruit the PCs. He liveoak, turn wood, confusion, finger of
from the lower planes powerful enough
also doesn’t understand the full extent death. The Archdruid has deliberately
to totally destroy the druids and their
of Ulom’s power. The ancient Arch- chosen some of these spells as defenses
temple. He succeeded and cast a great
druid’s spell w£Ls so powerful that even and attacks should the PCs attack him.
and terrible spell that summoned
the earth beneath the forest and the air He also deliberately chose a good-
Keshaz, a two-headed dragon who was a
and clouds around it were affected. aligned party, as he feels that any con-
son of Tiamat. At the command of the
Thus, the forest has the power to cause flict between good and evil will
Arch-Mage, Keshaz flew to the center of
sudden earthquakes or storms. In addi- eventually serve the cause of neutrality.
the forest and did battle with the
tion, the mind of the oak is powerful The Archdruid is a man of solemn and
druids. When the battle ended, the
enough to animate the plants and trees firm command, is very dangerous if
druids had killed Keshaz, but the victo-
which make up the forest, if the anger angered, and won’t play games with the
ry was at great cost. The temple was
of Ulom is fully aroused. PCs. If they threaten him, he dismisses
destroyed and most of the druids living
Aernan does not initially offer the them and refuses any payment. If they
there, including the Archdruid, were
PCs money, but if they insist on it, he attack him unprovoked, he attempts to
slain. Keshaz’s body fell near the newly
offers them up to nine emeralds (worth kill them. One melee round away are
planted enchanted acorn. The surviving
1,000 gp each), two of which he can be three 12th-level druids and five druids
druids, demoralized and in terror of the
persuaded to give in advance. After a each of level 3 through 11, all ready to
Arch-Mage, left Ulom to join their made and the party accepts the
deal is come to Aernan’s aid. The statistics for
brothers elsewhere, believing that the
quest, read the following section to the these followers should be generated by
magical acorn had either been crushed
players: the DM.
by Keshaz’s body or drowned in his
blood.
Aernan gives you a few final words Outside Ulom
“But the acorn did not die, and the
of advice before you depart. He tells
thick black blood of Keshaz did not soak The city closest to Ulom is called Bres-
into the ground. Instead, it lay in a
you to follow the Ulom river into the pell, about a 10-day journey from
heart of the forest, for the black oak
shallow pool surrounding the magical Aernan’s wood. Brespell is a merchant
oak as it grew. The foul blood contami- should be right beside the river. He
city, so adventurers can find weapons,
gives you a vial of clear liquid to
nated the oak and changed its nature, clothing, food, livestock, and just about
so that as it grew, its mind became evil
pour into the blood of Keshaz that
an3d;hing else they want in the booths
surrounds the roots of the oak. And
and foul like Keshaz. As the oak and shops there. However, there is very
matured, it spread seeds of evil plants
most important, he tells you to avoid little information about Ulom to be had
doing anything to the plants and
like choke creeper and yellow musk in Brespell. If asked, the cartographer
animals of the forest that will arouse
creeper. Even the normal seeds it spread will sell (for 5 gp) a map showing the
Ulom’s anger. Right now, he says,
grew into trees and plants that joined borders and approaches to Ulom (trace
the forest is half asleep. If it ever
the evil will of the black oak. In time, from DM’s map), but no one else in the
this evil consciousness took over the
36 Issue No, 11
THE BLACK HEART OF ULOM
cityknows much about the forest save tioned. References are made to the for- uneasy about the forest. They tend to
thatit is rumored to be dangerous or est being “not fit for the living.” 'The become paranoid about the most ordi-
haunted — and no one really ceu*es. villagers have accomodated themselves nary movements and sounds, and it
Requests for information are usually to living so close to Ulom because the seems that every plant and animal in
met with suggestions that the party ask forest is a passive danger; if you enter the forest is watching them with hatred
around in one of the villages at the edge it,you never return, but the farmland and suspicion. 'The DM should foster
of the wood. aroTind it is rich and free of monsters. this paranoia in every way possible, by
Ernin is a small fishing village on the There are six canoes in the town of rolling dice, asking for random saving
shore of Lake Slimmund. The inhabit- Firinzi. If the party wants to be taken throws, and through well-timed smiles
ants there are very close-mouthed to across the river, the locals cheerfully do and body language that imply that
strangers, and they don’t know much so for a firm price of 1 gp per person. something awful is just about to hap-
about Ulom except that they avoid it. If 'The farmers will sell the canoes for as pen. Begin to create this fear when the
given gold and asked politely, any of the low as 5 gp each, though they will ask PCs first enter the forest, and increase
fishermen can tell the party that a 10 gp at first. Each canoe can hold two itas they get closer to the oak.
group of druids came here about two people and gear, and weighs 100 lbs. uneasiness and paranoia should
'This
months ago, were ferried into Ulom, The canoes come with oars and move at grow as the party moves farther into
and were never seen again. The fisher- 12" (about 3 MPH) when rowed down- Ulom. In addition, PCs should some-
men don’t know anything about any stream on a river, 6" on the lake. times experience hallucinations, seeing
other visitors to Ulom, and they don’t 'The Mudrun River, which is 50-100' or hearing things in the forest that
know anything about the forest itself wide for most of its length, is only 20' aren’t really there. 'These aren’t illusion
except that it is cursed and extremely wide at the ford. The deepest point at spells generated by the forest, but only
dangerous. Though all the fishermen this ford is 4'. If the party fords the images from the PCs’ minds brought on
fear Ulom, the party can find someone river here, or if they swim across the by contact with the powerful evil psyche
to ferry them across the lake for 3 gp. river somewhere else, see the Water of the forest. Some PCs will have
However, no fisherman will wait for the Encounter 'Ikble. 'Treat all crossings of strange dreams at night (see
party or return alone to pick them up, the Mudrun River as “Crossing A” to “Dreams”). Again, these are the mind’s
and no amount of gold will convince one determine random encounters. Anyone way of visualizing the evil signals that
of them to do this. They also refuse to swimming in the water is at -2 to hit it isreceiving.
disclose why they react this way. and damage, and will sink if wearing Ulom is divided into three areas,
If the PCs ask about buying a boat, any (except magical) armor. labeled A, B, and C on the map. In area
they are directed to a young fisherman Because of the difficulties in traveling A, trees and plants are thin and far
named Nanis. Nanis ’s father has just through Ulom without using the Ulom from the evil oak’s influence, so the
died, and the young man inherited his River as a guide, it is expected that forest there is relatively safe and easy
boat. But Nanis wants to be more than most parties will enter Ulom from the to travel through, although movement
“just a fisherman.” He wants to go to east, on or near the river. If the PCs isslowed (see the Travel 'Ikble for
Brespell and make his fortune there as express interest in entering Ulom from movement-rate penalties in all three
a merchant. Nanis is much more talka- any other side, the DM
can expand the areas of Ulom). PCs may get some sort
tive than the other fishermen and asks map, complete with appropriate of eerie feeling, but they will have few
many questions about the shops and encounters, or simply have NPCs give real fears in this area.
wares in Brespell, if given the chance. them strong advice that the quickest In area B, the forest is thicker and
He offers to sell his boat for 20 gp, but if way to get to the black oak is from the closer to the black oak. 'The river
pressed goes as low as 6 gp. Nanis’s east. becomes slower and more difficult to
boat, The Blue Mermaid, is about 12' navigate. Little sunlight or air gets
long, can hold eight people and their Travel in Ulom through the thick ceiling of branches
gear, and weighs 450 lbs. It comes with and leaves that extends even over the
'The forest of Ulom is so totally malevo-
oars and moves at 15" (about 4 MPH) river. 'Theatmosphere becomes more
lent that it radiates evil on a subcon-
when rowed downstream on a river, 9" unsettling, and some characters may
scious level. This subconscious evil is
when rowed on the lake. begin to feel afraid. All NPC hirelings
received by all PCs not immune to fear,
Firinzi is a farming village. The must check morale or refuse to enter
but it is so deep that it manifests itself
inhabitants there are more friendly this area. No animals from outside
in strange ways. As the PCs move
than the fishermen of Ernin, but they Ulom (except familiars and other spe-
through Ulom, they begin to feel very
don’t know much about Ulom either.
About all they can tell the party is that
there is a ford farther up the Mudrun Travel Table
River which was crossed about 20 years Land and Water
ago by a small army moving into Ulom.
Area A Area B Area C
None of the men who went in were ever
seen again. If the PCs ask, the locals
Movement 2/3 V2 V3
Maximum visibility 10" 8" 6"
can show them the ford. Anyone talking 5" 1"
Actual visibility 10"
to the inhabitants notices that they
Chance to become lost 70% 80% 90%
become agitated when plans to
approach or enter the forest are men-
DUNGEON 37
THE BLACK HEART OF ULOM
cial creatures) will enter this area at according to the radius of light that it ous. The PCs must survive and make
alLMovement is even slower than in sheds, but the party may never see progress toward the center of the forest
area A, and encounters become more farther than the maximum visibility. without attracting the attention of the
dangerous. See the Travel Thble for these limits of forest and waking it up. This is one of
In area C, the forest is at its thickest. visibility in each area of Ulom. the main challenges of the adventiure.
The river becomes very difficult to navi- From the point at which the PCs enter
gate, and almost no sunlight gets Spells the forest, the DM
must monitor the
through the roof of branches overhead. extent to which the forest has awak-
Because the mind of Ulom is so vast and
There is so little air that PCs may feel ened. A running total is kept of “awak-
powerful, it is immune to any magical
they are suffocating, and movement is ening points,” which is added to all
attempt to influence or predict the
slowed almost to a crawl. No NPC mer- encounter rolls. In addition, the “awak-
action of its plants and animals. There-
cenaries or hirelings are brave enough ening total” changes the chances for an
fore, many spells, especially druidic
to enter this area; henchmen must encounter. Once the awakening total
spells, do not work in the forest. The
make a morale check at -20%. following spells always fail:
goes over 50, encounter chances are
If PCs fly over the treetops via spells, doubled. If over 100, encounter chances
Druid spells: animal friendship^ entan-
magical items, or other methods, use are tripled, and so on for each addition-
gle, predict weather^ charm mammal,
the Aerial Encounter Thble. Flying PCs al 50 awakening points. Use the follow-
call lightning, hold animal, plant
may take off or land in area A without ing modifiers to determine the addition
growth, summon insects, repel insects,
incident. However, before any takeoff or to the forest's awakening total (base
animal summoning, call woodland
landing in areas B or C, the party must total of zero) for various actions:
beings, hold plant, plant door, commune
clear a space through the treetops. - 1 per hour that
with nature, control winds, insect all the PCs spend
Clearing a space large enough for a
plague, pass plant, transport via plants, outside the forest after entering, with-
human requires chopping or burning weather summoning, control weather. out flying above the forest (which then
branches of at least three trees, and
Cleric spells: messenger, snake charm, goes back to “sleep”).
increases the chances that the slumber-
cloak of fear, giant insect, insect plague, + 1 per member of party per full day
ing forest will fully awaken (see “Awak-
conjure animals, control weather. spent in Ulom.
ening”). Clearing a space takes one turn
Magic-user spells: find familiar, ESP, + 1 per campfire per hour lit.
and, due to the toughness and thickness
scare, hold monster, suggestion, charm + 1 per torch per two hours lit.
of the branches, cannot be done within
monster, fear, fire charm, plant growth, + 1 per lantern per six hours lit.
one mile of the black oak. Flying move-
hold monster, control weather. +5 per animal spoken to (via speak with
ment is normal above all three areas of
Illusionist spells: hypnotism, spook, animals spell).
Ulom, but flying is impossible below
fascinate, hypnotic pattern, fear, sugges- + 5 per large animal killed (not burned).
treetop level.
tion, emotion. + 10 per plant killed (not burned).
Unless the party is following the
In addition, the clerical and druidic + 15 per plant spoken to (via speak with
Ulom River, there is a good chance that
spells speak with animals and speak plants spell).
they may become lost in Ulom. See the
with plants not only fail but also cause + 15 per large animal or plant burned
Travel Ihble for the chances of becom-
the forest to become more awake (see but not killed.
ing lost in each area. A lost party tra-
“Awakening”). A detect evil spell +20 per large animal or plant burned
vels in a random direction. For a more
reveals evil everywhere in the forest. A to death.
detailed explanation of the effects of
know alignment spell cast on any ani- +30 per flight opening cleared (without
and procedures for becoming lost, see
mal or plant in the forest shows neutral- fire) in area B.
page 49 of the Dungeon Masters Guide.
evil alignment. + 50 per flight opening cleared (with
There is no chance of becoming lost if
fire) in area B,
the party follows the Ulom River.
Awakening +80 per flight opening cleared (without
Due to the thickness of the bushes and
fire) in area C.
trees in Ulom, visibility is limited. Each When the party first enters Ulom, the + 100 per flight opening cleared (with
section of the forest has a maximum forest is half asleep, hardly aware of
fire) in area C.
visibility (what can be seen with the what happening. With every hour the
is
best light possible) and an actual visibil- party spends in Ulom, with every crea-
Dreams
ity (what can be seen in daylight, con- ture killed and every mark left on the
sidering the amount of sunlight that Ulom becomes more awake and
forest, As previously mentioned, the evil in the
comes through the trees). If the PCs more aware of the party. As Ulom forestmay cause some PCs to have
have a light source, they are able to see awakens, it becomes much more danger- dreams. Each night, roll IdlOO and
consult the Dreaming Tkble. Give the
dreams to the party in order, i.e., the
Dreaming Table (IdlOO) firstdreeun a party member has is
Dream One, the next is Dream Two, etc.
Area A Area B Area C Randomly choose one or more PCs as
No dreams 01-70 01-15
noted on the table and give the appro-
One dream 71-98 16-85 01-50
priate players copies of the dreams as
Two dreams 99-00 86-00 51-90
they occur, as given below.
Three dreams — — 91-00
If a spell-caster has a dream, his con-
centration is so shaken that he is
38 Issue No. 11
THE BLACK HEART OF ULOM
Dream One:
and you are walking alone
It is night,
in the forest.The trees seem to watch
resentfully as you move through them,
heading toward the thickest part of the
forest.The night is extremely quiet
until a wasp buzzes loudly near you.
Finally, he settles on your hand and
stings you. You slap it angrily and kill
it,but two more begin flying around
you. You wave your arms wildly, trying
to drive them off, but your actions seem
to have the opposite effect; ten more
wasps, bees, and flies come buzzing
around you. You turn to run, but sud-
denly you are besieged by hundreds
more stinging, biting insects. They
crawl over you, obscuring your
all
vision and stinging you in the face.
Screaming, you slap at the masses of that a leirge branch has fallen on the branches crashing to the ground nearby.
swarming insects, but more take their spot you have just left. Nervously you You awaken gasping for breath, your
place. They go for your eyes. You awake continue. Another branch falls to your chest tight, soaked in sweat.
shaking. right, then another falls directly behind
you. You being to run, but now the Dream Five:
Dream Two: branches fall all around ~ to the left, to You are in the heart of the angry for-
You are walking through the forest the right, in front and in back. You est alone. Allaround you, huge black
alone. You feel uneasy and frightened cannot dodge them all. One hits you on trees wall you into a dirt clearing con-
here, as though the trees were watching the shoulder and knocks you down. taining a monstrous towering oak with
you all the time. As you move between Staring up at the trees, you see them no leaves. Overhead, the sky begins to
the trees, you become more and more bend back their branches and hurl them darken. With horrifying speed, black
afraid, yet you see nothing. Then some- at you. You awake screaming. clouds blot out the sun and move toward
thing strikes your arm — a fallen worm. you from the west. The wind picks up to
Suddenly six or eight small, thick Dream Four: hurricane force and slams you against a
worms drop from a branch overhead and You are walking alone in a very deep, black tree. Rain comes down in sheets,
bite into yoiu* skin, eating their way dark part of the forest. The thick grass drenching you to the bone. Then, when
into you. You try to pluck them off, but catches at your feet, and the large trees the force of the storm is at its greatest,
you cannot reach them all. The pain seem to place themselves in your way, a lightning bolt leaps from the sky and
causes you to scream and scream. You but you continue on. As you move hits you in the left leg. The pain is
can feel them inside you, eating away at through the forest, you begin to feel its incredible. As you lie in the storm help-
your flesh. You awake in a cold sweat, anger more and more. The trees and the less, you feel the tree at your back
feeling nauseated and afraid. bushes seem to be glaring at you in move. You awaken, paralyzed with fear.
hatred and resentment. Suddenly, the
Dream Three: ground shakes beneath your feet. You If he fails a saving throw vs. spells
You are walking in the forest alone, hear a loud rumble as the shaking (with wisdom bonuses), the PC who
shivering from the cold. The trees glare becomes stronger. Your knees buckle dreams the fifth dream is totally para-
at you as you walk past, moving deeper under you and you fall to the ground. lyzed with fear for three rounds. At the
into the forest. Snakes hiss and animals As you lie there, helpless and disorient- end of these three rounds, he must
roar close by. Suddenly, a crash comes ed, the rumble becomes a roar all make another saving throw vs. spells. If
from behind you. You spin around to see around you and you see trees and he fails this saving throw, his left leg is
DUNGEON 39
THE BLACK HEART OF ULOM
Crocodile 66-105 56-95 161 + 116 + atmosphere and mood. Do not feel
Gar, giant 106-130 96-120 — — bound by the encounter tables; use
Catfish, giant 131-170 121450 — — them only as a guide.
Turtle, giant snapping 171+ 151 + — —
Land animal/monster encounters:
There are many different types of crea-
Aerial Encounter Table (IdlOO + Awakening T3tal) tures in Ulom, but they all have several
things in common. All animals and
Encounter Area A Area B Area C monsters in Ulom are immune to cer-
Bat, giant* 01-40 01-35 01-30 tain spells (see “Spells”), and none are
Blood hawk 41-70 36-60 31-55 ever surprised.
Stirge 71-100 61*80 56-75 Monsters in the forest may act in two
Wasp, giant 101-120 81-100 76-90 different ways. Those that move slower
Mobat* 121-150 101-130 91-120 than 12" always attack immediately,
Hornet, giant 151-175 131-150 121-140 then pursue if the party flees. Those
Doombat* 176+ 151 + 141 + that move at 12" or faster attack half
* These encounters only occur at night. If rolled during the day, roll again.
the time and stalk the party half the
time. Monsters stalk by following the
party from a distance, waiting for a
good opportunity to attack (such as
40 Issue No. 11
THE BLACK HEART OF ULOM
another encounter or when the party is strangely shaped rock or tree. If the PC 1-2 branches are brought down, with
asleep).During this time, there is a 20% looks away from the illusion for any effects the same as detailed for “Falling
chance per hour that one PC will realize reason, he sees only that the animal is branch” and “Falling tree”; however,
something is stalking the party. If the gone. This, like an auditory hallucina- all saves are at - 3 because of the
stalking monsters realize they have tion, cannot be dispelled. quake.
been discovered, they immediately Thorns: While passing through some Storm: A thunderstorm begins to take
attack. ordinary-looking bushes, a PC who is shape. In the first hour after this
In area A, monsters attack to test the wearing only leather or no armor finds encounter is rolled, the wind begins to
party’s strength; they then retreat once himself caught in a bush and pricked by pick up. In the second hour, dark clouds
they have taken half their total hit its 2" long thorns for 1 hp damage. The begin to form and the wind grows
points in damage. Any monster that PC can extricate himself with no fur- stronger. In the third hour, the clouds
attacks in area B has a 50% chance of ther damage after 2-8 rounds (but tak- become very dark, and it starts to driz-
attacking to test the party’s strength ing 1-4 hp damage if he pulls out zle. In the fourth hour, it starts to rain.
and a 50% chance of fighting to the hurriedly). The PC has a 40% chance of In the fifth hour, the storm comes on
death. Monsters that attack in area C contracting a disease from the wound with full force, wind and rain lashing
always fight to the death. (consult the disease table on page 14 of down on the party and slowing move-
Giant black squirrels do not behave as the DMG), manifesting itself in 2-8 ment by one third. 'The trees do not
other animals do. They do not attack hours. If there are no PCs wearing protect the party. Once the storm has
unless the party is obviously very weak leather or no armor, ignore this reached full force, it capsizes any boats
or helpless. If possible, they try to steal encounter. on the river, throwing PCs into the
something of value from the PCs. Other- Insect swarm: 'The party is suddenly water (use swimming and drowning
wise, they simply spit, screech, and plagued by a horde of stinging flies, rules on pages 12-13 of the Dungeoneer's
throw twigs and nuts at the party from bees, wasps, and other insects. The Survival Guide). In addition, for every
their lairs in the trees. insects make it impossible for magic- hour that the storm is in full force, one
Giant sundews always attack and users to cast spells. They do 1 hp dam- lightning bolt strikes the party, doing 8-
fight to the death. Yellow musk creepers age per round to each PC and have a 48 hp damage to a randomly deter-
always attack. Five per cent of the yel- 20% chance per round (not cumulative) mined PC unless a save vs. wands is
low musk creepers in area A have 1-4 of infecting someone with a disease (see made, in which case the lightning bolt
yellow musk zombies. Other yellow the disease table on page 14 of the misses, causing no damage. 'The storm
musk creepers have none (no one got DMG) manifesting itself in 2-8 hours. remains at full force until either the
that far). The swarm leaves only if the party entire party is dead or the blood of
See the Combined Monster Statistics drives it off by fire (add 10 to the forest’s Keshaz is purified.
Thble for animal and monster statistics awakening total) or escapes it by jump- Tempest: Treat as a storm, except that
and manual page references. Details on ing into water (if on the Ulom River, roll it takes place with incredible speed. A
special events encountered in Ulom for an encounter on the appropriate tempest forms in one turn instead of
follow: water crossing table). five hours; each step takes two rounds
Auditory hallucination: One member Sinkhole: One PC, chosen randomly, instead of one hour. The lightning bolts
of the party (determined randomly) twists his ankle in a sinkhole. The from a tempest strike every other round
begins to hear noises. The illusion lasts ankle can be healed by any cure wounds instead of every hour. In all other
for three phases, each of which is 1-3 spell. If not healed, the PC travels at respects, it is the same as a storm.
rounds long. In the first phase of the only two-thirds normal speed (adjusted Full awakening: The forest of Ulom
illusion, the PC hears a faraway noise for area) until he gets six hours of rest. becomes fully awake and aroused.
(such as the roar of a lion). In the second Falling branch: A large branch from a Immediately, a tempest and an earth-
phase, the PC hears the noise loudly, as nearby tree falls on one PC, chosen quake begin. In addition, every tree in
though it were coming from about 100' randomly. Unless the PC saves vs. the forest animates and begins to attack
away. In the third phase, the PC hears wands, he takes 3-18 hp damage. the party, fighting and moving as
the noise, now incredibly loud, all Falling tree: A large old tree falls treants (and there are thousands of
around him. The noises suddenly stop across the party, landing on a randomly trees present). The only thing that can
once the last phase is complete. Nothing determined character. If the PC saves stop the forest’s attack before the death
but time can dispel this illusion, as it is vs. wands, he takes 2-20 hp damage of the party is the purification of the
generated by forces approximating that from a branch of the tree. If the save blood near the roots of the oak.
of psionic disciplines. fails, he takes 4-40 hp damage from the
Visual hallucination: One of the PCs trunk and is pinned beneath the tree. Water animal/monster encounters:
thinks he sees an animal (roll randomly Other PCs can free their pinned com- Water monsters always attack. Like
or decide based on what will have the rade, but it takes 1-4 turns to do so. If land monsters, they fight to the death
best effect on the party). He sees only this encounter occurs while the party is in area C, attack to test the party’s
one creature, and it does not appear to traveling beside the river, the tree does strength in area A, and have a 50%
be moving —
but it stares at him. If he not pin anyone (although it still does chance of doing either in area B. Croco-
approaches the illusion or calls to the damage), but knocks a PC into the diles, giant gar, giant catfish, and giant
rest of the party without taking his eyes water. snapping turtles always attack boats
off the illusion, all will see that what he Earthquake: A strong local tremor over all other targets; a successful hit
thought was an animal is actually a shakes the ground. One large tree and indicates the monster has bitten a hole
DUNGEON 41
3.
in the boat too big to be repaired, spill- Set Encounters running) must save vs. wands or fall
ing the boat's occupants into the river into the water. The tree is also rotten. If
(treat the boat as AC 6 for purposes of Refer to the map for the positions of the a weight over 400 lbs. is placed within a
this attack). Giant gar, giant catfish, numbered encounters detailed below. 5' area, that section of the tree breaks
and giant snapping turtles are encoun- through, spilling everyone on the sec-
tered only in wide, deep parts of the 1. River Rapids. The party hears the tion into the river.
river. Like land monsters, water mon- rushing of water ahead. If the PCs con- In the river, close beside the fallen
sters are never surprised and are tinue, they see rapids on the river in tree, is a strangle weed with eight
immune to the spells mentioned previ- front of them. The party may portage fronds. It attacks anyone who falls into
ously. Strangle weeds attack as water boats around the rapids (assuming that the water, and does not stop its attack
animals. Since few people ever venture they can carry that much weight), until it is killed or all its targets are out
into Ulom, the strangle weeds do not which takes about an hoiu*. Or they may of reach.
have treasure. run the rapids, with a 15% chance of Strangle weed: AC 6; MV nil; HD 4;
each boat capsizing (roll on the Water hp 25; #AT 1-8; Dmg
special; SA stran-
Aerial animal/moi|ster encounters: Encounter Table for Crossing A) and a gling; frond strength 13, 12 ( x 3), 11, 10
All flying monsters attack. Like land 15% chance of each boat springing an (X2), 9;ALNE.
and water monsters, aerial monsters irreparable leak.
attack to test the strength of the party
in area A, fight to the death in area C, 2. Blocked Passage. A large old tree Waterfall. The PCs hear the rush
and have a 50% chance of doing either has fallen across the river, blocking of water ahead. If they continue, the
in area B. If the party is riding on top of passage. If the PCs choose to portage sound becomes louder and the river
some item or creature, flying monsters their boats around the tree, nothing begins to flow faster. The party rounds a
attack the mount, hoping to make the unusual happens and the whole project bend to discover they are almost at the
party fall to the forest for the monsters takes no more than 15 minutes. How- lip of a waterfall. Each boat has only a
below to finish off. Flying monsters 8ire ever, if they try to get out onto the tree 30% chance to make it to the bank
never surprised and are immune to the and lift the boats across, there could be before it reaches the waterfall and goes
spells mentioned previously. an encounter. over.The waterfall is 60' high, and
The tree is slippery. Anyone standing anyone falling over it in the water takes
on it and attempting some difficult 10d6 hp damage; swimming and drown-
activity (like lifting a boat, fighting, or ing rules (pages 12-13, DSG) come into
42 Issue No. 11
THE BLACK HEART OF ULOM
play. Any boat going over the falls is 5. Fallen Druids. While traveling Witherweed; AC 8; MV nil; HD 6; hp
permanently wrecked. through Ulom in search of the black 31; #AT 20 fronds; Dmg drains 1-4 dex-
If PCs try to move their boats to the oak, several druids in Aernan’s group terity points; SA toxic smoke produced
northeast bank of the river to avoid died.The three bodies are along the by burning; AL NE.
going over the falls, four carnivorous north bank of the river (not visible from TTie stone wall, about 5' x 4', is actu-
apes jump out of the foliage and attack. the river itself), clothed in leather ally the remains of a small fort which
They know the waterfall is nearby and armor, with spears and wooden shields was partially built here centuries ago.
try to keep the party from landing by lying at their sides. Mistletoe is in their After the forest killed the builders, the
pushing the boats back and attacking pockets and spread out over their faces, witherweed grew here to loosen the
anyone who manages to land. The a customary death rite of Aernan’s stone and destroy what remained of the
branches of the trees hang low over the group of druids. Close inspection does foundation. 'The one wall remaining is
river, so PCs can probably grab a hand- not reveal the cause of the druids’ very weak from decades of the vine and
hold, but they might not be able to hang deaths (they were caught by strangle weather creating faults and cracks, so
onto both a branch and their boats. The weed and drowned). The bodies have rocks are easily dislodged from it when
apes also attack a party that is follow- been here for two months and are great- 8. forest is aroused. Anyone who thor-
the
ing the northeast bank on land. Unlike ly decomposed. oughly excavates the area (which takes
wandering
4. encounters in area A, the two hours and involves killing 1-3
apes fight to the death. 6. Turning Point. Aernan and the plants) finds an ancient skeleton with a
Carnivorous apes (4): AC 6; MV 12"; remaining druids got to this point broad sword + 2 and an antique neck-
HD 5; hp 28, 23, 21, 19; #AT 3; Dmg 1-4/ before an earthquake decimated their lace worth 1,000 gp.
1-4/1-8; SA rending for 1-8 hp; AL NE. ranks and convinced the survivors to About 1,500' past the witherweed, the
The southwest bank of the river holds turn back. On the north bank of the cliffs meet the river edge and the strips
no nasty surprises. The high cliff river here, visible from the water, are of land between the river and the cliffs
extends for a long way to both sides of two large branches and one large tree end. The cliffs begin to drop 1,500' far-
the waterfall. If the PCs have 50' of lying on top of three bodies. Inspection ther on, and end 1,500' after that.
rope, they can climb down it. Otherwise, of the bodies shows that they are in
they must go around, taking about an leather armor, have wooden shields and The Heart of Ulom. This dirt
hour to do so. spears near them, and have mistletoe in clearing, about 140' across, is visible
their pockets and spread out over their from the north side of the river. 'The
Skeletal Army. About 20 years ago, faces. The bodies are decomposed and black oak, a massive, leafless tree 10' in
a baron decided to explore Ulom. He
local have been here for two months. diameter and 200' high, dominates the
had heard many upsetting rumors about center of the clearing. 'The thick black
the forest, so he decided to take with him 7. Ancient Fort. Cliffs begin to form blood of Keshaz rests in a 10 '-deep pool
a smeill army, all carrying torches, to be on both sides of the river. There is ini- around the tree, about 25' from the oak
absolutely safe. He and his troops were tially about 5' between the river and on all sides.
wiped out here when the forest fully each cliff. 'The cliffs quickly rise to 'Two large red-bark treants stand on
awoke. about 150'. About a quarter of a mile opposite sides of the oak next to the
The skeletons of his expedition are further on, any PCs who watch the cliffs dark pool and protect the blood and the
scattered aroimd the north bank of the notice a small vine-covered structure of oak at all costs. If either of the treants
river within a 50' radius of this spot. some sort on the south bank. As the is killed, an encounter takes place in
Some of these 100 skeletons are entan- party passes beneath the structure, the three rounds and every other round
gled with the roots or branches of the land shifts slightly and rocks fall on the theresifter. If both treants are killed, an
trees that killed them. Others lie on the PCs from the top of the cliff. The rocks encounter takes place the next round
ground, their skulls smashed; still others strike as 4 HD monsters, doing 3-36 hp and every other round thereafter.
lie unseen at the bottom of the river. damage per hit. Two rocks fall each If anyone pours the potion of sweet
Their clothing has long since rotted away, round until the party has left the area water into the blood, it immediately
but most of the skeletons still wear chain or a number of rocks equal to the for- turns to clear water. In addition, the
mail and carry long swords and large est’s current awakening total divided by mind inside the forest is thrown into
shields decorated with the baron's symbol: 15 has fallen. The rocks are unable to such a shock that it temporarily stops
five stars surrounding a crossed sword hit anyone on or near the north bank. functioning, and the surviving treants
and arrow. Only two skeletons have valu- They fall on anyone in the middle of the stop attacking the party.
ables. One is the baron’s lieutenant, who river at - 3 to hit, on anyone on the 'Treants (2): AC 0; MV
12"; HD
12; hp
is sprawled out face down, wearing a suit river near the south cliff at - 1 to hit, 62, 57; #AT 2; Dmg 4-24/4-24; SA con-
of chain mail +1, his hand still grasping and on anyone between the river and trol trees; SD never surprised; AL NE.
a long sword +i. 'The other is the baron the south cliff at no penalty. These evil treants were once normal
himself, whose skeleton is 10' imderwater, Any PCs who climb or walk on top of treants living in the forest with the
still in the grasp of an eight-fronded the south cliff see what appears to be a ancient druids. When the blood of
strangle weed (see encounter 2 for stats) small rock wall covered with ivy and Keshaz was spilledand the forest began
that attacks anyone who comes within its siuTounded by vegetation. Closer to turn evil, these two remained to try
reach. 'The baron has a helm of underwa- inspection brings the peirty within the to fight off the malignancy. Unfortu-
ter action, a suit of plate mail +2, and a range of the witherweed that surrounds nately, after years of living in the forest,
battle axe +2. this stone wall. they too were corrupted and became
DUNGEON 43
THE BLACK HEART OF ULOM
part of Ulom. The treants have retained dreams. All spells function normally, the evil monsters battle each other,
all theirnormal abilities, but their and the animals in the forest react as though no evil monsters leave the forest
alignment has changed to evil and their normal animals. Tb all appearances, itself. The PCs might be blamed for
color has turned to bright red. In all there is nothing wrong with Ulom. arousing the wrath of Ulom until things
other respects, they are the same as However, the forest is far from nor- settle down. The black oak slowly gains
normal, full-grown treants. mal. Once the initial shock subsides, control of Ulom, as it was meant to do —
the forest’s evil creatures begin to lose 1 but it becomes a potent force for neu-
Concluding the Adventure hp per day until they each die. During trality, and Ulom may once again
this time, the evil creatures become become a druidic stronghold in this
As soon as the party purifies the blood,
extremely violent, attacking each other region. Aernan’s judgment has proved
the forest goes into shock. For the next
and anyone entering the forest. Only sound: The fight between good and evil
two weeks, all encounters in Ulom are
creatures listed in the Combined Mon- has benefited neutrality and nature.
rolled as though the forest had a zero
ster Statistics Ihble are so affected; Because there is little opportunity for
awakening-point total, no matter what
normal trees and plants are not. As a PCsto earn experience by finding trea-
actions the PCs take. In addition, no
encounters of hallucinations, insect
result, the forest becomes greatly depop- sure, the DM
should consider giving
ulated after a month’s time, and new each PC a bonus of 500 xp for each of
swarms, thorns, rot grubs, or sinkholes
wildlife slowly moves in. Local towns- the three areas of the forest penetrated,
occur (no encounter if rolled). The
people become very fiightened by the and 2,000 xp apiece for successfully
uneasiness that the PCs felt through
wild sounds coming from the forest as completing the adventure. Q
the forest fades, and there are no more
Water Encounters
Catfish, giant 1 7 1-4
00
ft
7-10 1 3-12 Poison spines; Nil MM2/23
swallow whole
Crocodile 1-6 5 6"//12" 3 2 2-8/1-12 Surprise on 1-3 Nil MM/15
Dragonfish 1 4 6" 2 1 1-6 Poison Nil FF/30
Electric eel 1-3 6 9" 6-8 1 2-8, 3-12,4-16 Electrical discharge Electrical MM2/62
discharge
Frog, giant 2-8 7 3"//9" 1-3 1 1-3, 1-6, 2-8 Surprise on 14; Nil MM/41
sticky tongue
Gar, giant 1 3 30" 8 1 5-20 Swallow whole Nil MM/42
Strangle weed 3-12 6 Nil 24 Special Strangling Special Nil MM/93
Ibad, giant 1-6 6 6"+6"hop 2+4 1 2-8 Hop Nil MM/95
Turtle, giant snapping 1 0/6 3"//12" 10 1 6-24 Sxirprise on 14 Withdraw MM/97
into shell
Aerial Encounters
Bat, giant 1-10 8 3"/18" Mi or 1 1 1-2 or 14 Nil -3 to be hit FF/14
w/missiles
Blood hawk 1-8 7 24" 1 +1 3 14/14/1-6 Nil Nil FF/16
Doombat 1-2 4 18" 6+3 2 1-6/14 Shriek Nil FF/27
Hornet, giant 1 2/4 24" 5 1 14 Poison, incapacitation Nil FF/51
fli^t/settled
Mobat 1-3 7 3"/15" 4-6 1 2-8 Surprise on 1-3, screech Nil MM2/15
Stirge 2-8 8 3"/18" 1 +1 1 1-3 Drain blood, attacks as Nil MM/92
4 HD monster
Wasp, giant 1-3 4 6"/21" 4 2 2-8/14 Poison Nil MM/99
MM “ Monster Manual MM2 “ Monster Manual II FF “ FIEND FOLIO® tome
44 Issue No.
Christopher Zarathustra is a university
English student from Georgetown,
Ontario. He has played AD&D^ games
for 11 years, although the last two have
been spent writing modules and univer-
sity examinations. The name ^'Zarathus-
taken from a Dutch witch coven
tra** is
that was destroyed by unbelievers in the
late 14 th century.
WAYS
BY CHRISTOPHER ZARATHUSTRA
storm that sank the PCs’ ship continues
throughout the tournament adventure,
producing certain minor effects and
adding color to the scenario.
In campaign play, the adventure is
flexible, and the DM has many ways in
which to begin the adventure. A few
game could
Their suggestions are listed below:
— The ship upon which the party is
traveling is attacked and sunk by a
mean your lives. tribe of aquatic ogres. The PCs are the
only survivors and manage to escape to
the island.
— The PCs, after being cast overboard
by pirates, swim to Cragrapid Island for
safety (and for shelter from the coming
storm). The PCs may be missing items
Artwork by Roger Raupp stolen by the pirates.
Cartography by Diesel — The PCs stumble upon the castle
DUNGEON 45
WARDS OF WITCHING WAYS
during stormy weather and decide to (areas 5, 17, 25, and 43). Campaign PCs flat, 12'-high ceilings,
investigate {out of curiosity or greed for may approach the little island from any 5. 'The central shaft (areas 4, 20, 36,
treasure). The PCs may not be trapped direction. and 39) runs through every level of the
on the island in this case, but might be Once the PCs arrive at Cragrapid keep. 'The stone here is not worked, and
drawn into the “game*^ by other means Keep, they must find a way in. Access PCs may climb up or down the shaft
(e.g., hunting for a kidnapped NPC ally to some areas requires either climbing successfully by rolling their dexterity
or a valuable lost item). or flying ability. The walls of cut stone scores or lower on ld20 per level
— The PCs have heard rumors about are worn smooth, and thieves have a crossed. 'Thieves who fail this check are
Cragrapid Island from aged mariners penalty of -40% to climb walls roils. A still entitled to their climb walls per-
and choose to investigate. Maybe they roll should be made for every level (15') centage chance. Unsuccessful climbers
encounter a storm on the way and are of the keep walls climbed. Nonthief PCs take damage as per pages 19-20 in the
thus cast ashore. cannot climb the walls without appro- Dungeoneer's Survival Guide (shown in
priate equipment. See the two Filing the Falling Damage tables) and end up
Players* Background Damage tables at the end of the adven- in area 4. (In tournament play, falling
ture for details. damage is 4 hp per ld6 hp damage
Never have you journeyed across the
Access to the keep can be obtained in taken.) Each level in the central shaft is
sea in such a violent storm. As the ship 15' high, except for the 25' distance
the following places, though each
tilts, the deck becomes very slippery as
entrance leads into a different part of from level one down to the water in
waves break over the wooden railings.
the castle: area 4, which is 5' below the dungeon
Thunder booms across the blackened — The dungeon gateway (area 1). level's floor. The damage sustained by
sky as heavy rain falls in sheets of gray.
As men and equipment are tossed
— The hidden cave mouth (area 4). falling into the water can be reduced by
46 Issue No. 11
WARDS OF WITCHING WAYS
undead spirit caused the insanity; only both fully operable), but he needed the it is possible that Bulghvus may
the ravings of a lone survivor of the aid of an alchemist for the experiment. attempt to trap the PCs in one event,
pirate crew are left to tell the tale. He invited Nastisha, an old friend, to then later give them clues to aid them
The island remained uninhabited for join him at the castle. Tbgether, she and in their quest. Bulghvus’s statistics are
decades, until the arrival of Vladizier, Vladizier created Creeper and Peeper, given in area 22.
an elderly warlock of considerable two homonculi (see areas 26 and 33 In most cases, the two wicked spell-
power. Seeking a place to perform his respectively) who obey all Vladizier’s casters know where the party is at any
research and experiments away from commands and serve as the maige’s given time (using the homonculi or
the turmoil of society, Vladizier heard “eyes and ears” in the keep. Vladizier Nastisha’s crystal ball). In tournament
rumors about Cragrapid Island and found Nastisha to be good company and play, the PCs have no chance to detect
chose to investigate. Accompanied by asked her to remain. He furnished a the ball’s scrying, but the casting of a
his aide, Bulghvus, and riding his hip- laboratory and arranged a bedchamber dispel magic or darkness spell will have
pogriff, Salestorm, he journeyed to the for her. She, both an alchemist and some effect on Nastisha’s spying (see
castle. There, Valdizier found that the illusionist by trade, consented to make page 141 of the Dungeon Masters Guide
keep was indeed haunted, but he was Cragrapid her home. for details). If Nastisha is unable to
pleased; it certainly added more charac- observe the party, she cannot save them
ter to his new home. He locked the The Situation Now from Vladizier. Similarly, the warlock
undead in area 42, then later found the loses his advantage (as well as losing 13
The arrival of the PCs at Cragrapid
contaminated and rotting foods, solving hp) if Creeper, his first homonculous, is
Island is discovered immediately by
the mystery of the Olnerred's fate. killed. Peeper, Vladizier’s second
Nastisha, who possesses a crystal ball
Vladizier settled himself in very homonculous, remains on watch in area
with clairaudience. She immediately
quickly. He uncovered many secret relays news of their presence to the
33. If the second little monster is killed,
doors throughout the keep and stum- Vladizier suffers 7 hp damage.
warlock. She will know what the PCs
bled upon some ancient (though minor) In tournament play, the following
plan to do the moment they mention
treasures of the Olnerred pirates care- events occur in order, one after another.
anything aloud (thanks to the hall), but
fully hidden in various nooks and cran-
she keeps this information to herself.
The DMmust make sure that all events
nies. The warlock worked night and are carried out, at about one every other
The adventure revolves around a wiz-
day, reading books, experimenting, and turn, until the party reaches area 26 or
ardly bet between Vladizier and Nas-
casting protective wards on his new the PCs are all dead or captured. If this
tisha. Vladizier believes that the PCs are
home. He rarely left the castle, and scenario is being used as part of a cam-
merely ignorant, weak, and unorganized
then only to renew his spell components.
treasure-hunters who will not be able to
paign, the DMmay arrange the events
Several weeks after his arrival, the as desired, For each of Vladizier’s
survive whatever tests he presents them.
warlock was visited by two norkers moves, Nastisha should make a counter-
Nastisha does not share his views and
(Glefsham and Pilfreech) who had bare-
believes that the party will survive all
move shortly thereafter. The DM
may
ly escaped a violent storm. Vladizier also opt to add or subtract events as he
tests before confironting Vladizier in his
used charm person on them both (since sees fit in campaign play.
tower study (ai^a 26). With Vladizier’s
norkers, as relatives of hobgoblins,
wand ofpolymorphing and Nastisha’s 1. Vladizier sends Bulghvus and an
count as “persons’") and made them
crystal ball riding on the bet, each spell- unseen servant to greet the PCs and
perform slave duties (Bulghvus was
caster is determined to win. welcome them to his island, Bulghvus
overjoyed to find two new subjects for
The game is simple: Vladizier must enters invisibly (using his ring), carry-
his master’s horrid pleasure). Their boat
kill all the PCs before they confront him ing a plate of ^ied fruit, followed by the
was used by Bulghvus for improving his
in area 26, and Nastisha must keep servant carrying a decanter of ale. The
fishing “ the only means of obtaining
them alive. But there is a catch: Vladi- ale has been poisoned (save vs. poison at
food on the island. -2 or die in 2-5 rounds unless a neutral-
zier may use any extreme, from direct
In time, Vladizier got into more serious
attacks to deadly subtleties, to undo his ize poison or purify food and drink spell
experiments. He constructed two scare-
opponents. Nastisha may only aid the is cast). Bulghvus becomes visible and
crows (see area 16 for statistics) for use as
party with vague clues and pxizzling offers the food and drink to the party.
castle guardians, and was beginning to
riddles, and may not personally inter- He then vanishes again “to fetch my
make a third when a sudden interruption
vene. If the PCs make it to area 26 master” (he says), but instead returns to
by Glefsham caused the construction to go —
alive, the bet terminates and the area 22, In tournament play, he cannot
berserk. Vladizier was forced to destroy it
triumphant Nastisha joins Vladizier be followed.
and, in the process, the construction man-
against the party!
ual. Had Bulghvus not calmed Vladizier’s 2. A magic mouth spell, previously
wrath, Glefsham would now be deceased cast by Nastisha, is activated by a PC.
Preplanned Events It delivers the following message, which
rather than a prisoner in the dungeon
(see area 6). Without the norkers, The following is a series of events which hints at the bet between Nastisha and
Bulghvus feared that Vladizier would occur during the module. These are Vladizier and reveals a clue to Vladi-
pick on him even more. initiated by either Vladizier or Nastisha zier’s whereabouts: ,
Vladizier’s next goal was the construc- and may be deadly or benign. During “Now begins the fated trial,
tion of two homonculi (he being one of the course of the “game,” Bulghvus A test of witching spells.
the extremely few magic-users who remains neutral, performing deeds for But beware my rival’s wile;
could actually have two such creations, both Vladizier and Nastisha. Therefore, In tower dark he dwells.”
DUNGEON 47
WARDS OF WITCHING WAYS
3. Bulghvus gives Creeper, Vladizier’s 7. Vladizier uses his homonculous, short sword in area 20 and the magical
homonculous (stats in area 26), a false Creeper, to drop a cursed scroll in a dagger in area 25. A detect magic spell
treasure map written in the form of room soon to be entered by the party. must otherwise be cast to determine if
directional instructions (no pictxires) in The tube appears to have been hidden items found are magical.
thieves' cant. A comprehend languages but easily discovered on a search
is Monsters fight to the best of their
spellcan decipher it, but the map is (Vladizier wants to avoid suspicion). abilities unless otherwise stated.
merely a lure to area 8, where four volts Anyone reading this scroll is struck Unique creatures killed outside their
are trapped. Creeper drops the map in a blind, with no saving throw. A
remove lairs (i.e., the harpy and vulchlings in
place where the PCs will find it shortly. curse or cure blindness spell removes area 40 and Creeper from area 26) are,
6. this affliction. Clerics, druids, mages, of course, not there when the PCs
4. If the PCs follow the map to go and illusionists each believe the scroll arrive.
treasure-hunting, Nastisha uses her to be one containing spells of their class.
whispering wind spell to send the fol- Before Creeper dropped off the scroll, Dungeon Level
lowing message to a PC spell-caster: Nastisha cast a variant form of haze
1. Dungeon Gateway* An ancient
“Hoardless creatures creep down in spell upon the tube, which triggers only
iron gate has been set into a smoothly
dungeons deep.” Other PCs feel only the when the stopper is pulled. This is her
cut wall shaped from the lichen-covered
haunting draft of the passing wind. way of warning the party not to read
rock of the islsmd. The rusted gate is
the scroll.
sealed by an equally rusted padlock.
Using Creeper as his “eyes,” Vladi-
The mechanism can no longer be picked
zier directsan unseen servant to secretly 8. Vladizier commands his two scare-
open, so the lock must be smashed off or
remove 1-4 loose items from the PCs crows (from area 16) to hunt the party
opened with a knock spell.
(three items in tournament play). PCs down. He sends Creeper to accompany
The gate's rusty hinges can be forced
whose equipment is stolen have a 25% them, so the mage can watch the battle
open by a PC with a normal open doors
chance to notice the attempt. No magi- and direct the scarecrows through the
roil, but this is noisy and has a 50%
cal equipment is taken in tournament homonculous, using simple sign lan-
chance (100% chance in tournament
play. All stolen items are brought to guage. If the scarecrows are destroyed,
play) of attracting the attention of the
area 16 and laid there (or area 17 if the Creeper flees, attempting to lead the
harpy and vulchlings from area 40,
party is already in area 16). Theft is party into the trap in area 31 by taking
Because of the storm, only these crea-
automatic in tournament play, but has the most dangerous route.
tures are able to hear the grating of the
only a 40% chance of success in cam-
gate (see also area 9 if the harpy and
paign play. 9. Nastisha hides near the PCs and
vulchlings appear). Oiling the hinges
creates a phantasmal force of herself
does not help, but removing the pins
6. Nastisha sends an invisible before the PCs. She appears in her true
and lifting the gate away prevents the
Bulghvus to the PCs with a ceramic jug form: an elderly lady with long, white
grating sound.
holding three doses of a potion of heal- hair, wearing heavy robes and carrying
Beyond the gateway is a dark corridor.
ing (in tournament play, PCs are healed a crystal sphere in one hand. She uses
PCs immediately note that the first 10'
5 hp per dose). Upon confronting the an audible glamer spell to deliver a
of the walls and ceiling are covered with
PCs, Bulghvus turns visible and offers message:
a yellowish mold or lichen (harmless).
them the potion. If questioned about the “In this island’s carven maze
ale (given by him previously in Preplan- Lie the wards of witching ways.
2. Cellar. The door to this chamber is
ned Event 1), he merely answers “it We've made our bets; through eyes
locked, but the key has been hidden on
must have been in the cellar too long.” and glass
the ledge above the portal.
If attacked, he goes invisible and We'll watch the tests you'll fail or
The chamber beyond is a circular
retreats to area 22 to plan an ambush. pass.”
room 40' in diameter, with no sources of
If Bulghvus is delayed by the PCs for
illumination (however, there are three
longer than three rounds, the norker 10. If Vladizier still has his scare-
rusty brackets bolted to the walls). The
Pilfreech enters. He is under the influ- crows, he sends them to hunt down the
room is excessively damp, and shallow
ence of Vladizier's charm spell and tries party. Otherwise, he has no further
puddles cover the stone floor. In the
to smash the jug. Tb do this, the norker tricks for the PCs, unless Creeper is
middle of the room sit three large bar-
must make a “to hit” roil; the jug is still alive and able to lure them into
rels of brackish water, five empty
considered AC 7 for the attack. In tour- traps. Creeper tries to keep the party as
crates, and many moldy sacks. PCs
nament he hits automatically. PCs
play, far away from areas 23 and 26 as possi-
imbibing the liquid suffer stomach
trying to harm Pilfreech are stopped by ble, without endangering himself.
pains for 2-5 turns (four turns in tourna-
Bulghvus, if he is still alive, for
ment play), causing a “to hit” penalty of
Bulghvus likes having the norker Final Notes for the DM ~ 1 and a loss of one point of strength
around, so as not to be the sole object of
All magic-user scrolls found within the and one point of constitution for an
his master's tormenting nature. If the
keep are at the 8th level of spell-casting equal amount of time,
norker is killed, Bulghvus flees to area
ability, and all illusionist scrolls are at 'The sacks contain now-foul provisions,
22 to prepare his ambush. If the norker
the 6th level. All other scrolls are at the brought to the island by the Olnerred
is spared, Bulghvus is grateful and
5th level of ability. Magical items do not pirates. One of the puddles of water
takes the norker to area 22.
glow naturally, excluding the magical near the largest sack is actually a small
48 Issue No. 11
WARDS OF WITCHING WAYS
DUNGEON 49
WARDS OF WITCHING WAYS
50 Issue No. 11
WARDS OF WITCHING WAYS
ringing lasts for but one segment. the portcullis by releasing the catch on two deep. Leaning against the wall are
Set into the ceiling of the entryway the winches in area 29 (the catch is three spears and a rusty long sword; the
are several murder holes. Above this released and the portcullis is dropped in ends of the weapons rest in the puddle.
room is area 29, wherein lurks Pilfreech one round). The catch automatically None of the weapons are magical; the
the norker (unless the creature was relatches, requiring an open doors roll sword is rather blunt and does one less
encountered earlier and was either against
13. a locked door, as per page 9 of point of damage per hit than normal.
destroyed or captured). The sound of the the Players Handbook, to open the gate. The puddle is quite harmless.
alarm warns him of the party’s presence If PCs remove the catch before they
(if he has not already been warned by attempt to open the gate, only a lift 14. North Guardtower, First Floor.
excessive noise). If the party has been gates roll is required. The door to this chamber is locked, and
fairly quiet and the alarm spell was not There are four torch brackets mount- only Bulghvus has a key. 'The room is
triggered, Pilfreech does not hear the ed on the walls, each of which is fitted circular, roughly 20' in diameter, with a
group (he is resting, and the continuing with a burned torch stub (useless). The lO'-square extension. An empty torch
storm drowns out most little noises). floor is covered with cracked ceramic bracket is mounted next to the door.
While the party attacks the gargoyle, tiles. Under one of the 1 '-square tiles is Bulghvus has stripped this room of
an alerted Pilfreech prepares the acid a tiny compartment containing a ring of ever5rthing. Only small puddles remain
located in area 29. In the second round, delusion, which makes the wearer by the arrow slits.
he pours the flesh-eating substance believe that it is a ring of flying (see
through the murder holes and down DMG, page 129), to the point of using it 15. Grand Court. 'This chamber is 50'
onto the party. 'The acid must hit (as a 4- as if it were such a ring! long and 20' wide, with six lO'-deep
HD monster) to splash a PC for 3-12 hp alcoves. 'The floor is covered with
damage per splash. 'The acid always hits South Guardtower, First Floor. cracked ceramic tiles of a faded green-
anyone beneath in tournament play, The door to this chamber is locked, and ish color. The four corner alcoves are
doing 6 hp damage per splash. 'There is Bulghvus has the only key. 'The room is occupied by lO'-tall statues of armored
enough acid for three splashes. roughly 20' in diameter, with a 10'- dwarves brandishing hand axes or ham-
Pilfreech has an effective armor class of square extension. A single empty torch mers of stone. Some of the limbs of
-7 behind the small murder holes, as bracket has been mounted by the door. these statues have cracked and broken
only darts and arrows can be fired 'The section of floor nearest the arrow away over the years (the northeastern
through them. slits is flooded with water in a large statue is headless). Illuminating the
DUNGEON 51
WARDS OF WITCHING WAYS
dwarves in battle. The throne, enchanted by a magic-user 30, 20; #AT 1; Dmg 1-6; SA specialized
The stone throne has been coated with for the original keep owner, Pidmer charm; AL CE.
some kind of varnish which has been Cragra, had several other powers; how-
magically enchanted to resist blows ever, these were used on various occa- 17. Armory. Two stone staircases, one
from nonmagical weapons. The dais is sions by the Olnerred pirates, and later curling 15' up to area 25 and the other
similarly protected. If the throne is Vladizier, until they discovered that all descending 20' to area 5, line the rear of
moved (requiring a combined strength the effects were not good (this contrib- this chamber. In the alcove between the
of 22), a secret compartment in the dais uted to the legend that the keep is stairs is an old grinding wheel, used to
is revealed. The compartment is empty haunted). sharpen weapons. Though very noisy, it
(Vladizier has already discovered it and The four torches are also enchanted, stillfunctions. Leaning next to it is a
has removed its contents). but by Vladizier. Removing one from sharpened throwing axe (nonmagical).
While the throne touches the dais, it its bracket triggers an affect normal Mounted upon the walls of this round
has magical properties. Anyone sitting fires spell. The torch suddenly flares room are two lit torches in brackets, a
in it can activate its powers by speaking up when touched, causing 2-5 hp suit of human-size chain mail (fair con-
the appropriate command words. By immediate fire damage and 1-4 hp dition), a suit of dwarven-size splinted
saying “fhreddilsa,** the person seated damage thereafter until the fire is mail (fair condition), a suit of human-
on the throne can heal 1-8 hp damage (3 extinguished (in tournament play, 4 size but rusted plate mail (not usable),
hp in toiu-nament play). Saying “lil- hp in the first round, then an addi- two crossed halberds (nonmagical), and
shun’’ while on the throne removes any tional 2 hp per round thereafter). a war hammer (nonmagical). There are
curses cast upon the seated person (and Removing the entire bracket does not several unused pegs in the walls.
enables the removal of cursed rings and trigger the spell.
52 Issue No. 11
WARDS OF WITCHING WAYS
18. Stablehouse. This 30' x 20' when they entered from area 20 (though 21. Gar derobe. 'Ibrn curtains partial-
chamber is illuminated by a single the norker was hurt in the fight). ly cover the arrow slits of this foul-
torch mounted in a bracket on the east Under the bronze bowl is a piece of smelling chamber. 'The room is circular,
wall. The floor is layered in rotting parchment with dwarven words scrawl- 20' in diameter. A single torch illumi-
straw, and the chamber smells of horse ed upon it. It reads: “gorlkmog badur nates the room from a bracket set into
and feathers — and with good reason, as casmuth cume agret tommal fhreddisla the wall by the door. Under the bracket,
this room is the stable for Vladizier’s lilshun cirthma,” Once command words built into the south wall, is a stone
hippogriff. for the throne in area 15, only the last washbasin filled with seawater. Against
The hippogriff is tied to an iron ring three words have any power now (see the east wall is the toilet, consisting of a
set into the middle of the north wall, area 15 for details). stone seat topped with a board of var-
but has enough slack to reach virtually A large section of the west wall has nished wood. A hole is cut into the wood
anywhere within the chamber. Only caved in, revealing area 20 beyond. and down through the island rock. This
Vladizier may ride it. Bulghvus has Next opening is a large, 100-lb.
to the waste shaft is only 1' in diameter and
recently fed the creature, but that does sack holding grain (for the hippogriff in drops past area 8 to open at sea level.
not lessen its ferocity. It will not accept area 18). Several small holes perforate Above the toilet are three iron hooks.
any food given to it by the party except the sack, caused by stirges seeking food. Hanging upon one is a woman’s fancy
20.
grain from area 19. The hippogriff can- Anyone in this room for more than purple robe (it belongs to Nastisha), and
not be subdued. If released, it attempts two turns has a 5% chance of being dangling from another is a wet towel.
to kill everyone near it. attacked by 1-4 stirges from area 36
If the hippogriff is killed (and Vladi- (they enter through the shaft). Add 5% 22. Salon. 'This chamber is 30' x 20'
zier will know this within 10 turns, to the base chance for each turn thereaf- with a 20 '-long hallway leading to the
either from Bulghvus, Pilfreech, or ter. 'The stirges do not attack in tourna- door to area 24 (which is not locked
Creeper), the magician becomes very ment play. from this side). 'The room is illuminated
upset. He sends Creeper to fetch the brightly by four torches in brackets and
scarecrows from area 16 (if they are still Central Shaft. Roughly 30' in a wrought-iron candelabrum on a low
operable), then orders the three to hunt diameter, the shaft rises 15' to area 36 wooden table in the middle of the floor.
the party down. Nastisha does not and descends 25' to the water at area 4. Underneath the table is a thick, rust-
counter this move, as killing the hippo- See “For the Dungeon Master” for colored rug. Behind the table, 3' from
griff will be viewed as beyond the limits details on the central shaft. the west wall, is a heavy couch made of
of the “game.” If this plan fails, Vladi- Opposite the opening in the east wall wood with bronze trim, feet, and arm-
zier will show no mercy when the paurty is a ledge about 4' wide. Sprawled upon rests, padded with red cushions
confronts him in area 26. the ledge are the skeletal remains of an (Bulghvus has hidden 54 pp in one of
Hippogriff: AC 5; MV
18" /36"; HD Olnerred pirate who, while trying to the four cushions). Opposite the couch,
3 + 3; hp 18; #AT 3; Dmg 1-6/1-6/1-10; escape his insane comrades, slipped into flanking the eastern door, are two simi-
ALN. the shaft and broke his neck. The tat- larly crafted chairs, each without pad-
tered remnants of leather armor still ding. On the west wall hangs an old
19. Kitchen. The door to this room is cling to the bones. A yellow mold has tapestry depicting a fleet of warships
locked. Vladizier, Nastisha, and grown over the skeleton. Each PC has a (worth only 75 gp because of its poor
Bulghvus possess three of the foxu* keys; 15% chance to casually notice the mold, condition). On the east wall across from
the last key is located in area 15. or a 55% chance if searched for. In tour- the southernmost door hang two
'Theroom is 40' x 20' and is illumi- nament play, the mold is always noticed shields, each crossed with a pair of
nated by two torches placed in brackets on a search. halberds. One of the shields is actually
on the eastern wall. Both the east and Yellow mold: AC 9; MV nil; HD nil; a shield +1. 'Two tiny arrow slits peer
north walls are lined with shelves, #AT 1; Dmg 1-8; SA poison spores; SD out into area 24.
many of which are broken. On the affected only by fire, continual light If Bulghvus has not been encountered
shelves are ceramic dishes and steel causes dormancy; AL N. and killed elsewhere, he is found here.
utensils. Hanging on pegs are four Vladizier noticed the mold and has His reaction to the party depends on
heavy spoons (treat as clubs for dam- thought it best to leave the skeleton when the group enters and their pre-
age). In the center of the chamber is a alone. Under the skeleton is a short vious actions (see the Preplanned
small coal pit over which sits a heavy, sword +1 and a pouch holding 12 gp, 15 Events section). If the party has killed
black cauldron. Only unlit twigs and sp, and two keys (to areas 34 and 42). Pilfreech, and Bulghvus knows this, he
straw strands fill the cooking pit. The PCs in this section of shaft have a 5% is waiting in ambush here. If the party
cauldron holds cold soup, a foul-tasting chance per round (cumulative) of being knocked the norker unconscious, it is
but harmless drink. Next to the caul- attacked by 2-5 stirges from area 36. laid out on the couch in this room, and
dron is a small wooden table topped PCs inside the shaft risk falling during Bulghvus does not ambush the party.
with a wooden basket and a huge, beat- any attack. A PC must make a dexteri- Bulghvus is the intermediary in Vla-
en bronze mixing bowl (worth 2 gp) ty check with a -2 penalty if he dizier’s and Nastisha’s little “game.”
filled with dried roots. Under the table attacks, or a check (with a - 1 penalty) One moment he may be helpful to the
are the beaten remains of two stirges, if bitten or losing blood. In tournament PCs and the next he may try to fool
apparently clubbed to death. A third play, three stirges attack anyone in the them. At other times he remains neu-
may be found in the cauldron stew, shaft after four rounds of intrusion. tral, spending idle minutes in this
'These creatures were killed by Pilfreech
DUNGEON 53
1
salon. If he is not ctirrently trying to 23. Alchemy Laboratory. This round erty; if thrown and smashed, it releases a
killthe party, PCs entering this room chamber is 40' in diameter and is illu- blast of energy which blinds anyone look-
find him fiddling with a puzzle-cube minated by six torches placed in brack- ing at it for one round and does 2-12 hp
consisting of many disconnected pieces. ets spaced evenly around the room. The damage to anyone within 5'. She does not
If Bulghvus decides to ambush the floor is tiled in navy blue, and three use this power until the encounter in area 26.
party, he invisibly hides behind the dark tapestries (worth 100 gp, 155 gp, In this conJfrontation, her desire is not
couch in order to use his rear-attack and 225 gp) hang from brass rods (worth to harm the PCs (that would break the
ability on the most powerful PC fighter. 2 gp each) on the walls. Two arrow slits bet she has with Vladizier). In fact, she
He uses his dagger 80% of the time and are hidden by the tapestries. wants to lead them to area 26, to test
his short sword otherwise. After each Atop three long wooden tables is a their strengths and see them in action.
attack he immediately retreats, contin- vast array of flasks, jars, beakers, glass She has keys to areas 19, 23, 34, and 43
uing this hit-and-run tactic until killed. tubes, stands, stirring rods, filters, in a pouch.
Bulghvus: AC 5; MV
12"; T3; hp 17; bowls, candles, decanters, phials, and In preparation for the party’s arrival,
#AT 1; Dmg by weapon type; S 16, 1 11, tongs, as well as the following items: Nastisha has cast an invisibility spell on
W 9, D 17, C 16, Ch 6, Cm 5; AL NE; three balances, four crystal prisms herself and is standing by one of the
short sword, dagger; thieving abilities: (worth 50 gp apiece), a fluorescent tapestries that covers an arrow slit. An
PP 65%, OL 48%, FT 35%, MS 23%, HS orange liquid in a bottle (illuminates a improved phantasmal force of herself is
25%, HN 20%, CW 67% (see below). 10' square area), a bubbling pink liquid standing near the tables; this is the
Bulghvus wears an old brown leather in a bottle (a potion of diminution with Nastisha the PCs see and hear.
tunic over his leather armor. His short three doses), a transparent blue liquid Nastisha is an elderly woman of 70
sword has an opal (worth 125 gp) set in a flask (a potion of invisibility with years, with long white hair. She wears
into its pommel. He wears a belt pouch four doses) and a light-yellow liquid in a heavy clothing to protect herself from
containing his keys (to areas 5, 6, 13, stoppered flask (removing the stopper the dampness. Her voice cracks often
14, 16, 19, 24, 42, and 43) and 25 gp. He releases a 5' x 5' x 5' cloud of poison- and she tends to stare a great deal. She
wears an invisible ring of invisibility on ous gas; all within the cloud must save is very friendly with the PCs unless
the middle finger of his right hand. The vs. poison or die). The yellow liquid they attack her image. She reveals the
ring has 16 charges; when all are used evaporates when the cloud is released. intent of the “game” to the party and
up, it becomes a normal —
and visible — The double doors to this chamber are informs them that her opponent is Vla-
gold ring worth 100 gp. normally locked, and only Vladizier and dizier, “the man who has tried to kill
Bulghvus has physical deformities Nastisha have keys. Cast upon the right you.”
including a hunched back, uneven legs, doorknob is a magic mouth spell, acti- She is not allowed to blatantly dis-
and partial hair loss. Some of his thiev- vated by touch. The mouth speaks the close Vladizier’s location, but she can
ing abilities have suffered because of following words in the common tongue: give the PCs a clue in the form of a
these problems, but extensive training “Here the game is nearly won. riddle:
has improved others. In tournament There the game will soon be done. “The twisted hall of rising floors
play, Bulghvus’s pick pockets, open Here and there are words unsure. Lies beyond a scriptless door.
locks, and hear noise abilities are auto- Sureness lies beyond this lure.” The tower’s peak is what you seek.”
matic, but he steals no more than three This is the chamber of Nastisha, the If, however, the PCs act with hostility,
nonmagical items from the party. illusionist/alchemist, who is alerted she tells them, “Your fate is in Vladi-
Bulghvus can speak the common upon activation of the magic mouth zier’s hands. I hope you are a match for
tongue and a mishmash of dwarvish, spell. She would like to meet the PCs his evil.”
hobgoblin, and norker. Sometimes he before they go to area 26 to confront If her life is in danger, or if the PCs
confuses the languages, making it diffi- Vladizier, If they proceed to area26 depart, Nastisha assumes wraithform
cult to understand him. without entering this room, she uses and exits through the arrow slit behind
Bulghvus fears his master Vladizier her wraithform spell to reach area 26 the tapestry. She reenters the keep at
more than anything else in the world. before them. area 26, where Vladizier is waiting. If
Vladizier was unmercifully cruel to Nastisha: AC 9; MV
9" (due to age); 16; the PCs still fail to locate Vladizier
Bulghvus before the two norkers, Glef- hp 14; #AT 1; Dmg by spell or weapon after 10 turns, Nastisha may continue
sham and Pilfreech, arrived. Because type; S 10, 1 18, W 17, D 12, C 12, Ch 15, to drop hints or give them aid (see the
Vladizier’s cruelty is now focused on the Cm 10; AL LE; two throwing daggers; Preplanned Events section). She does so
norkers, Bulghvus goes to every extent cantrips and spells: colored lights, fire- even if the PCs attacked her, for Vladi-
to preserve the vile beasts who distract audible glamer*,
finger, haze"^, noise, zier’s wand ofpolymorphing is riding on
his master’s wrath. chromatic orb (amber), darkness*, the bet and she wants it badly. Once the
Bulghvus knows the keep well, but he improved phantasmal force, invisibility, PCs reach area 26, however, all bets are
is not apt to give the PCs any informa- whispering wind*, wraithfornu Nastisha off and Nastisha joins with Vladizier
tion concerning treasures or inhabit- wears a cloak ofprotection and car- against the party.
ants.He may mention something about ries a crystal ball with clairaudience and
a “game” and mutter Vladizier ’s name, an illTisionist’s scroll (with dancing lights, 24. Barbican Balcony. Surrounding
but says nothing further about the bet phantasmal force*, and wall of fog). Nas- the perimeter of this stone balcony
between his master and Nastisha. tisha may have previously us^ some of overlooking the sea is a sturdy iron
her ^lls (those noted with an asterisk). railing. PCs on the balcony can be seen
Nastisha’s crystal ball has a special prop- by Bulghvus in area 22 through two
54 Issue No. 1
WARDS OF WITCHING WAYS
DUNGEON 55
WARDS OF WITCHING WAYS
56 Issue No. 11
WARDS OF WITCHING WAYS
has memorized plus the following: fire- rotten smell. It does not burn. 31. Trapped Corridor. These two
finger, moan, whistle, alarm, light, read adjoining corridors are trapped with a
magic, NystuVs magic aura, unseen 29. Portcullis Winch Room. One total of three pits. The north-south
servant, write, audible glamer, continual torch by the door illuminates this 20' x corridor is illuminated by two torches,
light, invisibility, Leomund's trap, magic 15' room. Stone gears take up most of placed by the doors to areas 30 and 32.
mouth, knock, sepia snake sigil, wizard the chamber’s space, leaving very little The east-west hall has a single torch
lock, dispel magic, phantasmal force, room for the wooden winch and levers. placed by an arrow slit in the south
monster summoning I, wizard eye. Tuck- The portcullis itself is described in area wall.
ed into the book is another scroll (with 12. Raising the gate takes one turn, but Prodding will not trigger these pits to
four copies of the spell mending). dropping the gate takes only a single open. Only pulling down the levers in
Other books on the shelf detail vari- round. A latch usually prevents the area 33 will open them. Minding these
ous aspects of arcane lore and are worth portcullis from being forcibly moved levers is Vladizier’s homonculous, Peep-
2-5 gp each. There are 117 books; their upward or downward. 'There is a 5% er. The little beastie watches these halls
value in campaign play may be deter- chance (no chance in tournament play) through two small peepholes (PCs look-
mined by the DM. of the gears jamming each time they are ing for peepholes have a 15% chance to
used. There is a 2% chance that they find them). The hairline cracks formed
27. North Guardtower, Second break, rendering the winch useless. by the edges of the pits may be discov-
Floor. This round chamber is 20' in Beneath the eastern arrow slits lies a ered after a careful search of the floor
diameter with a 10' x 10' extension. low wooden table atop which rests a (25% chance per PC, + 1% for each point
Fitted into brackets are two smoldering large, cylindrical, ceramic vat. When of intelligence of the PC searching). In
torch stubs. The smoke clouds the damp not in use, the vat is stoppered with a tournament play, PCs searching the
room but does not impair vision. rubber plate. Contained inside is a floor automatically discover the pits,
A mat of wet straw pushed against flesh-eating acid. but they cannot locate the peepholes
the north wall serves as Glefsham’s cot, If Pilfreech, the norker has not been from this side.
but he has not used it in quite some encountered and killed elsewhere, he is If a pit opens up beneath a PC, that
time (as the norker is locked up in the probably here, still under the influence character must make a dexterity check
dungeon, area 6). There is nothing else of Vladizier’s charm spell. He is resting, with a -4 penalty to catch the lip of the
in the room. trying to heal a woimd suffered from pit and avoid a fall. PCs who fall drop
the bite of a stirge. into either cell A, B, or C in area 6,
28. South Guardtower, Second Pilfreech may have used some of the taking 5d6 hp damage (20 hp in tourna-
Floor. This round room is 20' in diame- acid already, if he heard the party in ment play).
ter with an adjoining 30' of corridor. area 12. The PCs can see the murder The pits openings are 8' square, leav-
there are two torches fitted into the ing through them reveals area 12 PCs can b3rpass the pits by walking on
brackets, but the corridor is lit by two below). The acid does 3-12 hp damage these narrow ledges. A
hold portal spell
torches in brackets on the eastern wall. per splash (6 hp damage in tournament will keep a pit door from opening, as
Against the south wall rests a mat of play), and there is enough for three will a wizard lock spell.
straw, used as a bed by the norker, splashes total.
Pilfreech. If he is in area 29, he may Pilfreech: AC 3; MV
9" HD 1 +2; hp
;
32. Garderobe. This circular cham-
hear the PCs if they make any noise 4; #AT 2; Dmg 1-3/1-6; AL CE. Pilfreech ber not illuminated, though a lantern
is
(46% chance, or 100% in tournament wears a neckband of stringed, polished filled with oil hangs on a hook next to
play). If he hears them, he enters this bone (worth 65 gp) and carries 14 sp in a the door. Built into the north wall is a
room in the next round and attacks (see pouch around his right wrist. The wash basin filled with seawater. Next to
area 29 for stats). His first attack is to norker has a bone club near him at all it is a toilet, consisting of a plank of
smash the ceramic vat of acid (from times, as the stirge attack has made varnished wood laid atop a stone seat
area 29) over a PC’s head. Originally, him slightly paranoid. with a hole cut into it. 'The hole is actu-
there was enough acid for three attacks, ally a shaft which descends through the
but some of it may have been dropped 30. Inner Stairwell. 'Two staircases island rock and into a water-filled
upon the party while they were in area meet at a landing illuminated by two depository under the island. A putrid
12. Damage from the acid is 3-12 hp, no torches flanking an arrow slit centered smell arises from this shaft.
matter how large the dose (6 hp in tour- on the eastern wall. 'The staircases join Above the toilet are five pegs, from
nament play). When he runs out of acid, area 31 to area 44. 'The door to area 44 which hang towels. One towel is dirty
Pilfreech attacks with his claws and a is locked and cannot be opened from the and two are very wet.
bone club. stair side. Only Vladizier has a key.
Under the cot are some scraps of dried If Vladizier has retreated to area 44, 33. Btdgbvus’s Bedchamber. The
fish, several torn rags, and 9 cp in a he will have placed Creeper (his homon- door to this 40' x 20' chamber is fas-
small pouch. Next to the bed is a dead culous) on watch in this area, provided tened with a very complicated lock
( - 15% penalty to a thiefs open locks roll)
stirge, apparently beaten to death and the creature is still alive. Creeper tries
half devoured. to remain hidden in the shadowy roof and trapped. A poisoned ne^e rigged
A harmless, slimy mold has grown corners; it does not attack the party into the locking mechanism hits anyone
halfway up the west wall. This stuff until they have entered area 44. tiying to pick the lock unless the frap is
surrounds the arrow slits and gives off a removed successfully. If a save vs. poi-
DUNGEON 57
'
numbness may be removed by a neutral- if the fireplace is entered. of the fireplace is a wooden chair with a
ize poison or cure disease spell. A slow cushion. Beside the chair is a small
poison spell delays the numbness for an 34. Nastisha’s Bedchamber. The table holding a bronze decanter of
additional 3-6 rounds. door to this unlit 40’ x 20’ chamber is drinking water, a drinking goblet, a
Bulghvus’s bedchamber contains a locked, and both Vladizier and Nastisha potion of healing, and a potion of rain-
modest bed with two sheets and a pil- have keys. 'The two torch brackets in bow hues (each with two doses). If a
low, a wooden seafarer’s trunk at the this room are empty, and two unlit dispel magic spell is cast in this cham-
base of the bed, a long table stretched lanterns hang from the ceiling on iron ber, these potions will be de-magicked.
across the south wall, and a fireplace. chains. A dispel illusion spell would, of course,
The bed rests against the north wall Nastisha is an illusionist, so her room remove the illusions without hurting
under the two windows. The trunk is isnot necessarily as it appeeirs to be. the potions, but would not remove the
locked; its lid is false, for the real way 'The bed, a lovely canopied construction invisibility spells.
into the trunk is through a small door covered with silk blankets and dabbed By the northern wall a wooden
is
in the bottom. Opening the lid releases with cushions, appears to rest against lectern, atop which tome written
rests a
a barrage of six small darts that can hit the northern wall between the two entirely in illusionary script. Only Nas-
anyone in front of or flanking the chest. windows. Under each window there tisha can read the pages without becom-
The darts attack as 2 HD monsters, and appears to be an ornate table. The one ing confused. PCs or NPCs who become
each does 1-2 hp damage (1 hp in tour- on the left has a stack of books upon it, confused (no saving throw) remain so for
nament play). The darts are poisonous and the one on the right has a crystal 5-20 turns (12 turns in tournament
(save vs. poison or suffer an additional skull resting atop it. At the base of the play) minus the victim’s experience
1-8 hp damage, 4 hp in tournament bed appear three open chests displaying level. Confused PCs may wander away
play). The real opening on the underside hundreds of gold and silver coins. in the direction of area 31 and the pit
of the chest is not trapped or locked. In Against the east wall there seems to be traps there. Leaning next to the lectern
the trunk are some articles of old leath- a mammoth wardrobe, its doors loosely is Nastisha’s broom of animated attack.
er clothing, a pair of worn boots, a dag- opened to reveal many spectacular If it animates, it attacks until
ger, and a sturdy jar containing poison outfits and robes. An aquarium filled destroyed. A fight in here could prove
(12 applications, save vs. poison or suf- with scintillating fish rests in the south- disastrous, especially if the PCs must
fer 1-8 hp damage). eastern corner, and a large work table fight around the obstacles of invisible
Atop the table sits a 2'-square mirror, covered with multicolored flasks and furniture. There is a 50% chance each
a tinderbox plated in silver (worth 45 jars sits opposite. round of breaking something (the
gp), a tall stack of 250 cp and 55 gp, and The above contents are all creations of potions are the first to go if they are
four flasks of oil. Under the oil is a a scroll-cast permanent illusion spell. still on the table). In tournament play,
large empty sack. Over the table have 'The real contents of the room are invisi- the chance is 100% for the first three
been mounted two torch brackets, each ble. A dispel magic spell will destroy the rounds, then 0% for the following
bearing a lit torch. Four unused torches illusions and reveal the room as it truly rounds.
rest in the empty fireplace. The oil is is. command word “Aldramen-
Or, if the Behind the bed is an old tapestry
not flammable; Bulghvus uses it to delath” is spoken, the phantasms disap- (worth 50 gp, weighs 10 lbs.). The lan-
grease his locks and applies it to door pear and the invisible furnitiure terns are normal, but touching either
hinges and other squeaky items (such as appears. Only Nastisha knows this activates the continual light spells cast
chest lids). The sacking prevents the oil word, but she has written it on her key upon both. Ibuching either again deacti-
from seeping onto the table. to this chamber as well as on the back vates both spells. The effect is broken if
Inhabiting this room is Vladizier’s page of her spell book. the lanterns are removed from their
other homonculous, Peeper. It watches When all illusions are stripped away, chains or the chains removed from the
three levers which jut out of the eastern the real contents of the room are ceiling. The chains are actually made of
wall near the south corner of the room. revealed. A modest bed topped with six gold painted black (worth 100 gp each).
These levers open and shut the trap- heavy furs (worth 50 gp each) rests
58 Issue No.
WARDS OF WITCHING WAYS
35. Rubble-Filled Corridor. This none of them are big enough for a PC to in this area are attacked by 2-5 stirges
section of corridor is filled with debris squeeze through. from area 36. Excessive noise also
from a section of wall that collapsed, If anyone is foolish enough to ring the draws the creatures’ attention. Each PC
giving access to area 36 beyond. Next to bell, 2-8 turns pass before Pilfr eech (if who is hit or who attacks with a weapon
the opening is a dying torch set into a alive) comes to investigate. If the norker must make a dexterity check (at + 2) or
bracket. is killed and the party continues to ring falldown the shaft. When it is very
PCs who spend longer than one round the bell, the sound does not attract windy, the check is made without the
here have a 25% chance of being anjd:hing else. After 10 tirnns of con- bonus.
attacked by 2-5 stirges from area 36 stant ringing though, the bell vibrates The south door is not easily accessible
(100% in tournament play, with three its way out of its ceiling fixture and but is not locked from this side. If left
stirges attacking). The percentage falls to the floor. All PCs in the chamber open, there is a 25% chance each turn of
increases by 25% per round thereafter. must make dexterity checks on ld20 or 1-4 vulchlings from area 40 entering
Excessive noise has a 100% chance of be struck by the falling bell for 5-20 hp and a 15% chance of the harpy entering.
drawing the stirges’ attention. damage (10 hp in toxirnament play). The Because the storm is raging, the harpy’s
bell cannot be remounted once it has song is difficult to hear ( +4 bonus to
36. Stirge Nests. Nestled into the fallen. saving throws). However, those who fail
nooks and crannies of this uncut shaft The floor of this chamber is covered their rolls are drawn toward the harpy
are the nests of a dozen stirges. The foul with graffiti, scrawled into the stone in and will likely walk off the ledge!
creatures attack anyone foolish enough the norker language by Glefsham. Any- The shortest distance from the ledge
to enter this section of the central shaft. one who can understand this tongue has the south door is 12’. PCs attempting
to40.
Stirges (12): AC 8; MV 3'718"; HD a 55% chance to decipher the message a jump must make a dexterity check
1 5 each; #AT
+ 1; hp 1; Dmg 1-3; SA (100% chance in tournament play) as: with a “4 penalty. An arrow carrying a
drain blood; AL N. “Ovar and undar I keeps chekkin, buts rope line shot into the door will not
See ‘'For the Dungeon Master” for I cant fine its anywhere. Where dids support the weight of a full-sized char-
details concerning the central shaft. that Pilfreech puts that key.” If Glef- acter. Scaling the walls is possible, but
PCs climbing this shaft risk falling if sham is asked, he cannot remember only by a thief because of the stormy
they attack or are attacked. For each writing this and doesn’t know what key conditions. A climb walls roll with a
attack, a PC must make a dexterity he meant (this is a reference to the lost - 10% penalty is required.
check (with a -2 penalty). Each time a key in area 15).
PC is hit, he must check again (with a Lair of the Harpy. The flat top of
- 1 penalty). Those who fail a check fall 38. Trapped Staircase. singleA by a 3 '-high
this tower is surrounded
into area 4 two levels below. torch, set into a bracket halfway up the battlement which has broken and
Hidden within the nests of the stirges staircase, illuminates the hall. The chipped in many places. Dirt, dung,
are 5 pp, 12 gp, 36 sp, and a sack of 40 staircase has 31 steps. stones, and wet straw cover the rooftop
cp. More carefully hidden (each PC Stepping upon the tenth stair from entirely, and three large straw nests,
having a 15% chance to find one of the the bottom triggers a trap. Three iron- reinforced with pieces of driftwood and
following) are two gold earrings (not a tipped spears, held in small holes at the old bones, have been built within the
matching pair, worth 5 gp and 15 gp), a top of the stairs by a form of wizard smaller tower roof section. The nests
green copper chain (worth 1 sp, or 5 gp lock, fire down at the party. Unless the are for the harpy and 10 vulchlings that
if shined), an iron ring inset with jade PCs remain very close to the walls, lair here. These monsters, if any are
(worth 35 gp), and three lapis lazuli ceiling, or the stairs themselves, the still alive, attack ferociously if their lair
stones (50 gp, 100 gp, and 150 gp). A spears may hit them. They attack as 4- is invaded. They fight until killed.
careful search farther up the shaft (8' HD monsters and do 1-8 hp damage Harpy: AC 7; MV
6"/15"; HD
3; hp
above floor level) has a 5% chance per each (5 hp in tournament play). A knock 22; Dmg 1-3/1-3/1-6; SA charm-
#AT 3;
PC to yield a diamond worth 1,000 gp. spell will release the spears, while a ing touch, singing; AL CE.
hold portal spell prevents them from Vulchlings (10): AC 7; MV 6'73" HD ;
37. Belfry. This round chamber is firing for the duration of the spell. A 1; hp 7, 6 (X3), 5 (X3), 4 (x3); HAT 1 or
illuminated by a single torch placed in a thief trying to remove traps gets a 2; Dmg 2-5 or 1-4/1-4; AL CE.
bracket by the doorway. Hanging from - 10% penalty unless he is a dwarf, as The nests contain no eggsor young, as
the peak of this tower is a large iron the trap is of distinctly dwarven design. it isnot egg-laying season. However, the
bell (300 lbs.) that has been carefully harpy’s nest contains the following
molded and engraved with dwarven Level Three items: 125 gp (loose), 200 gp and 155 pp
glyphs. Dangling from the bell is a rope in sacks, a normal dagger, three hafts of
39. The Throat of the Shaft. A 4’-
which ends roughly 3’ above the floor. A ivory (worth 100 gp each), three sponges
wide ledge joins the west and east doors
small opening in the tower’s peak once (worth 50 gp each), a jeweled necklace
of this dark section of the shaft. Twenty
allowed the wind to enter the tower and (worth 442 gp), a fisherman’s charm
feet above, the shaft opens to the sky.
the sound of the bell to carry for miles. (worth 3 sp), and six oysters (one con-
The ledge is safe but very wet, as the
However, these holes have been filled in taining a pearl worth 2,500 gp). Buried
storm is still raging outside. Even with-
by Bulghvus because Vladizier hated beneath a pile of debris far from the
in the shaft, the strength of the stormy
the constant chiming of the bell. Fist- nests is a gold ring (apparent value 50
winds hampers movement.
sized stones are stuffed into each open- gp). The ring is magical, granting the
PCs spending more than four rounds
ing, but even if the holes are cleared,
DUNGEON 59
WARDS OF WITCHING WAYS
60 Issue No. 11
WARDS OF WITCHING WAYS
the second homonculous remains within At the foot of the bed is a wooden
its area of effect. trunk which has begun to rot near its
Vladizier stands in the northwest base. There is no lock, but a Leomund's
corner of the chamber. He has imbibed a trap has been cast upon it. The trunk is
potion of fire resistance from the secret very difficult to open because the hinges
closet (area 45), if the party has not have rusted together. Inside is Vladi-
taken it. There are four doses of the zier’s saddling gear for the hippogriff in
liquid remaining. Nearly all his offen- area 18. The saddle is studded with
sive spells are likely to be exhausted, semiprecious stones and is worth 180
but he may have sleep or magic missile gp. On a shelf over the bed sits a goblin
spells still memorized. He uses these on skull with a cut emerald hidden inside
a spell-caster in the first round of com- (worth 1,000 gp), six poorly cared-for
bat. Once his invisibility wears off or is books (worth 2-20 cp apiece), and three
dispelled, he casts his mirror image, pewter figurines (worth 20 gp each)
spell if he has not already used it. with NystuVs magic aura spells cast
Vladizier's remaining spells are likely upon them.
to be cough, sneeze, footfall, and ventril- Hanging on the south wall is a tapes-
oquism. He may use the latter two to try depicting the keep’s old dwarven
make the party think that they are coat-of^arms; it is supported by a silver-
being approached from behind. If Vladi- plated rod 10’ long which unscrews into
zier has his vocalize spell memorized, it four 5 '-long rods (each worth 10 gp). The
may come in handy if a silence spell is coat of arms shows the island keep
cast at him. The warlock carries a nor- under a crossed hammer and chisel,
mal dagger with a fire opal set into the above which is a black skull.
handle (worth 1,000 gp), which he uses There are two arrow slits in the north
in self-defense. wall. A heavy stone wardrobe rests next
Creeper and Peeper attack only at the to them. In it are six of Vladizier’s robes
most advantageous times. If either and a spare cloak (none of which are
norker (Glefsham or Pilfreech) is with magical or valuable). A walking cane
the party, Vladizier commands them leans in one corner. This cane detects as
(using his charm spell already in effect) magical for it holds five specially pre-
to attack also. If either homonculous pared spells which can be used by the
was killed, Vladizier has taken his holder whenever he chooses —
three three books bound in black leather, and
cyclocone (see Unearthed Arcana, page knock spells and two infravision spells. a scroll tube. Four sacks lie on the floor,
98) from area 45. He has also released Once a spell is used, it is gone forever. If neatly placed before the table.
the executioner’s hood there. It is hang- all the spells are used, the cane becomes Chest #1 is made of wood bound in
ing over the doorway, in the shadows of nonmagical and cannot be recharged. copper and is sealed by a wizard lock
the ceiling. If both homonculi were The secret door in the east wall is spell (8th level). It appears to hold 1,200
killed (causing 20 hp damage to Vladi- covered by a permanent illusion spell to gold pieces, thanks to a fooVs gold spell.
zier), the warlock remains only two appear as a section of normal wall. The coins are actually copper.
rounds before fleeing, using his cloak of Searching for secret doors reveals noth- Chest #2 is wooden, bound in silver.
the bat He takes the scroll, the books, ing. If Vladizier is waiting for the party Tiny airholes perforate the back of the
the cyclocone, and the potion from area here, the permanent illusion was not chest lid, enabling the executioner’s
45, and releases the executioner’s hood dispelled when the magic-user entered hood inside to survive. This trunk also
there. If the homonculi are killed while area 45 to retrieve his belongings. Nas- contains a folded strip of expensive silk
fighting in this room, Vladizier takes tisha cast this spell from a scroll. (worth 150 gp) and five pieces of jewelry
only what he has on his person and Flanking the door are two unused (necklaces and bracelets of silver and
flees. In campaign play, if the warlock braziers, apparently made of iron. Actu- gold, worth 15 gp, 50 gp, 125 gp, 150 gp
escapes, he leaves behind the magical ally, they are silver painted black and and 200 gp).
brooch hidden in area 45. In tourna- are worth 100 gp each or 250 gp for the Executioner’s hood: AC 6; MV 6";
ment play, the PCs can retrieve this pair. HD 4 +4; hp 27; #AT 1; Dmg 1-4; SA
item from Vladizier’s belt pouch after strangulation, surprise on 1-3; SD
the warlock is defeated. 45. The Secret Closet. Once used by immune to sleep spells; AL N. 'The war-
Resting against the west wall of the Captain Otis Thurst of the Olnerred lock discovered this beastie, which
room is Vladizier’s bed, consisting of the pirates, this secret closet is now the appears to be a piece of black cloth, and
bed frame, a mattress, a sheet and hiding place for Vladizier’s wealth. has since kept it captive and well fed. It
many plush cushions. The headboard is Some of it belonged to Thiirst years ago rests on top of Vladizier’s cyclocone and
ornately crafted —
obviously of dwarven but was left behind. will not attack the wizard or either of
construction —
and carved with twisted The unlit closet is 20' x 10', and the his homonculi.
depictions of octopi, mantas, and other air here is stifling. At the far end, oppo- Chest #3 is of wood and locked. Inside
marine life. The footboard is similarly site the secret door, is a stone table. are four potions: fire resistance
crafted. Upon it rest three chests, a rack holding
DUNGEON 61
WARDS OF WITCHING WAYS
(five doses), stone giant control (four prove very trying. But how often does
New Magical Items
doses), plant control (three doses) and one get an island castle, anyway?
undead control (wights, one dose). Finally, if the keep is abandoned, it
Brooch of Begoing
The first sack holds 600 pp, the second may not stay so for long. Pirates, sea
600 gp, the third 500 ep, and the fourth monsters, and such may soon move in — This item appears to be a decorative pin
500 sp. The fourth sack also contains 10 and need to be removed thereafter. If set with rubies, worth about 2,500 gp.
gold rings (worth 2 gp each) and 12 word of the PCs' adventure on the However, it has distinct magical proper-
gemstones (worth 10 gp ( x 3), 50 gp island spreads, they will become natu- ties and can be used by a PC of any race
( X 3), and 100
gp ( x 6)). ral targets for adventuring offers to the and class. Each brooch has 1-50 charges.
Hidden behind the table is an invisi- island.Cragrapid Island and its keep Once per week, the brooch allows the
ble brooch of begoing (see “New Magical are quite stable, if old, and will be wearer to teleport himself plus an addi-
Items”), which had fallen off the table- ^ound (barring DM's intervention) for tional 750 lbs. to any part of the Prime
top. In tournament play, the brooch is hundreds of years to come. Material Plane familiar to the person.
not found until Vladizier is defeated. A This power drains two charges. Up to
PC who wears the brooch automatically Scoring System three times per week (but never more
knows of its powers. than once per day), the wearer can blink
At the end of tournament play, Tfeam and (as per the third-level magic-user spell),
Two of the books on the table detail Individual scores should be tabulated.
lore concerning conjurations and sum- except that the distance of displacement
Some points are earned during the course is 6', and the direction of displacement
monings (worth 150 gp each to a magic-
of the adventure, while other points are
user). The third tome is Vladizier's is of the wearer’s choosing. This power
awarded after completion (whether suc- drains one charge. Once per day, the
smaller spell book, containing the fol-
ces^ul or not) of the module; the latter wearer can become invisible (as per the
lowing spells: charm person, compre-
points are given in the Post-Adventure
hend languages, light, read magic, spell). This power uses no charges.
Scoring Tkble. Scoring adjustments dur-
unseen servant, knock, magic mouth, Furthermore, the brooch acts as a ring
ing the course of the adventure are listed so long as the wearer
pyrotechnics, vocalize, infravision, secret ofprotection
in the Encounter Area Scoring Ihble for
page, sepia snake sigil, monster sum- has it on his person and wears no other
each significant encounter area. Negative
moning II. The book is warded with an form of magical protection or armor.
scores are subtracted from the current
explosive runes spell. The brooch may be wornWith bracers of
Ibam or Individual scores. Scoring adj\ist- defense, however. No charges are
The scroll is actually a scroll of protec-
ments must also be taken into comider- drained by this ability.
tionfrom nonmagical edged weapons,
ation for the Preplanned Events which
with a secret page spell cast upon it to XP Value: 4,000
occur dining the course of the adventure,
make it look like a pirate's treasure GP Value: 16,000
as shown in the Preplanned Events Scor-
map (which of course leads nowhere). ing Thble.
The scroll tube is ornately carved ebony, Spectacles of Sight
Finally, points are awarded to the
worth 75 gp. These delicate crystal lenses are fitted
Team score for dealing with the m^jor
Some of the treasure in this closet and minor NPCs who threaten the par- into a gold wire frame worth 550 gp.
may have been removed by Vladizier ty in this adventure. NPCs may be The crystals themselves are worth 100
(see area 44 for details), and the brooch
captured alive by being tied up, webbed, gp each.
of begoing in this module has only six charmed, held, and so forth — as is Looking through the lenses allows the
charges remaining. wearer to see all objects and creatures
appropriate for a good-aligned party.
Points so earned are as follows: masked by invisibility spells and com-
Concluding the Adventure +5 points for Vladizier. mon illusions. The wearer is immune to
A number of futiire adventures may be +4 points for Nastisha. phantasmal forces and similar visual
developed from this module. Most obvi- + 3 points for Bulghvus. illusions, and the effects of color spray,
ously, the PCs will have made deadly + 2 points each for Peeper and Creep- continual light, and eyebite spells. The
enemies if any of the NPCs escape from er, the homonculi. wearer is not susceptible to the effects
the island, particularly Vladizier and + 1 point each for Glefsham and of mirror image or blur spells, though
Nastisha. The weaker NPCs might be Pilfreech, the norkers. cause blindness and power word blind
able to hide from the PCs for a time, Reduce earned points by half (round- spells have normal effect. The wearer of
appearing suddenly to plague the PCs ing fractions down) if the NPCs con- the spectacles of sight can read magic
at imexpected moments or biding their cerned are simply slain, except in the (as the spell).
time for an escape. case of the two homonculi, which are Spells that affect the mind (hold,
Another obvious outcome is that one merely robotlike magical constructs. No charm, and feeblemind, to name a few)
or more PCs might wish to take the points are earned if NPCs are slain once have normal effect on the wearer. A
keep and island for themselves, which captured and rendered helpless. shatter spell castupon the spectacles
should prove fairly easy to do — or so it while worn destroys the lenses and
would seem. Acquiring food and fresh inflicts 2-12 hp damage on the wearer,
water, refurnishing the keep, clearing with an 85% chance of becoming perma-
out all monsters (and defending the nently blind (until removed by a cure
island from predatory sea monsters like blindness, heal, or wish spell).
the aquatic ogres), and so forth could XP Value: 3,500
GP Value: 15,000 O
62 Issue No. 11
WARDS OF WITCHING WAYS
Area # Scoring
1 + 1 to Tfeam score if gate is opened quietly.
2 - 1 to any Individual who drinks the liquid.
+ 1 to Team score if provisions are left alone or purified.
6 + 1 to Team score if Glefsham is not released.
7 - 1 to any Individual descending the shaft.
8 + 1 to Team score if party is not surprised by the volts.
10 + 1 to Team score for discovering that the well shaft descends
to area 7 in the dungeons.
11 +1 to Team score if gate is opened quietly.
12 +2 to Team score if alarm spell is not activated and Pilfreech
is not awakened.
15 +1 to Team score if throne is found to be magical.
+2 to Individual who first suggests that the torches are
trapped.
+1 to Individual who finds the key to area 19.
+1 to Team score if key is found.
17 +2 to Tfeam score if party equips themselves here.
18 +2 to Team score if hippogriff is left alone.
19 +1 to Team score if parchment is found.
+3 to Individual who connects the paper with the throne in
area 15.
20 -1 to Team score if mold is disturbed.
22 +1 to Ifeam score for discovering the shield to be magical.
+2 to Team and Nastisha’s
score if party learns of Vladizier’s
bet from Bulghvus here.
23 + 2 to Team score if Nastisha’s image is not attacked.
+ 2 to Tfeam score if party learns the information Nastisha has
to offer.
+2 to Individual who first discovers that Nastisha’s image is
an illusion.
26 +3 to Tfeam score for driving Vladizer away to area 44.
j
'
DUNGEON 63
WARDS OF WITCHING WAYS
64 Issue No. 11
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