This is the first of a series of AD&D’” modules availa-ble through the Role Playing Game Association GiftCatalog. It was originally written for use at the 1981GEN CON@South game convention, and was reusedlater the same year. In both cases it was the FinalRound of the tournament, and was successful in chal-lenging the players to perform well and quickly.This was my first effort in the publishable modulefield, and came out short and concise.
am much infavor of dungeons that could exist as given fora lengthof game time, and avoid improbable combinations orcreatures that would tear each other up during theweeks between adventurous visitors. I am also muchopposed to non-standard AD&D’” games; my owncampaign has been going for
years, as I write this,using
new monsters, no new spells or classes, andNO variant procedures. And nobody’s complainedabout repetitive adventures; there’s enough in the sys-tem for many years of exciting, varied play withoutgetting into so-called “improvements”.The module was designed to entertain as well aschallenge.
you like what you find herein, try the otherRPGA modules now available; they have all survivedthe “acid test” of actual use in tournament play. Andmay you make all your saving throws!Frank Mentzer
Your group is composed of char-acters selected from many applicants, answering a callfrom Falx Templamut, a silver dragon and grandson ofold Bahamut himself. You meet Falx on a plateau on amountainside, where he now keeps his lair (with wivesBig Aliceand Sillitellimut) and guards theentrances toa particularly dangerous assortment of caves, keepingthe dark powers therein from escaping. Falx is muchtoo large to enter the caves in his dragon form, andfeels that his spell abilities would not keep him safeenough in the caves without his breath weapons.Falx has discovered that the powers lurking under-ground have found
silver dragon control.
A vampire, suddenly appearingbefore a merchant’s party, charmed them away and isbelieved to have taken them to these caves. Fearing thepossibilities, Falx has asked for aid. You are his cham-pions, his last hope before he is forced to call on hisgrandfather for an embarrassing rescue
f he comesat all! Falx will reward you richly for exploring thecaves, finding the five potions, and destroying enoughof the enemy to delay their plans.“There have been attempts at escape from the west-ern cave entrances”, says Falx; “humans, or huma-noids, at least. I have kept my vigil, and have chasedthem back into their foul hole; but
can do little to harmthe occasional bat flitting in and out of the caves atnight (again, the western caves);
fear it may be thevampire, against which
am nearly ineffective.” Hebows his great head in shame, and continues:
willreward you with a powerful magic item of your choicefrom my modest hoard each time you bring out one ofthe potions. The bottles themselves are easily recog-nized, being of a leaded silvery ceramic. But beware!Other groups, who have since run away after takingheavy losses, reported the existence of a large, well-run organization inside; take care, lest you be am-bushed or overcome by sheer numbers!”After giving you a map of the beginnings of the caveentrances, he wishes you well and adds as an after-thought, “I’ve heard strange noisescoming from withinrecently, and there have been more frequent attemptsat escape.
fear that the dark powers may make theirassault at sundown of this very day! Make haste, and becarefu
ITEMS AVAILABLE FROM FALX
except missilesScrolls: Clerical only; up to
spell levels ORHeal OR RestorationPotions: Any except Poison or Oils;
itemWands: ONLY Magic Detection or Secret Doorand Trap Detection, 15 charges eachRods: Cance at on (on yStaves: Staff of Curing
Staff of Striking (8Rings: Warmth or Fire Resistance ONLYMiscellaneous: Boots of LevitationBracers of Defense, AC2Dust of AppearanceJavelins of Piercing
count as 1item)Helm of Comprehending Languagesand Reading MagicKeoghtom’s Ointment
jar)Necklace of AdaptionRope of Climbingcharges each)
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