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Table Of Contents

.,..
Int'rQ(iueti'on.... ! . 35

, Damkinll .. , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Key to' Damkina ! 35
DamkinCliliSubmap A........................... 36

.".. Inns, Taverns, and Roadhouses of the City . . . . . . . . . . . . 44


The Steading of Ouinden . . . . . . . . . . . . . . . . . . . . . . 45
Quinden Village Map 46
Olmklnlli Town 'M,p 48
The Village of Bighsdale ........................ 51
BlghJdale' Mine Key 53
Bighsdal. Mine Map . ., ................. 53
Man'throp VHlage .............. 54
Man'1hrQ,p Village IM,p ........................ 54
Man'throp Dungeon Key................ 56
Man'lhrop'Sul)map A ............ 56
VlSt lake - Oescription . . . . . . . . . . . . . . . . . . . . . . 57
lhe Tamesis Aiver Oescription ............... 57
The Final 'ass" Description. , ..' . ' , , , . 58
Map ,Ar Cowered 'b~ Installmenl'Onl lCampaign Map 9 ..58
The $carlet Foresl Oescription ," ". . . . . 60
The Aleion Mountains I)escription " . ,.60
lit Awaite Rano Oescription ' ' ,.61
Univlrsal Format Explanation ., 0, , 61

Designed brf Reynolds C. Jones., 13, and Cedric Oakenshield


eove~ Art, b.,John MQrtimer
Interior Art by Mel White~Julie ltWIS, Ind' EM McKee
Grapflic Arland Lavout "y
(ied'ric O.kenshietd, 13,
John Monimer, and Roger C.Harvey'
Composinglby Penny 'Gooding and De'bye Proitt

this A~\lent:ure
Belongs to:

Copyright 1982 by Judges Guild Incorporated, R. R. 8. 80x9. 1221 N. Sunnyside


Road', Decatur. Il 62522 9geg. All right, reserved. This product is playing lid
designed '0 Ibe used with. sel) -of Rol. Playing Game R'ules. The. COflte,tlt:5 of lht product
may need to be changed by the individual Judge to ,vit the ~ampaign he or she rmod'erlllte$.
No 'similarit',! between any of' the Illame$, of characterSl, persons" .and/ot in$titu1ioni, in this
publication with those of any living or dead person or institution is intended, and any such
similarity which may exist is purely coincidental. Printed in the United States of America.
Intraduction

This, adventure 5e.tting takes plaei in the Elphand Lands, Campaign Map 9, centering on the village of Oamkina and
the surrounding l1e8. Oamkina is,lIhe central marketplace for the area, but, recently (in the last 6 - 9 months), many raids on
merchant vessels from lil40bgQb1in 'village by the Giants' Bog have cut trade down to a mere 25% of normal. No trade at all
has come from ,tasl of Vast lake in the last six months due to thl!S4t raids, and only the braver or the financially desperate
traders from the wen hlllle continued to come to Oamkina. Due to this situation, Damkina is in danger of becoming finan-
cially destitute. and the 'Q\le,rlord 01 th. White Throne is prepared to pay a reward to anyone who can stop these raids. This
reward is 1,000 GP and a personar slave [0 each individual involved, and the grant of land lequal to one 5mile hex) to all in-
YOlved ~one piece or and for all members to share, not one grant for each member). Successful adventurers can choose their
land from the following hexes: 2516,2515, 2S11t, 26'3,2113,2813, 29 S~, 28111,. 2118.
10 get the prayers 'started on thisldventure, 'they must iirst be aware thJt the Overlord of the White Throne is looking
for advenlurer$ to find out who Is responsible for'these raid$,and to ~op them. Inquiries will lead them to set ~pam appoint-
ment with th. Overlord. f'he Overlord ..... ill ,advise them to ,seek out Aliana the Avenger (Guardian of ~he FinaJ Pass. 'and entis1
*
her aid. The Overlord II certain that she' will help end ..... iII provide transportation lor the playercharlleters lin t'he way. of
merchant ship and guides. He will IdviSlt them no[ to 'bring Ihorses l>ecause Aliai'll ,rides I Gryphon, and Gryphons Ind horse.
do not get along well lit III.
Anothef adventur. that tan involve t'he p'layer.charac1ers ukes place 'n Quinden. The populace of Guinden would love
to overthrow aaron Orampinill, and Lady Starm'ist Moonflight is reedy t~ IIttemp1 it. l"'e Ovtrlord of 1h, White Throne i, in
favor of sueh I revolt lind will send help if it is ",.-quested. The' ILady Stlrmist MoonfHgh. will alsb- j)tovide hel,~ 'or t'hl main
adventwr, if she "I asked 'to dG ,so. She 'will 'send ongbeard tht Young and'Wildhaif Manslayer with 'the player-eharKter$ for
more musel. - nol cannonfodder. These two will act Intelligently Ind will not tahi unn~tssary risks unless the IiveSiiOf ~h.
party members are at stake.

Oamkine, Village of the Va.t Lake

Upon In lisland in the center of In Inc'ient end unplumbed Ilk. carted Vestlafee ,iii the smaU metfopolil known ..
*
Oamkinl (He)C 21 5# ~liImptign Ma" 9, Elphand' LInd.). Oamkina tills, of late, 'been In dreadfu~ uproar. A bid for power bv
an unknow'''' faction in Imanet with. poweriullv 4lill0rd and ~'he temple of Artranax 'the Greater ord or Evil has left ,h,
populace .haken. Ttl. nidi of 'ell beast. Irom th" nortn Igainst outlV'ing fIrms ,nd the har'Sling oi the Ionglfout, between
Damkina lind its Illy to the West, the Ow.rven !kingdom of ,he Iron Smetter 'Tribe Ithe vii/age of BiQhsd.fe~ Hex 13'8) has
further upset m4lttef5. The Overlord of he White Thronl seems helpless to let against all tfle problems It once, lncftht situ.
tion seems to, be worsening. :Following '. a description of the 'own's most, lrnpc!)rtant places andl people ~ wei as hs Inns .nd
Roadhouses.
Good Luck.

Key to Oamkina

No.1- The Palace of the Overlord of the White Throne


The center of government for the city and surrounding countryside
See Sub-Map A

The 'Overlord ofthe Whit, Throne; CLS: P,A1!.; LV L: 051 i ALN: GX; HTK: 031: ARM: +4 Plate and Shield; STR:
179; INT: 101; WIS: 161; CON: 146,; IDEM:: 145; 'CHA: 189; AGl: 167;eNO: 166; ..ef>: 189; lrCK: 135; PSY: 073;WPN:
+2 Broadsword. The Over1ord i' constantly attended by four 5th evel lawful Good Fighters w'ho form his personal body-
guard. They are Intensely loyal. Bodyguards: CLS': !=TR; LVL: 051; TK: 030,1028" 021, O~2;ARM: 080; AGL: 112, 122,
133,081; WPN: IBA and IMF.
On Sub-Map A, the ground floor.. the fQllowing encounters are definite:

Pt. A Guard Room: Six 1st lLevel fighters: CLS: FliR; ,ALN: NGL; LVL: 0,";. HTK! 004,004,006,005,004,003; ARM:
070; AGL: 122, 122,091, o'n, 111,091; WPN: ILS, and one 2nd I..eve'r Serge,nt: CLS: FTR; ALN: NGL; LVL: 021;
HTK: 011; ARM: 080; AGl: 122; WPN: IBA.

Pt. B The- Throne Room: Daytime - the Overlord and his personal guard. 2 ,Nobles of the, flaim, (Judges choicet and 4 fair
[I'edies CCHA: 162', 113, H2~ ~84t. ,A1 night: two 4th Level guards and a cleaning ,cr.w'. Guards: CLS: FTR; ALN:
'NOt.. 'lVL: 041; HTt<:: 02",019; ARM: 080; AGL: 122, '02; WPN:IBS. Cleaning Crew, Female with Mops, Scrub
Brushes. and pails of soapy water.

Pt. C Stair to Level 2. Two 4th Level Guards: CLS: FTR; ALN: LGN; LVL: 041; HTK: 019,020; ARM: 080; AGL: 122,
081; WPN: IBS.

Pt. 0 Secret Stairs. Few of the people in the palace know of these stairs. They are guarded by a trained HipPQgriff. Hip-
pogriff: HIT: 006; HTK: 030; ARM: 050; AGL: 143; OPA: 2/106/1061106/106.

Ptgasus 35
DAMKINA aU.MAP A
PALACE OF THE OVERLORD

- Seeret Door

- - -Door
IImmll - Out.lcI. Well
~-St.i"

-Column.

~ -Curt.in.

Q -t,..
o -,founYfn

11 tQuar. '"' 10 feet

fiRST FLOOR
36 Pegasus
In the halls and corridors, there is a 2 in 6 chance of meeting someone every other melee round during the day and a
1 in 6 chance at night.

Random Encounters
(Roll on 106 after determining that there is an encounter.l

Four 1st Level Soldiers: CLS: FTR; ALN: NGX; LVL: 011; HTK: 004,005,003,005; ARM: 070; AGL: 071,133,
112,112; WPN: ISW.

2 Four Body servants: CLS: FTI';AlN: NXX; !!.NL~()1'; IHTK~' 004.002,002,001; ARM: 010; AGL: 071,101,112,
071; WPN: None.

3 Two Courtiers: CLS: FTR; ALN: NGX; LVl: 071, 081; HTK: 040. 042; ARM: 110,090; AGL: 143, 163; WPN: IRS.

4 SPV for the Overlord: CLS: THFj ALN: NXX; lVl:' 0'1; HTK: 01$;,ARM: 030; AGL: 184; WPN: tOG.

S Concubine: emal.; C:ClS: THF; ALN~ NXX: Vl~ au; ,Hn:;~ OO4j ARM: 010; AGL: 123; WPN: IO.G.

6 Representative of the SOrcerers' Guild with .11 lupporteri. Chec1t for which one.

On the Second Floor, the followIng encounters are definite:

Pt. A The Foval 'irmeasure: '4.000 GP, 50,000 SP, 140\ '000 CP, Jewe~-set crown worth 11).000 G'p. s.pun gold robeJwor1h
15,000 G" the SWord gf 1he Realm flO: 2~; EGO: ~22.nd is, aligned LGX. Tht Sword spee1(s Dw.rvenl. Common
.nd Gnomish. It adds 5 points to, the ,attack and damage foils end ~anu," the aHgnment cf 'nyont who uses it In
battle 'rrtvocably to LGX). Tilt Treasure is guarded bv I Stan.'Golem: HTK: 060; ARM.: 042; AGl~ 031. ATK: One
for. - 24. Onlv weaponl of +2 0' gr.atM magic do any damage 'to tht GOltm.

Pt. B Harem of th. Ov,rlOr'd of the Wh'ite Throne: 4 - 8 Concubines, present It any given time. 'Concubines; Fem,I.~ HTK:
006.004, ~. 004, 003~ 003. 002,. 002; ARM~ OlD; (HA~ '89. 179, 179, 169, 179. ng" 169 169; CLS: HRI;
AGL: 168,158,157,156.155,155. f46, t45;WPN: None.

Pt. C MagIC Message 'stlrU screaming. "Helpl Herpll ""Ipl! Intruders, ~ntruderIUl", when anyone not of the palace retinue
passes by this spot.

Pt.O One Single Ooomguard (animated Armor per Arduin Grimore): HTK: 10; ARM: 100; WPN: Great Sword; Dexterity
and Agility always matches that of its most dextrous and agile opponent.

No.2 The Palace of Lord BlueGlimmer - a Noble of the Realm

BlueGlimmer is young and idealistic. He supports the Overlord faithfully lind cannot understand why he doesn't take
decisive action in the present tris'is. Lord BlueGlimmer: CLS: FTR; LVL: 051; HTI<.: 030; ARM: +4 Plate Armor; WPN: IBS.
BlueGlimmer is constantllt' lcoompanied by four 4th level Fighters and a 7th level Gnome Illusionist. Fighters: HTK: 022,
025, 014,016; ARM: Pl.tt Armor; WPN: IBS, WSB. Illusionist: HTK: 024; ARM: 010; WPN: ITK; Spells: Illusory Noise,
Disguise x 2, Rsinbow 1Is)'l, Detect Invisible Objects, Hypnotic Pattern, Mulriple Imsges, MislocBtion, Fear, lJiWel J.IIusion,
Suggestion x 2, Confusion. .

No.3 The Palace of Lon:! Fairfellow Nobl, of the Realm

Lord Fairftllow i. an .1Iy to Lord BlueG~immer.Fairfellow is Lawful-Good .nd serves Glor'diadel- HI' i$llwa-n accompanied
i

by a singfe Phraint Warrior lpe~ Arduin Grimor,'. lord ,Fairfelrow: CL'S: :FlR; li.VL: 051; ARM: +3 Plate Armor; AGL: 155;
WPN: Greal Sw~ml'. AUllOt Warrior~ f'lTKi 31.: ARM: 060,; WPN: 4 Javelins 120' Lightning) al\d !I Whipsword IcjQts 2 . 12
damage due to 5tr1ppinv of (ilshl. The Phraint reS41mbles. Gian. Pr.~ingj Mantis. $tanding upright.
Lord ~.jrfenow will have within his town hQuse a11l11 time, 5,0Q() GP, 1'18 carries. 100 GP on his person.
No.4 The Palace of Lord Bioodspiller

Thil Nobl8 is: ~he mostpow,rf!.d of the peers. ,nd totally opposed to ttle Overlord. Me has 'c:onn~ionf in the if.mple
of ArthnlnalC . Greater lord of Evil,. Tlm.pM being used by BackL~)f. Wizard of' Darkness tor t"isown purpo* lite NG. 12).
Lord Bloodspiller: CLS: ,FTR'; AIJN,: ILEX; '!,I,L. 1011= HTK: 082; ARM:'" Platt Armor; STR~ 189; INT: 155; ',VIS; 073;
CON: 166: eex: 1'45; CHA: 104; END: 166; AGL: 164; LEO: 164; lOI<: 096; PSY: 03, ; WPN: Staff of A'ulershlp with
only 2 charges: remaining, so he is lollthe to I:l~ it. Bioodspille ilaccompanied at an timtl bv hit LOve' (t Demoness in
Human form) and her two pets. Lover: Henmaid: HIT: 006: HTK: 037; ARM: 030 (natural); AGL: 189; OPA: +2 Long

Pegasus 37
Sword. Pets: Hell Hounds: HIT: 004; HTK: 026, 023; ARM: 030; AGL: 155. 146; DPA: 1 10 + Fire Breath of 2 B. He has
a further force of thirtY Armed Men (CLS: FTR; LVL: 0111, two Sergeants (CLS: FTR; LVL: 020) and 1 Captain (CLS:
FTR; LVL: 0611. Fighters: HTK: 008,007,001,003,001,005,005,009,009,009,010,004,004,007, 010, 008. 004.
005,010.009,004.001.001, OOS. OOB, 002, 003, OOB, 004; ARM: 040; AGL: 165 (III): WPN: ILS. WS8; 1 6GPeach.
Sergeanu: HTK: 017, 010; ARM: 040; AG L: 165 both; WPN: I LS. Captain: HTK: 030; ARM: +2 Plate Armor; AGL; 177;
WPN: 18S, LWH,
The Lord Bloodspiller's wealth consists 01 15,000 GP and 2 Stawes of Arthranax worth 15,000 GP each; es well as
his estates and other land holdings.

No.5 TheP ace of Lady Moonmist

....ItElvln f)f rlClt, thlll l8dy Moonmilt iI intenselw lIwful Good in l'I.tuq. $he keeps check on Lord Bl'oochplller
end he hates het. Sht i$ mOl', nte~ested in tlie ultimatl'triumph Qf Good t'h4n Inything else. She is the onlyonl of th.,peerl
that is nOI I Warrior. ,he, is a, Wiza,d,eu~ l~y MQOnmid: elLS: MAGi AlIl.N: LGXi Vii.: tot; ~TK: 1)26;WP,N: +3 Dl(l9Ir,
Stiff of' Smiting; sPerls: ,Chtum~ Compfflhtmd LengUllg"t:S. Dllfecr Magic AUflll~, F-.mill",; Magic flo". PermtJntlnt $pI,., 0'
Li,ht, D6t:t E.,ifAur,$. InvisIbility. Op.", Rllyof Wuknm. DilP_ M.,ir:. Flight $pet1d, f'rottlCtJon from Evil, SJow;Chann
MOMtJr. Dig. Dimension Portfil, ShllPI Chaf/(/l1. RgmoWl Carse. ConttICt Or"" ,Plane If 3, TM.""rt .. 2, Control WtltltlHtr.
Enc/lMt Jtllffll. G M.ur Invi,ibility Jl 3. L.d.,. Moonmist ha I Brownie F,miliarl'HIT: 1; HTK: 4; ARM: 020; AGL: 189:
DPA: 1 3; On~1 per dly may use: ProttICtion 'rom Fril. V,ntrIJoquirm\lIW1ly LIg'fltl, l'.rmllnflflrSphlre of'li.ighr. Mllhiplt
Im,.,s. Confusion. Dimehlion Portili. Capltill 0' blinding into landsclIPlI end Isclping .. will. Shl I' lurther guarded ~
7th lavil Pa'idin: HTI(! .S~ ARM: 050; He! has .. *5 lI.ong Sword, and it extremelv loyallo lid., Moonmist. Shl 1!Io h.,2Q
Elven Guard. with Long Bgws: .nd L0"9 'SwOl'ds: iClS; FTR; V : 011; "'1ft<: 005.002,005,003.004.003, &03,002"
004,003,008,006,00',1006. DOH, OO~, 005,00',005. 00l:.ARM: Q3OJ.
Hefperso".11lreesurllconsists 0150.000 GP worth 01 Gems and 1,000 GPin cold cash.

No.6 Temp'e of Glordiadel (lawfufGood)

rl'lt tmllll.51 of ihlI Templ'es. in town. 1M YlriouS. er.ftsmel'l erl all membe~s of che Temple. The High Priest Is Clear
sight thl Old: CLS; elR: LVL". 11 J; HTK: 058: ARM: +2 Ch/linm.n; WPN: Silver +2 Mace 100 I Hlallng Wand with 49
charges in it, which ....1111 10 points of dam. with lachichlrgt; S~I1s: 8fl/r$. COmmend. ()BtBCt EvH Aura, ProtBetlon from
Evil. Remo.,. :Fur, Ch'llnt, Find Trill''' OItt AlignmMt AUnls., Silence. c".t. F~Qd ,nq Wet..... CUnl BJlndnt1S8, Cure DI
.",.. P'lIyer.Hul I(lf/or Wound., 'Ot L,..E}(oreisl. Dispel Evil, Reilie DNd,. Hell' All Wouno'$.
Fun"''' withJn, the Temple Ire twO 5th live Priem who Isslst the High Prifll, lolll.thl Good: LVl: 051; HTK: 031;
ARM: 045; AG L: 144'; WPN: IF'M; Spells: He. Minor Wound,. Purif Food lind Drink,. &fIC1U11IY. Fttnisr Fir Slow Po/am,
SpIk with Animall, Ffign Deeth" 8rlndo thlll Big: LVl: OS i IHTIK: 035; ARM: 045; AGL: 124; W,PN: IFM; Spells: Hili
Minor Wound~'11 2, $Bncrull1)l, Hol(J Perwnt $Jow fIolsDn. DfttICt CII","" $/)t1f/C with til" OeJNJ,
Finally, 'here are 20 Warrior Priests: L'VL: 011; HTK: ooe each; ARM: 045: WPN: IFM; Spell: Hul Minor Wounds.

No, 7 . Temple of Arthranax - Greater Lord of Evil (Amoral Evil)

Titulary Head is the Evil High Priest, Strikesorrow: CLS: CLR; LVL: 101; HTK: 047: ARM: + ~Ite Armor;AGL:
155; WPN: +3 Footman's Mace IBloodredl: Spells: Curse. Commllnd. Protection from Good: Senctu'Y. FIM 'f'''P'i. ,Hold
PflfJOn. Know AlignmfJnt. Snake Chllrm. Cause Blindness. CUrstl, Crute ZombielSkel6ton, lnfJir;r MIliQI WOunds i1 2. $ticks
to SnllkeS. Insect Plague}( 2.
Under his rule are three 4th level Priests and 20 Warrior Priests. 8100dmarrow: II.l"liIL: 04t, HTK. 018; *AM: 045;
AGL: 143; WPN: IFM; Spells: Commend}( 2, Ceu!i19 Fellr, Hold Perwn, DllfflCf Charm. ,HelrtreOO: LVL: 041; HTK: 023;
ARM: 045; AGL: 154; WPN; rFM; Spells: CUfSlfl, Commllnd, ProttlCtion from Good. AugulY, .$i/(lnctl, BIIde. B.erkov: LVL:
041; HTK: 01 B; ARM: 045; AGL: 123; WPN: IMS; Spell.s: SphBre of Darkfltlss. Putrif. FOlJrJ.ntJ Orin1t, ~IU. Flllt::, Find
rrllps, $puk with AnimBls. 20 Warrior Priests: LVL: on; HTK: 008 each; ARM: 045; AGL: tOil til; WPN: FM; Spell: ~
have Protection from Good, Yz have DBtect Good.

No.8 T&nlple of Allworthy (Lawful Good)

This is thl State Religion. This Templlcommllnd~ I'It ~cn.t adherents. Hi!l.h Prifllest if. Sist,er Sweetwlter: CLS:
CLR; LVL: 11 '; HTK: 030; ARM: +2 Chainmail and +3 Fling Of DIlf.nlt; AGL: 188; WPN: +3 Mace; Spella; 81Bss, C-om-
mMld, 1-/6111 Minor Wound,s. P1'Qtectlon fr~m Evil, Rtmolle Fell'. Ch.".,~ Hold p'fl/)n, SiMnce~ SpN/c with An;mBI,. Ptrltl/lftlflt
SpM~. Of t.ight, Cur.OISf1aSfl. Dispfll MagiC. PrIlYIII, HfllI' Mlljor,Woundl.. Elforci,.. Tofl(JUa. CommuM, Re. DBsd. HuT All
Wound.

8A Tilt Home of Sisttr Sweetwattr; Furnished wilh the simplest of furnishings Ind decorations. In her beef c:tUIJmber.
Sister Sweetwater keepS her personal treasure of 200 GP and 2 Potions of Major Healing.

88 The Kom, 0' the Pltiilrc:h illlf' AIrworthy. Aldl)nes: Ct.S: CLR; LV'-: 08 ; HTK: on; ARM: +1 Plate Armor; AG 1..:
tl34; Spells: BliIss. Cl'tlltI W,t." Purifr Food IIIJd Drlni. ~B(;t Chflml, DettICf AlitJnmmd Aur..~ Slow'Polto", p,,.,,,..
nenf SphBrw. 0' tfghc.Cu" Blindhlm. CUffl Di,u_. DM""tion~ StlcJc,ltO SneI. Hj, personll treasure, .Iso I'lidden In
his bad chamber consills of two rOun Stoti~UOO I Medellion ot Shielding.

BC Two Adepts dwell tOQllther here. Rlo"thalin: CI,.Sj CLR; HIK:, 006; ARM: 0015; AG L: 111,;WPN: IFM: Spellt: Sifts.
H.I Minor Wounds. Glimotphin: Cl:'S: elR; HTK: 006; ARM: D45i AGL: 135; WPN,: IIFM: Spells: OttBCt MfI!J/c
AurBS. Purify Food ilnd Drink.

36 Pcgasus
80 The Home of two more Adepts. Kithrop; CLS: CLR; HTK: 004; ARM: 045; AGL: 144; WPN: IFM; Spells: Creatfl
Water, Sphere of Light. Larkam: CLS: CLR; HTK: 006; ARM: 045; AG L: 123; WPN: IFM; Spells: Hea' Minor Wounds
x2.

8E Four Adepts are in this Building. Yethron: CLS: CLR; HTK: 008; ARM: 045; AGL: 104; WPN: IFM; Spells: Detect
Msgic Aurss, Sanctuary. Cor'sonas: CLS: CLR; HTK: 008; ARM: 045; AGL: H4; WPN: IFM; Spells: Protection from
EviJ, Resist Cold. Tllupp: CLS: ,el:. ; IUK': DOS; ARM: 045; rAGl.: 136: WPN: IFM; Speirs: 'Commllnd, Hell'Minor
Woufft1s. ,Apt. e'L:S,: (LR; HTK' 009; ARM: l!l45; AGL: l34iWPN: IFM; Sl)lIlIs; HtJ,I MinD" WOunrh, tighr.

8F Thli dwellill9 of 'he Lame Dj-midion: Cl.S: et.R: HTK. 040; ARM: 050; AGL: 154;WPN: WQS; Spells: 'H..I Minor
Wounds .If 2, C6It'Imfll'ld. Augury, Ho'd Pllrwn, Sn8lce Chllrm, 'Glyph tJf Warding, 8~1r ..... ilh Delld~ EKorciStl. 01
midiOA'1o peJSOrlll~ treasur. <:ansist$, of Potion, of Ethre.lnessand 2 Po(iOlis of Fljght. These art hid(fsn 'illl II nook
under the' fIOQ oi !he 'smaJI i'eception room. Djmidion preaches the faith on the ftreet} Of Damkin~ltaitMu I~ every
day. He t$ ,lwlIYS wUling to help lhose in need.

8G Ouerters for .four Acolytes; Golopher, Putiono, Goodlight and Maleic. Acolytes: e,lS: ClR; HTK: 00,4,003,006,
002; ,lRM, 046; ~GL: 134 .11; 'WPN: IIFM; Spells: Golophtf: ,.,./11
Minor WO/Jndf> Putiono: CommMd'; Goodlight:
Light; Melak: Blim.

8HO"'ilrtefS for lour Acolytes~ Longwalk, Mordecai, Ward and Bef"toro. Acolytes. titS: ClR; HITK: 002, 007, 001,
004; ,ARM: 045; AGL: 143 all; WPN: FM: SpeDs: lOAgw.lk: Siess; Mordeelli; H.BI MIllOI' WlIundl:; WlI'd:
Minor Wounds; Bertoro: CommlJlld.
H.'
81 Quarterl fOl four Acol'yt": Blue Male. Wflit. 00. Red Kaf and Gree!) Barlo. Acolytes: CLS: ,elA:; HTI(: 003, 003,
003, 006; ARM: 045; AGL: 103 all; WPN: IFM; Spells: Blue Mille: ""-"0'" F~lIr; White Lao: Curll Light Wound,;
Red Kar: Bless; Green Barlo: Light.

8J Ouarterl fOI four Acolytes: Low l!:ooie, ShOI1 81m. Litlle Litr, and Stumpy Shool. Acorvtes:' CI".S: Cl.R; HTK: 008,
004. 006,003; ARM: 045; AGl. 114 til: WPN: IF,..: 'SJ)ells: [Low Looie: Blllss~ Shorlt 'Si'm: Cemmllnd; Little Lars:
Light; Stumpy Shoolar: Protection Trom Evil.

8K 0'
The Prefect Man'radin, Director Acolytes: CLS: ClR; HTK: 011; ARM; 050; AGL: 155; WPN: IMS; Spells: Detect
Evil AUT/ls, DIItf .MlIfli~ Aur." $lnctllllf'l. Chllnt, SiffmcII, Spe8If with AnimIl1 t.OClJltl 'Obiect. ~at'l'ildin tellches his
Acolytn well, and do.s not believe in striet 61$Cij)linary' .-c:lions. He"is i1lways'Willi'ng to 'talk 'to strangers.

No.9 - Guild Hall for the Craftsmen's Guild

Normally unguarded. if approached in Ihe evening there is a 14% chance of a meeting in progress, in which case all but
1 .4 of the various Craftlimen de$Cribed hereafter will be present,

9A The Leatherworker Shop: The Crafuiman is HausSoftshoe: Human; CLS: FTR; LVL: 021; HTK: all; ARM: 020;
AGL: 156; INT: 014 (~hrewd in bargaining); WPN: ITK. The Cashbox contains t09 GP. 89 SP and 602 CPo The lid is
trapped with needles dipped in a Potion that causes ~leep unless save ~. Poison iii made. Prices are 20% above normal,
but the craft$lllanlihip is excellent.

9B Arms Shop: Craftsman is a Gnome named IronGtob. He manufactures excellent Armor and Arms. IronGlob: CLS:
FTR; LVL: 022; HTK: 011; ARM: 070; AGL: 116: INT: 017; WPN: DSS. He is intensely loyal to the Temple of
Glor'diadel. 546 GP in Cashbox. All itemli are made of Oamasculi Sleel and are priced 20% above normal.

9C Seamstresli: This is a Gnome Woman named NiceHair. She repairs damaged garments or makes new ones. She does
good work at reasonable prices. NiceHair; Female Gnome; CLS: FTR; LVL: all; HTK: D03; ARM: 015; AGL: 177;
WPN: None. Cashbole has 12 SP and 63 CP in it, It iii not trapped.

90 Ink Maker: Craftsman ;s a Human Male named Auld-SII. ~ns, ink and some paper are available. AuldSa: CLS: FTR;
LVL: all; HTK: 006; ARM: 015; AGL: 103; INT: 01C;WPN: DTK. '

9E Wheelwright: This is. Human Male named Round'Wood: CLS: FTR; LVL: 021; HTK; 012: ARM: 015; AGL: 134;
INT: 0'2; WPN: WBL.

9F Cobbler: A Gnoml works thit $hop with tilt hllip 01 two Brownie5. The Gnom.'s name it Par,.yut: CL$: FiTR'; LVL:
011; HTK: 004; ARM: 015; AGli.: '3'1: WPN: OlK. Thl Brownies are F.litmarlr and Qulckstep~ HITi 001. HTK:
004,003: ARM: 030; AGL: 1B9 both; DPA: II 3. They hlilvl nOrmal Brownie IbilHies. CashboJt cont.im 4.5 GP and
21 SF' Ind'I5 lriPplKhvith Sleep Gas.

9G Owarven Blacksmith: Craftsman', namtJ is 8ufbn:l', and he is,. iack.of.alltrades Ihas many skillsl. He will shot hQrses,
make som, weapons, """"ever is. needed'. Buford: ClS; FTR; VI:.: ,031: HliK" 020:; ARM: 050; AGl: 67; INT:
014; WPN' i'2 Hlmmer. ~lshboJt containl 2~2 GP, 407 Sf .ncd' 687 CPo lin ~ oicllll in thf:lffoaJ. llnother ?20GP are
hidden. Buford loveli to recite Owarven Legen(h.

Pegasus 39
9H Human WlllIver Woman: Her name Is ShiningThread. She has cloth on sale of excellent quality inexpensively. Shining-
Thread: Female; CLS: FTR; LVL: 011; HTK: 005; ARM: 015; AGL: 178; WPN: DTK.

91 Ponery and Ceramics Shop: This is (un by a Gnome named Clayworker the Old: CLS: FTR; LVL: 011; HTK: 003;
ARM: 015; AGL: 154; WPN: DTK. Cashbox contains 5 SP and 50 CPo

9J Jewelers: The owner is 5imirll Gemlover: Elf; CLS: FTR; LVL: 031; HTK: 015; ARM: +2 Chainmail; WPN: + 1 Long
Sword, Treasure: In Cashbox: 520 GP, 460 SP and 14 EP; In display cases: 45 pieces of Jewelry (all Elven work)
worth a total of 16,646 GP; In storage: 65 assorted Gems, a small bar of Gold, and one 01 Silver, total value is 14,000
GP; Hidden in Gemlover's private apartments are 6,000 more GP, a Medallion of Invisibility, a Via/ of Healing (pur
ch85edl from I wanderingleJiJ:llnd llIlElvll."Cloak ,(whi~h it Illf"mily heirloom).
Gem/over (1011I not llIUard bit thoD Iione. H. hItS .wO hiredlguards.Giladorand Faramil: ~If; CLS: FTR; LVL:
031; HTI(: 018~ 0'6; ARNI: +~Chainmai.:AGl: 17-9;'WP/lk DILS, WLBt.lt IS to be noted tl'lat G'emrover is the richest
of lhe town fleOpl. below lhe, !eye! 01 'Merdhanl. HA 'j" wary< of Dwarves, though not blatant in his distrust. He will
I'(~ 'lIIve ElvIS and H'l1!Efves [he !)est bargains.

9K MUI~I ItlItrum,nlS: Th"lownar it Human nam" Puffy IBIQwcheeks: CL~: FTR; 1_ V,,: 0 '1; HliK': 004; ARM: 015;
WPN': ~TK. P\tffy I'lsQ <!1irectf, tha town', muSicalg,roup. Me Is.. very< frie,ndly person.'Cashboll contains 26 Sf, ,2 EP
and 6 GP,

9L Copper i(30C)dc (Po'U, t(.ttles, etc.): A Gnome 19wns thiS shop nemlCl Hand. M.talWorker: CLS: fTR; LVL: 011:
HTK: 004:ARM: 045; AGL': 166: WPN: IBL Cashboll cantajns 500 SP ,ncj 200 G',

9M Human 'flnter, Shop: The own.. is. named InkBlotch f!aperlover: CLS,:, fTR; LVL: OH; HTK' 004; ARM: 015;
AGl: 103; WPJ\i: OTK. cashbox oontail'll 250 CP, 72 EP and 18 ,GP. It is tr.pQe(l with II' (lit' Fireball that will de
. tonatt,i" tny Qther then '1M Printer openl ~M box (NO Disarming). &t was set by II friendly Mage.

eN Condit Maker: LargB-Nose~ Gnome; CLS: FTfl; LVL: on; HTK: 007,; ARM: ,0.5; AGIL: 113; WPN: IFM. CathboK
hIS 61 C'and "5P In il. Large-Nose hate:s 10k.. about Ilia ROse and will offer 1:0 make u:andl. out of the jokester.

90 Lamp Mlker: Thil Elf d08ln'l -IV. tllr nlme tQ customers"lbut hiSi nartlelil bs't Longwellan: leLS: FTR; LVL: 011;
HTK,: 008: ARM' 015; AG L: U6: WPN: 0111(. (:Ishbolt contaillf,22 SP' .tld 16 GP. HI is try i!!Cret;v. and not at .11
talkative. He har secret grudge ageillit air Gnomlll.

9P Glassblower: SandbolL the Young~ Human,; eLS,: fTR; LVI.: O~1.;. HTlK: 014; A'RM~ 015; AGL: 169; WPN: IBS.
CalhboK contllnl 52J,SP nd 36 GP" SlIndtlox WintJ'tO Oivt uj) his shO~ and go IdV.erlMiflO.

No. 10 Th. Guild Hall for the Thieve's Guild

The Hall is constantly guarded by two 4th level Thieves. On any given night, there is a ,4% chance that there will be
a meeting of the Guild in progress. Eight-Toes Marto: LVL: 04,; HTK: 020; ARM: 015; AGL: 179; WPN: +2 Dagger and
Garroting Rope. Lefty Lancaster: LVL: 041; HTK: 017; ARM: 016; AGL: .68; WPM: +2 Dagger and Vial of Poison.

,OA Dwelling of the Master Thief: This man controls all the Thieves In Oamkina. His name is Ouick Fingers; CLS: THF;
LVL: 10.; HTK: 047; ARM: +4 Belt of Defense; AGL: 189; WPN: +3 Dagger. His dwelling is a repository for the
110len goods of other people. He has about 1,005 GP stored in small caches and he also has 4 pieces of Jewelry wqrth
a total of 466 GP. He is very shrewd, and knows how to deal with chaotic personnas. He never forgets a slight Ian
offer protection from the lawl.

lOB Dwelling of Ouick Fingar's Assistant, Surehand: CLS: THF; LVL: 081; HTK: 038; ARM: 015; AGL: 176; WPN:
+2 Poisoned Dagger. He has 750 GP and a Vial of Potion of Eth(1!alness sto(1!d in a chesl trapped with 6 poisoned
needles. He is loyel to Ouick Fingers. but loves to get in barroom brawls.

10C O_mng of the Burglar, Nimble-Leap: CLS: THF; LVL: 051; HTK: 022; ARM: 016; AGL: 169; WPN: +2 Short
Sword. He has a Blur Cloak which he doesn't normally use. This cloak iJ stor~d tgllether with 450 GP in a hole under
a 100M stone In his kitchen floor. He is the town's cat burglar, and I'lIi only operates on nights of thel no moons.

100 Owalllng for the vill'iQ','t. only tWO Nsa"i/ls. who worlli ror Ih. thieves, Guild~ more or less. Thl!)I .Iso. guard the
entrance to Thieves ArI.V, The'll art c;alled (J1Ji!1k-Kill tnd Matl-Slayer, 8Qth art Half-Orcs. OuICR-Kill: (:LS': ASA;
LVL: 07.; HTK: 034; ARM: 020; AGL:. 159,; WPN: +2 poisoned'DagglH!. Ma"'$lay.r: C'\;.S: ASA; V : 071;HTK:
029; ARM: 020; AGL: 159: WPN: DTK, Blow GUDlwitll Poisonl!d m'aru. Th. occasional Issasslnation. the 'wo are
Cilled \IPOl\ to ,Pet"form. 11009 with the Sllar)! th. Thievlll Guild pays ifhem lTe .ufficient to keep them ,j their usual
manner. They' drink and reval.xcessively, and five riotously at.1I times. Total cash between thl!m consists 0'1204 GP,
~~~~~ .
OE The hom. of the Thieves, Eight-Toes Marlo and Lefty L.ncaster, who I'lOrmally guard the IGuild Hall. lillera is only
a 10% ehal1Cf they will b., home. Their trellsurt i, hi'*'.1'l in I 'ak. ceilino tn,"n ,<:onsistS of 207 GP~

10F The home of Igneous Fiddleflngers, teacher of the Apprentices: CLS: TIoIF; Iii. Vl: 051;HiliK: 025; ARM: 020; WPN:
+2 Dagger. Personal treasure of 646 GP and a pair of Elven Baots. 'He drives thellpprent:ices criJzy'wi,th his nitpicking
commentl on their abilities.
40 Pegasus
lOG, 10H, 101, 1OJ, and 10K are the Barracks for the Apprentice Thieves. There are four Thieves in each barracks 50% of
the time. Apprentice Thieves: LV L: 011; HTK: 006,005, om, 004, 004, 005, 001, 002, 003,003,006,006,001,
006,005,002,002,001,003; ARM; 015; AGL: 155all;WPN: OTK.

No. 11 . Guild Hall 'or tha Houris Guild

This Guild Hall is guarded at all times by two Human Male Fighters; LVL: 021; HTK: 014, 014~ ARM: 050. Guild
Treasury is 1,243 GP.

1 fA The home Ineil business 0' thl ,Chief Houri, Guild. Gold: CLS: HR,I; "~l..: 091:, HTK: 026; ARM: 005; AGL: 189;
CHA: 189. Perl-onal tre8sure~ 24() Gp. SM can silisf.,. anywhim Inoov[olent), and c"arges exorbitant prices.

l1B The home tne! I)usines$o!)t the Subc:hief Hourl~ IlLarf! Lip: CLS: H:RII: LVL: 0'1L HTK: 025; ARM: 005; AGL: 179;
CIiA: 189. Person" lreilsur~: .$ GP. She i$IQyal' to Gild., GolO, bvt ... (harp 'tongue and is abrasive to those she
does not know.

1 fC Houri's home, Venus Veil: ClS; HRI: lVl: 041; HTK: 012;AAM: 005:AGl: '58; CHA: 179;WPN: DTK.P8I1Onll
treesure: 87 GP, 45 SP.

110 Home of Inother Kouril, Juno. Jam: CLS: HRI; "Vii.: 041; IUK: 014; ARM: DOS; AGL: 167.cCHA~ 1169; WPN: 01i'K.
Personal treasure: 36 GP, 2 PP,

11 E Yet enother Houri lhome, Ap:hrQJ Anie: CLS: HRI; lVl: 031; HTI<: 0 0; ARM: 00$; AGL: ~1: C"'A: 17$: WPN:
DTK. Personal treasyre: 42 GP, 12 EP,

11 F rwo HOUJis. ahare this house. They wal.k out to the beuer PlIrt of town iJOd tl1f to .ttract m:elolttention. Then,'they
10 where ever their partners wish. SO% chance 0" either 0' them being tlome. they are named .AtIOiland Z.leme.
Arloa: Femalt; CLS' HRI: LVL: 041; HTK: 012; Al'M: 005; AGL: 167~ CHA: tJ7!i; 'WPN; SliK. p!!riQnll {leasure:
~n Person: 14 GP; Ifn House: 12 GP. Zet.,,,,: FlImlle~ CtLS: MRf; "'VI.: O;}l; HliK: 010: ARM: QQ~i AGL.: 178;
CHA: 189; WPN: STK. Personal treasure: eo'GP on person.

l1G A semi-retired Houri, older, blowsy, but Itill:atlracti'v.ls Short-5kirt Selena: Female; CLS: HRI; LVl: 021; HTK: 007;
ARM: 005; AGl: 104; CHA; 159; WPN: STI<. Personal tJ8Isure: 1? SP, 4 GP. She knows everyone in town, and all
,he lJO$$ip on eech person. ShII ij i lie""
,atu.ble contact.

llH Older Teecher and four ri0ung Students at the Arts of Seduction. Old Teach: Cls: HRI; LVL: 061; HTK: 023;
ARM: 007; AGl: 14:J; O:IA: 169 1189 in, Iher day); WPN: GTK. Students: Females; CLS: HRI: LVl: 011; HTK:
004,003.002,002: ARM: 005; CHA; '89, ~79, f89, 169; WPN: iTK.

No. 12 Back'lor, the Wizard of Darkneu

This home is one of the richest in town. It belongs to a man named Back'lor. To all appearances, he is a Merchant.
Not a regular one, but one with many distant trading interests. To be sure. if a player or NPC goes 10 Back'Lor wilh a request
for any type of exolic goods, Back'Lor will procure it for him within two weeks lat an exorbitant fee, of coursel.
In reality, however, Back'Lor is a Wizard of Darkness, connected with the dungeon of Man'Throp and controlling the
Temple of Arthranax in Damkina. all in the hope of totally overcoming the alliance of the city with the Iron Smelter Dwarves
and the Steading of Quinden, given time, replacing all this with the rule of an utterly depraved evil.
Back'Lor: CLS: MAG; LVL: 191; HTK: 038; ARM: +5 Ring of Defense; STR: 114; INT: 187: WIS: 113; CON; 164;
DEX: 155; CHA: 092; END: 154; AGL: 155; LED: 167; LCK: 177; PSY: 189; Spells: Fiery Fingers, ChBrm, FBmiliar, MlJf/ic
Bolt, Slumber, Detect Invisible Objects, Open, RBV 01 WeBkness, Spider Web x 2, FirebBII, SptNld, Flight, Lightning Bolt,
Slow, Suggestion, Dig, Fesr, Ice Storm, Curse, Wall 01 Fire, CreBte ZombielSkeleton, Con;ure ElementBI, RBV 01 Cold, PotTBI,
WBf/ 01 Force, Death Spell, DisintegrBte x 2. Clone x 4, IncendiBry Cloud, Blind, Gate. Back'Lor has a Ring of Regeneration
and a Ring of Meteors. His personal treasure consists of 14,000 GP, 3,000 PP, 24 Gems of the First Weter worth 150 GP
each. Opening out of the cellar of Back'Lor's home is a natural series of caves that Back'Lor is using for some of the allies he
has to be house in, also 10 keep some of his more valuable magical equipment. See Damkina SubMap 8.

SubMap B

The Cellar of Back'Lor's house: Boxes and begs are stored here. it looks like IIny other cellar. A door quite plainly
leeds somewhere. If opened, the party will see lhe rough huwn passage that leeds deeper in.

2 A Guarcdl Check Point: Two Gargoyt8s 'taUlit hlrt, making surt lhft nO. unl\Ahori~ed l)trs(>nnet pass. Gargov181{ HIT:
007; HTK: 030" 027: ARM: 040 ~.I weapon or better needed to do damlg.", hQw",erl': AGL: ~04, M~; QPA: 1 4/
1 .4/1 6. . .

4 Another Check Point: Two Gargoyles, if hard pressed they will flee to the north into No.7. Gargoyles: HIT: 008;
HTK: 032,024; ARM: 040 (+ 1 weapon or better needed to do damage, howeverl; AGl: 136, 144; DPA: 1 4/1 4/
, 8.
PeQasus 41
COLD LAKB CITY aU.MAP
1 Iqullre = 10 feet

.. N

.
'

S Pool of Wllter
.,;f1 Tunnel Willi,
~" -Ooor

5 Filthy Sleepino Quarters 'for four i3l1rgoyln: Two wit be present, 'sleeping soundtl{. GllfBoyles: IH IT: 006; HTt<: 026,
022;AAM:04O;AGL: 103,1093; 'OPA: 14/,4(16,

6 Stor9lle SpllCtl for food Ind I few weapons. No 'Guards..

7 A large Cavern with. pool of clear wate{ in !.hI center.There .,.e12: VllfY Ilert GIITgQr;olu ,ringing the pool. The Gar-
goyles willl8'lk tetJrchar, -ters. displaying SlIr!Jonj w'it .nd evil humor. GilfVOyles: ,HIT: 006: HTt<: 024,016.018.028,
028. 018. 022, 1)20, 02'1, on, 022', 04!'i A'AM': 040 1+ weaPQn or bener needed to d9 damagel: AGL: 124 all;
DPA: 1 . 4t~ 'ct I 6.

8 Smllil storage area forfood. etc.

9 Empty.

10 Bed Chambe for ~our G819oyles. Two will be present: HIT: 006; HTK: 011,028; AAM:i040 It or betterweaponl
to do dlmage); AGL: 083,072; DPA: 1 4/1 4/1 8.

11 Empty.

12 Back/lor'. Chamber of Mlglcs: A Imlll pool in 11'11 ~enter of the chamber mlY be !Used by InY'Mege to ylew lVents
anywhere on the IUrflC 0' thillworld, Only limitations beinJ that nonnal ltisull conditlom It the .rellook~,1t WIly
obscur. "Is'ion Ther.l, 11111,11 ties, 'in one tllche, OPenfng h sumrflOnt (no chanct '(Ii1armlngl IJtMlnor ~to
attack I'" offendef, it ~t 1, not BIlC1l.'lor. Minor Demon: HIT: 007i IHTIe: 034; AAM: 000; DPA~ 4/1 '/1 . 8-
The chest comalnr two Potions 0' Silver DrlllO" Contra'. I Potion 0' Stone ,Glent Strength and I Wend of Ice (,14
charges htftl.

1316 All three rooms are empty.

42 l'tgasus
No. 13 The Meeting House for the Sorcerers Guild

Here, the various Sorcerers of the city meet to discuss the affairs of the day {and what can best be done about theml.
There is a 5% chance of such a meeting during the day and a 25% chance of such a meeting in the evening. The Sorcerers from
13A - 13E will be present, and so willihe Illusionist from No.2.
At any other time, the house will be guarded by six 6th level Warriors and four Doomguard (from ArduinI. Warriors;
CLS; FTR; LVL; 061; HTK; 030, 041,028, 042,033,032; ARM: +2 Chainmail; AGL: 155 all; WPN: + I Long Sword, + I
Longbow. Doomguard: HIT: 006; HTK: 031,027,017,026; ARM: 100; AGL: Matches that of oppOnent; WPN: DBA.
If the Sorcerers are present, the guards will be absent, but each will have brought his or her own personal retinue.

13A The home and business 01 the Wizard Aglamenon: CLS: MAG; LVL: 101; ARM: +3 Ring of Defense; AGL: 165;
WPN: DTK; Spells: Fiery Fingers, Charm, Erase, Comradery, Illusory Noise, Forger, Levirate, Spider Web, Blink,
CliJirvoant:tI, Slow, 5pBlA )(t6nsi&fl, A, F.t1ar, Ttllepart )( 2. In his Treasure Chest, the illustrious Wizard has 9,000 GP
and hree Potions, one of Healing, one of' Levi'tltion. one, of Flying. As well as two bond Slaves who cook, clean, etc.,
AgJamenol'l is. guarded by twa 4th level Amazon Warri'o~s: CLS: AMZ; HTK: 031, 027; ARM: +3 Chainmail; AGL:
178. 119, WPN: +2 Long Sword, +-1 Hand Axe.

138 The hame of, Gitchi'liud 'the musionisl (Goom4:l: CLS: IILIL; lVl. 091; HJK: 023; ARM: 015; WPN: +Ui)irk;
Spells: IIIUSDnt NOM, A.inbow fI.ys, tlve/r LiQhtl.. Sphertl of ,Dllrkness .Hypnarism, 'Hypnotit P.rrem, Invi,ibFJit'l',
MIg~ Me.". Dispel Illusion, Suggestion )( 2. Emotion J( Z. The Illusionist has I permanent I nvlsiblt Porter to wait
on im, mmPlimenu Of I iriend. Otherwise. ther.. ar. no 'beings other than himself. H.,tI. 12,000 Gp. stnhechway.

13C The ~2tl'l level Mage, Cllrdonius resides here: CtS: MAG; LVL: 121; HTl<: 029; ARM: DIS; AGl: !4S; Spells: lhttICl
M.,if: AUfM, E'n~, ANtI M.,it; Script. Writt M.,it: Script. DtJtKe Evil Auru, lnttlt:t Invi!Jbl. Objea., In'';rJlJiIity.
[Wllitllt,- C""'rtlUdi.~, CIIJitw)'f.~ " 2, tnf"wsion, RtIm(MI CufW~ COfll8Ct Or". fIB"." Jt 2. Srw/I EJCtfimion 8,
r.lBkenniJ, r.ltJport, LtJgtmd to,.. It ,eems thiR CamoniU$ is ill I>reparlld 10 O,fend himself, vi sve;h it not Ih,
_. I-It wear, jn Amulet 01 Magic 801ts. They may be fired, onllpair- per turn, striking unen'log"" and doing 15 a
pointS of dlmager lie' 901t. Ht arso we., a Ring of Magic. doublingl2nd Jev.e1 Spell Ibility. )therwIH., hl$ trus.ln
COndlti of 2,000 P.Ii', 5,000 GP ,n(l 15,000 sP. H. is, served by two Servant Gir'tlllndsi,ll Li<t.d IMeIl: lilT: 002';
HTt(: '010, 009\ 018. 004, 018, 01C;A'RM: 030; AGL: 104 all; WPN: osc.
130 The Sorceress of' Qua dwelll here.:She It HaIfGnome. Sorc:eres~ Or Qua: Fl!ma.I.~tlS: MAG/ILL; LVL: O~2; HJTK:
022j ARM: 015; AGL: 179,; WPN: tI Dirk. $ha iJ. devout member of ItIt Ttmgle Of Allwol1hy. 'Sht is I sevent.h
evel Illusionist as well IS a .venth levil MllI8. Spells: Ch.,,-n, Fllmilillf, eomrBderv. Relld M.,/f; Str1Pt~ PtJrm.M!tf
SpM'" Df Light~ Lout. Ob/tlCt. M.,ic Memge., Blink, Wind, oF.',Rllinbow R.y" Hypnotism.. tight, MInor Illusion.
H!/"nor~ "-rr.,tJ, inwtlbilitr. Muhiple 1m".. ();~ll/hilion. M_o, illusion. Her personll treasur.l, 5,000 GP Ind'
a Ring,Of Meteor~ Silt ij constanUy' lICCompanied by fo~r Invisible Pilcies: HlT: 001; HJTK: 004, 003,004,003;
ARM: 010; Normal Pillie .bilities.

13E The home of Black Bart, the Elltrodinaire II INere'-BeaI wilh Drurdic: IbllitiesQlmmenseratlltC) level 7): CLS: DRU;
HTK: 036; ARM: 015 (Manl, 050 (Bearl; AGl: 156-; OPA: 'I .4'11 ,4jJl '8; Spells.. AnimllfFriendShip, Entangle, Pass
Without TflICtI, Inv4ibilry to Animals, Charm M/lmmll. f-IelM M.t,). ProdUC6 FltlfTIJI-, W"rpWood. Call Lightning, CUI'fI
DiS88SB. Snar., Plllllt Portal. Personal treasure of 2,000 GP. No attendance other than small animals.

No. 14 The Home of the Witch Starlight

Actually not a Witch, bot 'an glder 2nd "'vel, Fighter with PliQl'lic Abjl,ity, she i:s I 'very. respected woman 01 good, neat
~randmotherly appearanc. Her f)s'ionic AbilitY eq~uels -266 points. She it- lawful Good. Starlight: Fern.le: CLS ~ FTR; LV L:
021; HTK: 019; ARM: 0~,5; WP{lI: DOll:; AGe.: 136;: Psionic fowers: Animal Telepathy, Clairaudience, (;llirvoYlnc:e, Domi
nation, Empethy, Hypnosis, Object Reudj[19. ~rec.ogni(jon. Oimensiol1 Walk, irelepathy. Further, shl has I Ring of Human
Persuasion and a Ring of Spells,wlth $Iumbtw~ Charm, RIIfflOvf. CI,J", FllichfulHQund. and G.tl5tored within It.
Sttrlight's home is neat, clean with good usable, though old, furniture in it. She only uses four small rooms in har
house. The rest she rents to the needy for whatever they can afford. She helps any and all that come to her.
Starlight attends the' Temple of Glor'disci..1e~er.,. morning at 9 o'clock.
On her person at an time, she will havt 5 GP ,nd 11 20 CPo In. Ioe.kbox in her home, she has ild'urthe 205 GP and
661 CP she is saving for the 'future.
At any time, she willi bel accompanied b 1 . 4 male Strlet Urchins who have been washed and whol4l clothes have
been '~Ieaned' nd mInded (15'l6 c.hance, on. of them i.lln Angel of Cilor'diadel she is, entertaining in disguise).
If Starlighl 'i~ robbed or killed, tfler. is 160~ chance that Glor'oiadel will send a Lesser Angel to seek ratribution
against the offending party,. 'Ther. is. a 100% ~hlnC8 .hat thtrtommon Townspeoplll will riot for 1 4 days or until the perpe'
trator is dead.

No. 15 TftJI Hom. of Bowregard thtAxlmln

Bowrag,ard the Axeman is a Psionic Fighter, wflQ is N'eutrll GGQd' ,nd reports to the Temple of Allworthy regarding
goi"9J On in the other T.mples. 80wregard the Ax.mln: CLS: FTR; LVl: 041; HTK: 030; AFlM: +3 Plate Armor; AGl:
148; WPN. ii2 Blttl, All.; l"ioniC POints; ~.'; Ps.ionic Powers: ObjmlRelding, fsvchic SensitiVity, Probability Travel.

fegasU$ 43
No. 18 - Pointy-EaR, the Holy PriestIWiurd

Pointy-Ears is the Holy PrielllWizard in service to G1Clr~dlaJfel, The Heffelf il frivolous, but generous end kind
hellrted person. He Is a seventh level Millie and a fifth lellel Cleric. Pointyt:ars: tC~S: MAGJCL ; VI;.: rO'12; H K: 029;
ARM: 016; AGL: 179; WPN: +2 Quarterstaff; Spells: 8/~. Comm.nd, Helll.Minor Wounds, AUf1I!TY. Slow Poison~ R~sist
FIre, ~mt1, Ffy""fPII", CNnn, MIt(JIQ 6Q/r, RNd M{J{Ji(;Script, InvisibilIty', SpidtJr Web, Stihki"ll Cloud, FirWJ811; Blink,
1C6 Storm. He till! (H1tteridents, but il e well!IOvoo ~riend 0' Starlig'ht (Nd. 14)'" If iIIed', there il no chane. 01 retribution via
Angal, but there I 50')1 chAne of mob violence, if the offender is-known. -

Inm, r.vern, and ROIdhoUHI of the City

ORe'. DE IiJQKT: Tbv Iom/l' di"e in (hI <oj,)', wlllt the pouibla Il'lC(;~ptlon 0'
"liM Red! Knlf.... Pfoprielor; Bandyrltg1 chI
SfiOrt: HIIM)ro: ALN: ilEA; CLS~ HRl t:Vl~ 021: AGL~ 133; ARM: O~ WPN: IBA~ C8s1'lbox: 4:2 GP. " SP. 64 CPo
Been 1 CP; Thin Ala: 2 CP; So...,Wine: lep; ~I",t Rat Steak: 1 SPi lblrd I,egs: 2 spand ISpI!cilllty of th.lhClUS8j but you
better ~pe. Evil or thay'll deny he"rng It I Stewed HaltlJng: 2 Gr, Genenlly there.,e from 2 - 10 people! present during ,h.
day, 4 30 ." night. Moll wilt beth. lowest IOn, Including many Helf..()rc, and In occaslona' true Orc,

ntE REO rKNIFE: Simll. ta thel "On:', Delight-,. Ihll tlYlrn servel thOle whom th. rlst of the city doesn't wish 10 MI'.
PrOl)rlltor: Squinty Eyes: Human; AL"': NEA; ClS; FTFl; lVL: 011; AvL: 153;AAM: 020;WPN: VOK. Onhboll: t4GP,
7 SII, 231 CPo l'eer: I CP... Whisky {poor' quallty": , liP; Opium lno questiOns}: GP. Gener,lI., 1 6 are prtwnt htltht day~
tlme.nd 3 12 at night. '25% chenea wilr be totally Ollt of it on opium,

PLAZA l'APROQM: Of better qutlit.,.~ IhI! Tap Room opens onty onto th. Plez., PrOp(ietor: Garbot thl Old: H-uman;
ALN: NXX; Ctl:S: fTA; LVL: ~11; HIlK: 002; ARM: 016; AGL: 103; WPN: 10K. Cashboll:: 101 GP, 15 Sit. 'G0C')d llleer:
2 CP; Wi.,e: .lJ II! SP; 8ee' Stlllk with Pot'aton Bnd Grevy: 3 SP; Milk (chilled, wit11 mea!l:2 CP.Genererly I 10 customers
are present during the day, 440 It night. The better types, middle class, so to speak.

THE SILVER EV,1 liAVERN: A good plaq'to 1181 H'rin'lt ropriatofi (ir,ttl lelr"ea, lhl BOld: HBlfElf. elLS: FTA: ALN:
CGX; LVL: 031; HliK: 01S; ARM: 016; AGL:- HI?; WPN: IDSS. C8shooll:: 40 6ft', e~ liP, 104 (;P. GOod Beer: 3 CP per
cup; Wine: 2 SP: Elven Wina: 6 SP 126% chance drunk.neSl, per cup!cumufativeJ, EI'ven lireat (MillBd Green ,Salld and
Smoken Meetl: 2 GP. 1 - 6 customers during th. diY, 2 . 16 at night. Upper class and Elves basically.

THE GRIFFON'S GOLDEN HIND INN: A good place to stay. Proprietor: Grey Steel: Human; CLS: FTR; ALN: NGX; LVL:
061; HTK: 030; ARM: 015; AGL: 155; WPN: +2 Long Sword. He claims that after single-handedly killing a Griffon, he
found its hind-quarters to be made of Gold. With the Gold, he bought the Inn. Cashbox: 67 GP, 2'4 SP. Room: 4 GP per
week; Beer: 2 CP; Wine: 2 SP; Meal (potluckl: 'h GP. Generally 2 . 10 people staying in the Inn, which can accomodate a
total of 24 people. Evenings 1 6 more come in from town to drink.

SPEAR AND SWORD: A militaristic telvern. Proprietor: Quick Strike the One Armed: Human; CLS: FTR; ALN: LGX; LVL:
051; HTK: 024; ARM: + l Plata Armor; AG L: 135; WPN: OBS. Quick Strike wes a Captain of the Guard till he lost his arm.
He then used his stipe<! from the government to buy the Speer and Sword. Cashbox: 43 GP, 65 SP, 14 CPo Bee'r: 1 CP per
cup; Wine: 7 CP per ghm; Ale (the best I: 2 SP: Melli of Pork and Vegetables: I GP. Generally 1 4 cultomllrs are present by
day, 220 at night. All are Soldiers or Guardsmen.

THE BAD BADGER TAVERN: For Gnomes, DWilrves and Halflings (none bigger will fit). Proprietor: Slue Cloth Smiling
fllC8: Gnome; CLS: FTR; ALN: LGX; LVL: 011; HTK: 006; ARM: 015; AGL: 176; WPN: DTK. He has a pet Badger who
ohen does what he is not supposed to. Cashboll:: 54 GP, 140 SP, 360 CPo Beer: 1 CP per cup (good stuff, but small cups):
Wine: t SP per cup: Meal with Seeded Buns, Stewed Beef and Gravy, and other homey delights: 1 GP. Four rOQms are avail
able, If th!l pr~l)rietQil knows [thl seeker: 2 GP per week. 6enereOy, 'thera will Rot be enyone! present durihg the day. At
night, howe"..,. from' ~IH,lffl"gs, Gnomes, I_Ad Owaryes will bt crowded 'nto the Common Room making Merry.

THE REO PENliAG'RA'M INN: Th. best roadhouSli "n the: city. Proprietor: Hlt'rakus,tha 'Magnificent: H'umln; C!,.S: MAG;
ALN: LGX: LVU 011: HTK: 018; ARM: O~5; WPN: ..2 Dirll. !HI! haa. Pouch of Sneezing Powder If0 uses'. He c!oea,nor
0010"110 thlt local $Qrcer." tGulld~ Spenl: LIWJIy l.lpts. Com1WJtJr(, $IumblN" lnvl6J",.PorrB, Inll16ibllity,. i..f/","tllt.~ ~pld.,
W." Holi1 '.rron, Slow. Cashboll:: 145rGP. ~60 SP. 8eef: f CP; Win".: 3 SP; Almost Inythlnll to eat is Ivai'eble for befween 2'
SP lnd 6 GPi Ro.om: 8 Gp per week; Stet)ling For HOrses: II GP PIf ~Ilper ho,,*. G'enerilly, 'rQm 2' 1:t peQ~1f Ir, ,staying,
here. House limit Is 16.

44 fegasus
THE ROBE AND RING ALE HOUSE: Sells Ale only, but any kind in any quantity, They al50 sell some food. Proprietor:
Gitchi'Laud, the Illusionist lsee No. 13B), he is seldom present and generally the Bar Maid, Alazon the Amazon, will be here
instead. Alazon the Amazon: CLS; AMZ; LVL: 021; HTK: 017; ARM: 015; AGL: 167; WPN: DLS. Cashbox: 76 GP, 85 SP.
Good Ale: 1 SP per glau; Excellent Ale IGitchi'Laud claimc itt enChilTll...J): I 'GP per gl.au; Food: .. :SP per plale. While
not really enchanted, the Excellent Ale is potent; 20% cumulativ.e chllnu drunklness per [9lass. 4 '16 customers will be pre
sent on any evening.

THE LEAPING' {lNICORN INN: The smallest of the Inns, but still very respectable, Proprietor: Tallstory BigTale: Human;
CLS: FTR; ,lLN: NX)(; LVL: 021; HTK: 020; ARM: 015; AGL: 134; WPN: IDK. He claims to have once been befriended by
8 Unicorn who Illd him ~Q i huge treasur.e. In ,this case, its Hue. Cashbox: 102 GP, 3~7 Sp. 24 CPo Wine: ~,SP; Mead: 1 GP;
Food: 1 GP per m:eal; Room: 3 [iP pee week, Generally trom III B people 5-taying at Ch. Inn, plus 1 . 12 who come in to revel
in the evellill\l. 111 tlLs own Ipaftments. 11allslOl)' has I flocked ches1 with '16,000 SP in it, hil nesl egg. The ,chest '1, trapped
with poisoned lifedles.
The 5telding of Ouinden

Tho Steading of Quinden i, ,II $filII" holding betwHll 'he Amaite Range Ind the SCarlet Forest. ,As it '1 on thl direct
trldt routt between th, DWlrvefl Kin~orn O'f Ih. "Iron smelter," Tribt (Bi,9hsdale) tAd the;,. Chie' customer, in D.mkin.,
ttla Steading h.. I IIrelt deal of traffi~ paning throuett il.
Out! to thl amount 0' traffic. the Steading,lupports elaruer than usulllJ complement <It'farmeu. Most 'erms are oceted
alonv "',farmers Road". II few mires from town end' the 'arm8l'sar. nearly III Halflings. Produar is brought in by wagon once
per wllek during the Wmmer, Th. Waysidt Inl} buy. most of the ereries. either 'Of Immediett use. Or to bt put tsKf, !for Ihe
long wlnte,. Whatlver is Ireft owr il genenllv purdlued by tM Keep. to supply it~ mercen8l"i8l.
It is to be noted lh,at .ech YilllllJllr h. e small garden. any. additiona'lupplin they need they purchase from Ithe owner
of the WBySidt Inn.
Officially. h. Steading of Ouindel'l t$under th.'authority Of the Lord of IheWhite Throne. rulet ot O,rrikilia. 'In prK-
tice. howev_" no notice' iC taken Qf thistly thl!Steading.or b'll OJmkin. Offici'als. The tru.,tul. of'Ouinden mlY be considered
Beron DrlmplniJl lhe Slasher. I ruthless killer who hili taken 'elver the v ill 9 for his elwn profit DrampinlU: CIL:S: FTR;
ALN: CEl(: I-V.II..: 081; HliK: 048; ARM: tJ P'a(e Armor; Sl"R: 118; INIT: 148; W,IS: 051.; CON: '124: 01:)(: 083; eHA,:
071; END: '33; AGL: 014; lEO: 165; leI!:: 144; PSY: 052; WPN: .2 Broadsword. His l)erlOl'ial Guard consisu of Six, 5th
Ievet fiQhters: ,ALN: CEX; JiTI(: 036. 0311.036.0301.03',030; ,lRM: 050: AGl: '35 kll;WPN: 18S. For ht stlltisticsof I\is
Mercenarilts, P!lI NO.1 in thi, settion.

No.1 The Keep of aarOIlOrampinill the 511sher

The Baron himself is seldom in the Keep. It serves 81 the base for hil mercenary forces mainly. Those forces are as
follows:

Twenty Men AI Arms: Cl'!: ~r ; lYl: 011; HTK: 008, 007, 009, 005 (x 5); ARM: 050; WPN: Broadswords, Spears, Heavy
CrossboWl\ ~efense of the I(eet> and village only.

Twenty Horse, Archers: 'CtS; 'fTR; LVL: 01 '; HTK: 004,006,008, 002 (x 5); ARM: 040; WPN: Bows, Short Swords. They
'unct,ion in supporl of the Light Horse during the forays the Baron conducts to keep the trade roads open; they
alsa lunet,jon in de'feme of tll. Keep and village.

Horse Archer Sergeant: CLS: fTR: 'VL; 03'; MTK: 025; ARM: MO.
Sixty Light Hol'SI Troops: CLS: FT,Rj L'VL: D2 ; KTK: '018. OJ l, 014, 020 (x 151: ARM: 040; WPN: L.ance and Saber. They
func:t,ion to keep the trade roads open and fr" of Bandits lAd Monsters. They elso defend the farms along Farmer's
Aaed. They will defend lhe vill~e. but if i ' is Ot!VlQUS that an enemy is going to break through to the Keep, they will
try TO cut their wa\liree and .flee an escape, rather~h&l1 involVe themselves in a siege.

Six Sergelnts ttlr 'lhl Light Horse: 'lS: fTA; LVL: 031; HTI<: 0~I, 020, 025, 020,023,020; ARM: 045;WPN: Lance or
Saber. Commafld tlie Ligh' HOrl4l in baWe

Two Lieutenants 0' the Light Horse: CLS: fTR; ilL: 041; HTK': 028. 030; ARM: 050;WPNJ: lance or Saber (Medium Horse).

Captain of the 'Horse: CLS: FTR; LVL: 051; HTK: 040; ARM: 060; Lance. Broadsword (Heavy Horse). The captain controls
1'1 the Horse Troopi in battle In the Ibsenci of Baron Orlmpinill.

It II to bI noted that within the weill of the Keep itsel'. Ihe lev8I'al buildings IIr. numbered. Un'1ess tM ,ill age Is at
tackld. anyone can enter tM Keep. Thl gatnwJII be. open, twa Men At Armlbeing on dulY It Pt. . T,hey .r.I.~ lAd will let
;US1 about "nyon, thrOuths pctOplf ,re Q0ing ~ .n<l out ...1 tit tim. on !>ullnm aAYWlY. OnCllhe play..rrl withilil the
Keep. consul, Ihe proper njjlTlbers a, they telreh hi Viriou, buildinl)S,

Building 1: The Stable,: lihis. enermoutltrUt:tUJe houses 100 Destrier. From 10 100 will be prlll8nt lilt Iny. IIlven1ime. The
r'
Des(rierSl Ir. from 2 to '" HIT .nd gel two attacks elCh ,anYOAl theV don't know tria to approlCh them~ These
anach ISr. ill l~ form Of fl('iclcs. Dim. dej)end, Of' th, siz. O~ the hQtW, Light HOfse$ do ~ ,~ with each hOOf.
Llll'ht H'ones Ite those, With :21 HtT~ lind willlCCOun1 rOt' 00'lfa oilhe horses present. Medium HoI"$8S do 1 -with each
hoof. Medium Horses IIIre the :I HIT horses lind will acc.ount 'or 3~ .of the hol'Slll !present. Keavy Iionec do ~ 8 with
eaeh h.oof. Helvy Horses bew '" HI1' ea.ch,.nd account for 1~ of lhe horses present.

PeGasus 45
81 82

1 B6
I

83
B4 IS

46 PeQasus
Building 2: Fodder Storage for the horses in Building 1: Bales and mounds of hay, bags of grain and horse harness till this
structure.

Building 3: Barrlcks for (lOMen: ~ l(;Otlllnd c:ampli'gr\dlestl{'obviOully, ~'he ~rrac1cS"Qr the Light Horse TrooP1). There will
be 10 . 60 men present Idetalled in No. 11). Elch clmplign tllesi has dothes Ind :3 20 Gil in it. A finely detailed
Silver Damascus Steel Dagger worth 25 GP lies in one of the chests.

Building 4: Barracks: for 20 Mew. I,f're'in~r. 20 cots and ~mplilln .hem IblIrrac1cs of {tit Horse Archers). There will be 2 . 10
men presen . Each chest I:&ntains clothes. and I 10 GP. In one dleS1 I smltl ibtQ containing a 50 GP Gold Ring.

Building 5: Barracks for 20 Men: Herein are 20 oots and campaign chests Ibarracks of t,he Men At Arms). There will be from
220 men present. Each chest contains clothes, personlll momentos and tram 2 15 GP.

Buildillg 6: The Keep Proper; This. building contains. thl q,Ulrters: 'lor Baron ,lI1d Baroness DramprnHl, 1h, OHic:ers Quarters,
and severllIIGu.~ ChamberS'. earQn Drimpin'in will bB presllnt will'! hi. BodYeuerdl':20'll. of 1hl tilTllJ. Barol)eS1 Dram-
pinill on the' other hand, ~m Ill! a-esent 95" of !hi lime. SIlt is: tLS:fTR; LVL: 041; HTK: Q 3; ARM: 010;
WPN: D-ooer. Stw will bellClCOfTlpenied br two Hind Maidlns: "TK: 004, 003: ARM: 010. The Officers will be In
their Iplrtmentl 5()11 of the time (any given one), The room of eny given officer will conteln I chest with clothes
and l ' 1100 Gil in it. The room of Ill,!! given Bodyguard will contain _ chest with clothes, personal momentos and
30 . 3OOG~in it. ladY Dr.mClinii ~s QUlrtel'l contain 1:101 o'expensl'w clothing, 101M Imbroidered items (her st&rling
workmlnshipl, and 20 i'tems Of "eWilry worth froni SO. 500 GP eech.

Building ,: Th. Counti"ll House: Therl is .700 GP, 4,000 51' Ind four 100 GP Gems, hera. The Baron often boasts Chat III
his treasure WIll "Procured in IMful "'ennen",

No, 3 The Home of .... Alchemln,. ,Art,., Cronk.

Arley Cronker txc,"" in Chi mlnu'aeture D1 Potions. He sells. "Drought 0'1 Amazing Endurtnee" for, 250 Gil per vi.1.
This Potion IS I conCOCtion of his Own Ihllt -aises thedrinklri ConstltuCion by" points for 24 hOUls. He.1so sells Potions
01 Minor Helling 1250 GPI, Potions Of Flight ~750GP). Potio,.. of Br.v.ry (SOO GP). and PhilCres of ustor Love 1300 Gft).
There is a 15% chance that Cf'onklr hIS It least one of any other desired PC)tion, AnythihQ h8ldoesn', have lie can make up In
1 . 2 weeks time. Arley Cronker: CLS: ALe; LVI!.: 014; HTK: 032; ,ARM: Dl i WPN~ 0 Vi.ls Df Acid thrown as missi4.
weapons for 2 B points,immedilte a.mage. plus '1 4 per round thereafter untiJ the perMH1 is dunked neked In waC.,.

No.3 - Tha Smithy

Hor5ll$, ponies, whatever. can be shoed !her. for 1 - 4 'SfI'. Som. reguafion weapons a~e solei; $words:: 20 GP, Deggers:
5 GP; Spears: 7 GP. The Smith i. Owarvenand hi. name;s Umlult Handhammer; lS; fTfl; LVL:'051;HTK: 043; ARM:
070 (010 ff workingl; WPN: +3/+3 En~hanted Wer Hemmer.

3A The Smith's Home: A hidden etche in his somewhat messy kitchen has 76 GP, 45 SP .nd 100 CP in it.

No.4 - Th. Wayside Inn

This large Ihnt. story building has 'some 60 room, available. ar. well lIuh. Common Room Ind the owner's quarters.
The ownllr is Jellysmee, Plumbelly; CLS' ClR; lVl: 03 ; HiTt<: 016,~ARM: 010~ WPN: MICe. JeUv.smea( is in the service of
Gunnora, Goddllss O'f tht Harvest. 'fertrtitv, e~ ,11 Go()dl Wom,n. HII tithe. Ito her tor eVllry penny's income he receives.
Rooms in thl Wayside Ir. 'GP per night' will\ bed and bath. 'Me.JS are 2 SP. Meadl, Ale Or W,ne IIrt! , SP and aeer is
2CP.
In hjs own rooms. ,thl Innkteper 'hIS 781 G~, 150 Sp. 74 CPo Ind not10 mention his most prized possession, Prayer
Bead of Communication, The Preyer Bead is set in .. 'hOllow of Silver 'Ofll I smlll homemade .!tar before a sheaf at dried
wheat.
IOn Iny given night, :IO'lL of the guests in thl :ammon Room will be local citizenry, and 20% more will be regular
'rave'llers,lon tllle.se rautes. 80th fEtions will be, 'aroused by Iny "ie'enl Iction lowlrds the nnkeeper, wllo is known tor
his gllllerositv ~n(l honesty. FUr1her. there is I ~ ~hance thl'! hiJ gOOd riend "Ttle LtIdy StarmiSI Moonllight, will be
visiting in the Common Room. Th. Lad'JI Moonflilllu will be accompanied _V lwo ~ards. Th' L.d'y and her guards are de
tailed in No. '1. Both the citizens lind the Ledy will defend Jell'ysmear. if need be. IF Urther, ,he rlgular 'r8Yellf~S presenc may
(50%) intercede on his behalf IS well.
Jellysl1'lear's Spells: Cure Minor Wounds, Purify Food IJnd Drink, Hold Pllf$On.

No.6 T.mple of Gunnora (Godde.. of FeniU,y. Good WQmen, Ifnd 1ft, H ...,m) (lawful Good)

The Ttmple, ot Gunnor. i, the only Temple in ,he SCeading o"Quindln. It .administerecl by the Patri'archea ftonlY-
meade Sunnyl)rook. who, for ritll,1 "urp'oset. i.tided I)y 1~llysmear P1umbeU.,., I third I.vet Ciltric0'
Gunnora wtlQ,lillpl'Oprie-
tor of the Wlysidelnn INo. 4). Honeymeadll $uMybrook: CL$: C'LR; lV.l: 091; Hl'K: OS~; ARM: 080; WPN: Matt: SPells:
ClJIYI Minot' Wounds IT " fJettll:r t'llf Auras, Remow FHr, Dt Ch.~. tRtr AlltlnmlJflt Aurar, SniMIJ ChMm. SpNt wit"
AnimlJI$. Cure f)i-"IT 2~ Cu,. BliPdntlft. D1Ct I.ie, NfIut,..gze 'Poison. R.i. 0./1.
The, Temple is defended by $ix 2nd level Fig'htersllllhQ trlt totallv IOYlllO GllnOOr.: CL~: FTR; IL\lt.: 021; HTK: 010,
014, 013, DJ~.a1J, 01~ ARM: 070; WPN: LOI"!ll Sword. and Heavy Ct'ossbows.
Gunnor,,'s Temp'~ has no trteASure. AI offerings atlln the 'orm:onarmlproduce. The Pacriarcl1ltss herself has 160 GP,
lind 2 Potions 9t Milljor HtaJing in _chest in her Irooml. PlumbellY'ltreasure is detll.lldliln No.4.
Temple
of 7
ArUlran,l<
DAMKINA

(.
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PLAZA OF GfIlTL
J ,
AND SUDC8I VI
,
~ ;:,: "" Bushel
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~ ~ -Trees

~.W.II

o =Well
~ ~ 10 Feet Rise
in ElevlIItion

.. a Secret Door

~ '"'Door

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46 pegasus! I
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No.6- fhs Town Tinker, Pitterhemmer SiBIlritz

The Town Tinker" Pitterhilmm,=, Sregritl. iii Gnome. c:a.n filii just .bout any utilitari.n .objllc1 .1 ~hc price 'of from 4 CP
to 4 GP. In hl~ !:ashbc!>x are 46 SP bl'id 320 CPo PiUllr'hlllTlrher Siegritz: CLS; fTR: lVl: 021; HTI(; 010; ARM: 040 (0110
when working); WPN: Hammer.

No.7- The Tower of "ledy" Stlrmlst Moonflillht

The outo'town lbarelyl Tower 0' "Lady" Starmist Moonflight. vfflQ is. 17th level MI~ and her 'ollower$live her!!.
Lady Moonnrg.ht retired to her Tower after several deeadu of adventuring. Sh. is lb". far th. richest af .11 the pea,ple in
Quinden. though few know it. Shel is. rolrower 1>1 Gunnora. ladY Starmrst Moontlillht: tLS: 'MAG; AllM: GLX; LViL: 171;
ARM: 010; PSL: 50; 'STFI: 1't4; "NT; 189; WIS: 146; CON: 'SS;t>EX: He; CHAo: 189; END: '169\ AGL:, 167; LED,: 179;
lCK: 1155; ps,: 187; WPN: +2 Silver Dagaer. Staff Of M~i Power. RinG of ~i9htflight. Ind. Ring 0' Fir. ResistlJnce. the
St.H l)" M~c Power has 141 ,charges in it. At' & ~OSt i)'f One Ppwilt cn.rgt. Lldy Moonfll ht '"ilY ,(lo,lny Of the following:
cause 1 'ermanent Sphere Of l!iQ.ht. CiUSI a Sphere of Dlrkoess 6'udlus, levitate, Magic 801't. Lightning Bo11, Ray of Wllk
ness, Ray Cif Cold. fireball. Ala COSiO' 2 Power CharllH she may ead: PerlOnal Shilld 5' 'radius, Sphlrl of fnwlnerabilllV.
Or Pl!rtlyzatiotl. The St.ff strikes IS a *2 rnagic WI.po" tor '10m 3 -I'per Hit, or ttl onectuql "'J1pended wh.n strikine. il
does dOubl. d.m . The $t." can be broll:en f r I I'lItributi~ 5trik. Spells: -ch."." 1C 2, Ibgk 1.1;$111 R".t M.,it;. Sf..".
CMtflcf Evil Au, DtnecllnviJ/b/e, CPM, Spk/ Web /1.2. D;,pfll M.,ic. "'''.'', SP-, Hold PfflOn. $10'111 J( 2, Ch.,.", Monlt.,.
F" fUSlOlm, RtlmDWI CUnl, Conjure Elemtmtfll. Hold MomtlN. ,.,...".". r.TfIpott. K1IN,of Folr:". Oml1'01WB.thIN, En-
c/rllllr .In Itfll1t, Madulll"'1 GlI~ . Flnh co SrDfIfI. t.lS#/( Wflh, Ph. . Pan". Sfun, SIl",,, Ch tmy Objfld.

"ha Tow.,

Lew.fOne

TI'le IEntry Owtmber: Thtl door ~o the outside is 'helf mlllH of ,lIeel. When berred, a mrnbined Stntngth 0" 200 will be
[squired to give. 2O'J, 'ChallCl 0'
forcing 'il. The 'wo .HOW slitsl nanking the outside door "8Ih. only.rrow slits on
thl flnt IeYel. T,hertl$llarge firepllJGt opposit4t (ht door. Ther~ will IlwIWS be one of' the special Guard, (see Uvel31
>n duty fler. Also, Ih. room functions ~ II Great Ha'll.

2 Storlllfl Spec. for IFood and the IGtcheA: A fireplace il near th., norlh-east corner. Two Mild SeMnts IH:TK: 004.
OOJ;ARM: 010, WPN;; Daggersl will be here (5O%,chance'.

3 ,Stairs IIP"O lliv!!12: Rock Golemrattempu to StOP III unauthoril~ personnel from mountin, tilt stairi. Iilod( Golem:
H:TK': ceo; ARM: 0401(+2 or greil1er ttnchiWlted WNpon5 tel do demll\le); Attacks: 1; DamllJ8: 3 '24, plus $low spell
every Other round.

La,aI Two

Rack 0' six CroSSbows and 400 Quarrels. including ten Silver and two 8lessed. Three aHOW slits.

2 e
Barrac'ks for Men At ,Arms: iCl.S: F R: lVL: 01' : HTK: 006. 005.008.00.1.00'1.001.007.006; ARM: 070;
WPN: llon!l$words ,or Heavy Crossbows. They CIIrry only the LOt1!lSWI;Jrds. In cllSe.o",.ttack, threg,will man tM,slUs in
level 2, Room I; three will man the Irrow slits on lnel 3, Room:2; Ind 2 will 90 10 Lvel 1.IRoom '1, to help defend
the door. The Men At Arms wm obey either Lady Moonflight or her 'special GUlrds.lach GUBfd has" . 24 $JI in his
chest.

3 Small Storeroom of FoodstuHs and Military Supplies: ani dozen Kite Shields. 35 Spears. 100 Crossbow Bolts (two
Silver. 'our Blessed), four Suits 0'
Plate Mail and one Suit of Elven Chain.

4 Nice personal chamber 'or the Maids 'r,om the Kitchen: Feminine clothing and 630 CP each.

5 Staircase 'rom 1 . 3.

leyel Threl

The Prison Chamber: Niclly furnished, but will'lstrongdoof1 and chains ,10 restrain the prisonersU necessary.

2 Rack O~ WelpOns: Six Heavy Crossbows. 4'0 Bolts.(ont Silver. two Blessedl. sl}lILo"IJ aiel, lour K'itw'Shields.
3 The Chlmber 10r Moonfiight's Champions: ElICh hIS generous bed ,and ~ (ar:gl ClrhpaiQf'l chest, 1) Blessed Reston:
CLS: PAL; LVl: 06'; HTK: 033; AAM: 100 '.3 Enchanted Platal; AGL: 165; WPN: '+2/+2 Enchanted Holy Sword.
Abilitle5 I I pel" Paladin. Otest contail\S 64 SP, 12 ,GP :Ind clothes. 21 longbelrd the Young: DWlr': C'lS: FTR; lVl:
081; tiTI(: 027'; ARM: 090; AGl: '35; WPN: +3 IOwarv,n Hammer. Chest conlains cIolhes. 650 GP~4 Gems (150 GP
eilch'Ad 1 se1 or wei used $teel Chainmail. 3) Wilhair Mand.~er: eli: AMi; Vl: '051: HJK: 028: ARM: 040;
AGl: 189: WPN: two, +2 longswords or Warbow (I . Sl. h. an lutomatlC: +2 with III millile weapons. In chest is
pBdded Steel Ind Silver Breas Cups, Ch.lnm.il, cIotheJ .ndl 350 Gp. .41 Greenlight Busher: Elf; ClS; FTR; l Vl:
061; HTK: 022; ARM: '080 I(Etven Ch~n'): AGl' U~7; WPN: + ~nllswotd rand longbow: hIS automatic +1 to Hit

50 'eQasu$
with the Bow. Chest contains dried herbs, clothes and 300 SP. The chest has a trapped false boltom which contains
an Elven Cloak and a Potion of Sweetwater. The Elf is capable of making a tea from some of his herbs that will heal
1 . 6 points of damage on any Humanoid.

4 Stairs from 2 - 4.

Level Four

The Apartment of Lady Moonflight: Each 'side' has an arrow slit in it with a sliding steel panel over the inside of it.
There are various tables and desks littered with the things of Wizardry, two bookcases filled with books, three chests. and
a bed. The Lady will be present 45% of the time. If she is not present in the apartment, she will be elsewhere in the Tower
(50%1 or gone visiting (50%1. When going out, she will always be accompanied by one or two 01 her special Guards from
ll.evt:t a.
In (;Jlest No.1. there is 16,000 GP, 8,000 SP and 84 EP. It is trapped by four Poison Needles. Chest No.2 is trapped
by ,wo Spears fhat sprillQl up from th~ flOOr d'iJecd',1 i'n front of fh~'chi!st when it is o,pened. The',1 impale for 2 12 poinu of
damage if they. hit, The d1e$l cont.in. 8 DfarnQnd. ft"Ooo Gli' IIlch~, '6 Rubie. 1400 GP eltCh) 'lOd 20 pieces ,of 8ssoned
Jewelry (20 2001 GP nch); ani illl! Ring 0'
Weightlessness. Chllt INo. J is UTllller Ind'very ornlte. A symbol oi Stunnin~ is
let 011 ~h. lid. which only the Lad\l cal"! pass without actlvlICing. In thl Chest ere l"'rlC itlms: , 10"9 thill!J rounell Objtct
wrapped! i Cloth (Wand of Frost. 34 ehal1Jes~, 80Qk ILedy Moonflight', $i)ell Book; cont,ins a" Ih' aforementione(l
spells plus Fwnili., and Comp,,'"md LlnguBgttt It 2 wells), and an Arrow iArrow of DirectiM Pointi"~,

TIle Kecfg.

The Village Proper is surrounded by thick hedge. This hedge i$ virtually impassable ellcept by Druids. The "edge is
pierced by several gates. Each gate is guarded by one Min At Anns.during the day. Ihis Man At Arms notifies the Bliron. or
his Captall1. if unusull lpea,ple approech th. lown. He also co'liects 'thl toll from all Dthers. Thl, tal is I CP a piece from loeals
Ind 'armers; 1 GP I piece from outsiders.
If eny given Plrty CQntains "recognizable Thief Or I Half,i{)rc, il is 45" !ikely that tht ll11tllkeeper will close the gat.
in the party's con~rlve faces until he l;:atl repo~ ,nd' receive instructions. All gates are, closed at nlgtH. Any din for entry will
rai" the alarm and bring out Light Horsemen to quell the disturbance.

The Vill8!le of Biglud.le

The Iron Smelter Dwarves

The Kingdom of the Iron SmeHers" _ small Dwanuin tribe, iI about 10 days sail and ride 10 Ihe west of Damkina, 8
days sail and ride from the Sleading of Quinden. thl Iron 'Smelters are not a fabulously rich people, as Ihey work mostly
with base metals, but neither are Ihey poor, as theh 'ro(l produ~s sell well and widely,

Outer Guard Post: Here are the great sleel gates Ihat open into Ihe underground city, Four Dwarven Guards are sla-
tioned here at all times and will demand the identity of all travellers seeking enlrance. If satisifed, they will collect a
1 GP toll and pass them through. Guards; Dwarves; CLS: FTR; LVL: 031; HTK: 019,018.011.022; ARM: 075;
AGL; 135;WPN: +1 Hammers.

2 Display Chamber: Here are samples of the Dwarven work displayed. There are Swords: Long; 15 GP, Broad: 20 GP;
Alles: 7 GP; Daggers with Scabbards: 5 GP; Maces: 10 GP; Flails: 10 GP. There are also Chainmail Suits on display
1100 GP) and Plate Armor (500 GPI. Shields are 10 - 20 GP, depending on the size. Some small pieces of Jewelry are
on sale from 250 GP on up; Ihere are only seven pieces. Orders for large quanlities of any item, or for bars of st~1
may be placed. There are two Dwarven Clerks: CLS: CLR; LVL: 011; HTK: 007,007; ARM: 075; AGL: '45; WPN:
DWH; Spells: Command, Detect Evil Auras.

3 All the Number Threes are rooms housing 4 Dwarven WorkerlWarriors. All such will be: CLS: FTR; LVL: 011; HTK:
7 10; ARM: 070; AG L: 125 all; WPN: DWH or DBA. Any given one will have 2 20 GP on his person,

4 The special Quaners given to Dwarven Families. Each Number Four houses a Dwarf Male of the 3rd Level with
021 030, HTK: a DwarveflJ ,female; CLS: HR or CLft; l 'oil; 0\ \ OJl; HTt:<;: 006 025;1I.nd 2 . 5 Young Dwarves,
15" Male., the Mall will have eitha;:., Hammer Of II 8rolBIade4 AIC~and Will hilve Plite Armor available for use.
5 Slorage 0'
finished Dbiects~ Swords: 12 ' 200; Maces: 4t. 40; Flails; 6 60; Hammers~ 220; AlCe"5: 50500; Daggers
V(ith Sheaths: ]Q. 100,- 20 SO sets of Chain'Mlil; Ind' 2 n sets of Plate Almer.

6, Great forge Area: 20 DWeltve., ar il wQrl( .day lind nigh Over rnaQi ,I fires. PQurtding QuI the ilem$ ot tlleir trade.
Thj!st Owafie$- are: CLS: IFTR; LVL: 0'1; HTIC: 01)7..,004. (lQ5. 003"008,003,003,, 005. OO~, 004, 008, 004, Q08,
007,006,004.008.005,004,003; ARM: 005 (its hot); WPN: DWH.

7 the (irea ' ThIon. and Rece~tion RO(ln'l af tile DWafvert Ki"9~ rti. Kil'!9 ind foll!' BOdyguard, willl>~ l)resenr during
the' illY, Theing: Dwar'; CLS: FTR; I. \It.1 093; HTK: 069; AFlM{ .3 PI<tte Armor; AGL: 148; WPN: .3 ""mmer.
The GUIll''ds': ClS: FTR; LVL: 031; HTK: 014. 013,016.014; ARM: 080; AGL:155 all; WPN': +2 Hammers.

P2gasus 51
8 The Royal Treasure Vault: 6,500 GP" 4,500 SP. 160,000 CP, sa Geml of tile First Water worth from 500 to 1000 GP
eacll, a Set of Magical +2 Plate Armor, Two Ban i>l MJthril worth 4,000 QP 'ach.

9 The Royal Apartments: Tile Royal Consort is hBre L1sullll\l. The King will bl here nights Tbe Consonls Alicia Ardor:
Female Dwarf; CLS: HRI; LVL: On; HTK: 00-4; ARM: 005, Ths King hanson, but he bas dep:arted no aque$I.ln
a small cllest, tllere are 20 pieces of Jewelry worth a lotal of 24,000 GP.

IRON S.BLTBR ".,,~_ BIGH8DAL.


CITY
1 squire - 10 feet

..
.. ""

HWW"'N';'

.
..
,

~.,~
'/'
-...
..... -Door

:;
;:JI.,..::
-Wal.

52 f~QasU$
" , , '.
IRON .MELTI:R MIN

"

I,
'f

"
.' .

1 Squire 10 'eet

~
n -WaUl

---- In PIS1811es
~

.. 1'1

Thi Mines

It is from ,he great ~efts 'hft 'ht 'Iron Smellerl win their wealth in Iron. There is ,chance of 25% oJ encountering
I Mining Crew In anyone of thear, chlmbert. A Mining Crew consisttof e 10 first level FTR OwIIrves with Mining Picks
In tdditJon to H.nd Axil lIS ,weapons. The;y Ifso b~811 ore 'billS to gather their findin~lin.

Final Notes: I'n al AT" 3s and 4s.percentile dice should Ia roll,ed. Therll is. e 25% chance per Dwarf of that Dwarf
being present, 'Ind if preunt. then hi will be 85le8j), Otherwis'. he is elsewhere. After III, the mining partill$ '.nd 'ounderies
have to bit manned.

ftQasus 53
MAN'THROP VILLAGE

.'
, "

(]
l--I-Cat.

.. l~~~
.....~:. '~'. - BUlheJ o N
Hobgoblin GUlrd.
Man'throp

The Threet in the North, or lit 'least the canter of it,. i. here" in Man'throp.. Man'throp itself is nQt so rernarkablr. It is
in CIolllllround HobgolJlln Vllla.o:e of Huts, wi,h I Wooden Stockad. Indl three 'Watchtow,rs. But, 'trom beneilth theOreat

Wooden Hall. thert mues thlt opening to ,a small d ungtOn, from which all d,. battle agli n51 thl frll!lile llIiana 01 Dwa.rves end
Men "dir"ted. It ~ her., thlt Back'l.Ofi receilled Ihi. missiol1i andl I promise of considerable treasure. should it 1uceeed. It il
from her. that Inthe ellil forces In and around the area are marshalled and directed.

54 PeBasus
Mln'throp ViII"98

Each hut on the maps contains 3 . 6 Males, 3 . 6 Females, and 6 12 Young Hobgoblins. The Mlleun: neprly always
banleready, being armed with Broadswords, Morningstllri and Ol'ujJlIlma11 Armor. TI'It, Ftlmal~ al'sa well' Chainmail and are
similarly armed. Males and Females will have 3 . 10 HTIt each. Thlt YlXJ~ ae' not' ,Il'mored and have onl\l 1 ~ 2 ItiTK each.

This is the home of the Hobgoblin Chief. Crashtacker, and his ,e,tinue, 0'
20 80dvgulirds'lnd 15 SerVean.s. Crash
tacker: HIT: 003; HTK: 022; ARM: 075; AGL: 12.~ WPN: +'1 Gr..t Sword. Bodyguards: HIT: 003; H1iK~ OHS each;
ARM: 050; AGL: 114 all; WPN: IBA, WLB. Sergeant ItlT: 002; IoIiTK: 009 .l!aCh; ARM: 040;,AG'l: 1M an; WPN:
IBS,IMS.

2 These are all Watchtowers. There are four HDbgobhns i~ each. W,tcN'S' 'Ii IT 100'; H:TK: f>Q9, 008. 005,002; ARM:
040; AGL: 115 all; WPN: WCB, IBS. They will $(Iul'Id thit alarm i'f theV ~t'anyone coming<, The X's. mark Catapults,
all Heavy.

:J Hlppogriff Pen: ltere lhl HO~l)ltnl keep thl tWlntY tlippogriffs th,y use to raid Oamkint. They arl tended IW 'hf.
Hobgoblins eHIl: 002; KTI(: 012.0 '.008.011.001; AAM; 030: AGL; 168 aI'; WPN; tM$) who live in thalheclt
within tht pen, Tht Hippogriftl .r. h.ined Q POl1$lO prevlnt ftight. They If'
hostilt to ,II non-Hobgoblins, and will
permit only Hobgoblins to ridl them. Hippogriffs~ HIT: 004, HTK: 012,01(11.018,020,015,,0 1.013,009,008,
010,030,024,018,018,025, 028.,031,02'. 022. 025; ARM: 020; AGl: 135 11I;i)PA: 1 4/1 .4/1 ,e.

This dungeon open'itut trom ben8lth, the OI.S'I'9' HIli/Hut.

The Initial GU8rl! Olecll Point: $ilC Ogon rlfuse permission to Inte, ,to, Inll not known !by them. Oera: [HIT; 004;
HTK: 011.013, 028, 11,018. OU: ARM: 050; AGL: 1G4 III; OPA:, '0. TI'It Ogrlll h.vt 20 . BO GP tech.

2 A Minotlur guards the CrosswlYs: MIT: 005, HTK: 028; AAM: 040, AGl: 175;'DPA:':l + 2, The Minotaur wlllloar
the l'lrm if Iftyone comes by. It has. ,000 GP stored in a nich' under I 10011 stonl in tM floor.

3 Four Uvi"9 Stl'lIIItitlS ot II!VI siu: HIT: 004; HTK: 0'5.018,012.016; ARM: 095; AGL: 031; OPA: f 2.

4 Garbaga hllm'lMr: lurfdnll on the garb. il I Garbege Monlte,: IolIT: 010; HTK: 062; ARM: 060;AGL: 073; DPA;
212/212.

5 Food Stor.: Plenty of goodilS in here, if yo" hlv, j.dld tlSllS, lizard Shllnks. Purpl. Oet09tls, etc. Also. as guards,
five Gargoyles: HIT: 006; HTK: 017,020'.019.016,018; ARM: 040; AGL: 103 all; DPA: I 411 - 4/1 6. -

6 Second Guard Check Point: Four Hill Gilnts: HIT: 008; HTK: '043. 034, 000. 036; ARM: 060; AGL: 073; DPA:
216.

7 The dwelling lace ot ,In Advisor 'to the Ru'ler 0'


thai Dungeon. This Advisor is I Mind Fiend: HIT: 007; HTK: 047;
ARM: Q4Q; AGL: 156; rDPA: 1 .. 8 or "ioniC Attack. It has 291 Psyonic points. Psyonic Powers Ire: Levitltion.
Dominltion, ESP, Astr,lIIProjllction. Probabifity Travel.

8 Empty. but there's a lot of garbage strewn lbout. If searched, 1 6 CP and 1 4 SP can be found. IS well as 1, 3 rU$ty
Daggers.

9 It is here that,th. rRuler Of 'tit Ovrueon 'fipld.c:oun with his. Bodyguards, Ind prasides over all of hisl!vil olans.
The Rulei' i$. h Arnorlll Evil liche, [Ditr.l", His 'Guards Ira I8n Oglrl Magi, '. Minor Demon Ind', IPParentiy. I Men
(Rakshasa).
Tha l.ich. 'Oitrian: Ct.S: MAG; All.N: AEX'; H~1i: 02.; 'HTK: 061; ARM: 070; AGL: 094; OPA: 1 10 or Spell;
Spells: Charmol. M..,k 801t~ Prot-etiOit from Good~ SIHP, Writ. Magict. Sp'fw,. of' OrittftS. ,D,et,d Good Auras,
DettiCt Inlljsiblf~ 11_'1 Of Wesknm, toek. Blirik. DIsPlfl M.agic, Firl1lJ81J, Speed, 'Suggestion.. Shirl/dor Fir,. ICtI Seorm,
Shspe Chs",., Waif Of Fire.lll 2. erNt. Zombitl/Slctll.ton 2r 2, KilIfN C/o(Jd, Rsyol Co/fJ, W." Qf,F(Jff;', f)eeth Spell.
G.s, FrHZl-'" Sphsr., SplrftwnlCk, Mea InvisibHity x j, V~is", ChJ"" M'm Chlltm" ShlllPf ~heng. Any ObjllfJt,
SymboT., Kill 11 :I'. He fl. I drlinedl St.ff of thl Wizard near him lit ..II times, ....41 Wind 01 firebens with 15 cherges
remlining. Ht 'hIS I Rint of Fir. Resistlnce, which he weers.
The Ogrl! MIl9I: HIT: 006; ItTK': 033i ARM: C180; AGL: 166; OPA: I 12. Ha has III normal abilities. mllY fly.
bIGoml Invlslbl., Cluse ()I~n_, Sh~ Chi. to. Human or similar ahape Ind regen.,lt. , POil1t !)i damage per
combet pllese. Further, 111 m.y. OflCl per day cat I Chsrm, tause SJup. lISSum. !Gaseout form and CIelt. a Rey of
0'
Cold It 58 poinu dim.).
Thf Minor Dt!rnon: Hilt: 009; HTK: 060; ARM~ 100i OPA: 2 - 12,2 12/1 . 3~ 311 . 8. May CIUse Flllr In
opponent, If w ml'; I.lvitetl., ml., ClUIle Pyrotechnics, Shipe 01. ., T.l8kinese 400 IpOunds weight, or Gatl il1
enothe'r G)lII1101l 01 slmn... type '.25lJl chanca of IUccesl).
The Aillth. .: H":: 007: HT'Kl 039; AJlM: 080; A13l: 166; AttlJCk.~ 3; ,DP~ 1 - 3, 1 312 5. Cln use ESP'aM
illusion to IIpPt1ar lIS wh. thost ~nc:ountered deem friendly. iii uses. mllJlc and CII~icll spalll up to 3rd level'. yet he
can not be armed bV Iny spe'. under 8th Ievll. tOnly. +,3 or bette' 'MlIIjJOI\I do fu'. dlmll9t; IeSHf WIllPOn$ do 'h
dim. if th.y .Ire mlllJleIf~ otherwise, th.... do no d.m 1 III. A Crossbow Bolt ,h~ hllS be:en blessed by I Cleric
wllllclll him.

PeGasus 55
In Ihe back of the room, behind the Throne, there are three Chests: Chest No.1 is trapped wilh a cloud of Poi-
sonous Gas. Inside are 3,000 GP, Chest NO.2 is trapped with a delayed action Fireball that does 11 dice of damage.
II has four dozen pieces of Jewelry in it that are worth a lolat of 15,000 GP. Ch~t No.3 is not trapped, but there is
a live Scorpion loose amongst the treasure. Scorpion: HIT: 001; HTK: 001; ARM: 001; Poison Sting. In the chest are
six Potion Vials, a Ring, a Robe, and 250 PP. The Potions are; two of Major Healing, one of Flight, one of Giant
Control, one of Speed, one of Sweet Water. The Ring is a Ring of Ice Bolts. The Robe is a Robe of the Chameleon.

10 Sleeping Chamber for the Hill GianI Guards: Four will be present at any given time. Hill Giants: HIT: 008; HTK: 042,
026,034,032; ARM: 050; AGL: 083 all; DPA: 2 . 16. Each has 40400 GP on Or about his person.

11 Empty.

12 Sleeping Quarters for the Ogres: There will be six present. Ogres: HIT: 004; HTK: 012,021,019,015,021.015;
ARM: 050; AGL: 094 all; DPA: 1 - 10. Each Ogre will have from 2080 GP on him.

MAN'THROP aU.MAP A
',' Squar. 10 feet
..

" ..N

'.

"

."

"
'.

'.
:

-Willi,

t- - t - Double Door.
I-I Door
, .
Vast Lake

Vast Lake has an incredible diameter of approximately twenty miles, and is easily two thousand feet deep in some
areas. The Lake teems with all sorts of wildlife (of the normal variety), and is often visited by such mythical water creatures
as River Nymphs, Water Sprites and Nixies.
Fishermen and Merchants ply the waters of Vast Lake in a multitude of varied crafts, from log rafts to finely crafted
Merchant Vessels. All of the trade to Oamkina must come over the waters to reach the port of Oamkina.
Of late, the trade has slacked off considerably due to the raids of Gargoyles and other creatures from the Aleion
Mountains. No trade at all has come from the east in more than half a year.
The only encounters on Vast Lake will be with fishing crafts, and possible a Merchant ship or a lone Gargoyle out
scouting and spying for Back'Lor. All fishing crafts will be near the shores of the Lake.

The T_mesls River

the 1hmesis River is ~Id principally by the E'livagar and HvergelmiJ Rivers. The T.mesis is wide, nearly a mile and a
half in some partt, and is extremely deep. sometimn reaching In incredible depth of 300 feet.
Becaus.t or its width and depth. the T'amesis is usually very calm and the cunent is rather weak except in the cente",
where th,f1ow Q,t the water runs. fane r 1$ one geu deeper.
The Tamll$is empties into Vasl tlk. before continuing on eastward. Much 01 the, O.mkina trade comes by way of
this river.
The fishing in Ith. 'emesis l&ex1rlOrdinarilv good, with pike and trO\,lt reaching incrediole S1les and are yer-v abundant
in numbefl$,
The Tamesis " e rerativeTy low danger Irea, thQugh minor Water e lementals, Waler Sprites. River Nymphs. Nixies, a~
Giant Snapping Turtles have been encountered with some ngularity.

Tamesia River Encounter Table

Roll for encounters once every four hours. A roll of 1 . 2


on 1010 ind~ates an encounter. Determine encounter from
the Table below using 206.

23 One to Six Fishermen on Banks


4 6 One to Three Fishermen in Boats
7 One to Six Nixies
8 One Giant Snapping Turtle
9 10 One to Three River Nymphs
11 One to Six Water Sprites
12 One Water Elemental

Pegasus 57
The Final Pass
freelv. She is respected. admired, and feared bV all the
The FinaJ Pass is the southernmost pass through the people who live in the area detailed by this installment.
Guarding Mountai" Range. Tht$ section of the Ila. is She livt$ in a i;aYe mtem high atop AlI8ngel' Peal<,
sometimes. called the IEag'. Mountain.. and recently has accessible onl., bv lllo$fwith thlt power of flight. " II com
acquired another name; The Mountains of the Avenger. mon knowledge ,'hat jf her services ar. needed,on. only has
The reason for Its new name is ~h. presence of a to send up amoI<e: signals from 1f'ttFinaf Pau in order to
WarriorWlzardreSi that has taken up resid.nce atop 'the Ittract her 8ftenlion. Fifty percent of' tht ,im. she will
mountain bordering the southern flank of the pass. This answer this $ummons within twenty mintu8$.Croll . 020t,
mountain's now called Avenger Peak. the other fifty percent of the time, she will be out on patrol
The WarriQtWizardtest '1 known as Arian. the Ind willlnlwer within twenty hQurs. (roll 11)20).
Avenger. Ind she rid huge Gryphon. called Skyclaw, 8S AUana i$. ,'" ally of rinee Rostanlk the ,Eagle of
she patrols the Ire. searching for Minions or Evil to van c.stle Granit. (Hu 1611)r of Stindllin ILongbeard of
quish. Alian. keeps the final Pass open. free from bandits, Bighsdal. (Hex 1318'. Rosto 1M Reverant of iBelial (Hex
so trade irom both side. of 1Ih. mOuntain range can flow 1110). of MootilhMarn of Taunting (Hex 2120), Elsam the

58 Pegasus
:~,\;~ = Village

~ = River
o = Citadel

o '" Castle
.. .
-:-: ....:i. '" Marsh

~~.... Forett
or -<-:II Hilla
~ .. Mountains
"'7'- .. S'r"ml

Guide o~ Falias (Hex 22i13). Konrad Wolfe of Castle Olden +3to Hit.
hain (Hex 2911), and Winsindot 1he White, Overlord of thl
White tl'lrone. of Oamkinl ~liellll 2,', SI. 2 +3 to damage, +6 to damage versus ColdUsiAg
Ali.ana desirll to eliminate' the evi influences ot Crealures.
the land~ for they hIve caused her f,mil... myc:h ,rief. She is
the last, surviving member of her immediate family, most of Three times a day. 124 hoursl Firl!s{orm can cast a
which wer~ murdered Iby 'Ogre5 andlor Garyoyles, ~thoug'h Firbol[ with I' rll'lgt of 00 yards that does 6 36
her fathefJ and grandmother died' of natura causes, unlike points of damage, hali Of saving roll is mac:H.
the rest of lht familyl. To this, end., she will Quest uncea-
singly, lind will definitely .gree to help 'he pl;fter-eharacters 4 One. t day (24 hours) FirestQrm <;atI cauS(! a Fire-
against the Threat i" the North. storm toerup! within In Area of up to 100 ~u8re
Aliana owns ~ magical Glaive called Firestorm, yards (controllable by the wi(lrder~ that cau$4!S
which has the following powers: 2 24 points of damage to all wlthinthe .r8l,
halfi if Slvingroll is made.
Pegasus 59
5 Firestorm can absorb up to 36 points of fire damage directed at the wielder if no other function of the weapon is
used.

6 Firestorm protects the wielder from natural cold. and protects against magical cold by blocking out half the damage
that normally would be inflicted.

Aliana also owns a set of magical Throwing Knives. There are four of these Knives. which Aliana calls Falcon Blades.
These Knives have the following powers:

+3 to Hit.

2 +3 to Damage.

3 Extended ftanges of; Shor1: 50 yards; Medium,: 76 'lards; long: 100 \/ard$

,Alian, h.s ,c;hieved seventh !eve master;,- iAi the Mystit: Arts Ilc well as .ighfhlevel in Fi9hting Ibility) ,ndean cast
the following spells: Aff6Cf Fires, Fiery Fingers. "iWlly Light D~' Magic Aurlls. Leap, R.lld MsgicJc Script, Slow Fall,
Spher, of lig'hl. Tn,vi,ib,'/ity, OPM, Lttvitation. Finworb, DetlCt Invi&ibility, ,Rop 1'rlC/t, Flnibal#, Fli'ghr, CI,if1lQYITa,
Lightning Boh, $hi.1d 01 Fir', WIJII of Firl, ~/lulOry T,ff,;n,.
Aliana wears high ultther Boou and Gloves, I leather l.oincloth hn with Silver ornemen'ation) lind various Silver
and' Moonstone JEwelry. She has long, wavy ,goldel\-brown hair, IlOd is Imbidextrous. Sh~ hiS the following $tatisti~: CLS:
FTR; Al.N: GLX: tLVL: 082; HTK: 055: ARM: 030; PSl: 069;STR: Hj1;INT: nSiWIS: 178; CON: ~97;OEX: '65;CHA!
199; NO: 116; AGL: 156; ~(): 189; L.(K: H8; PSY: 118;WPN: VG't..
SkVclow, 'her Gryphon, 'hlh the followingl st.ristia: HIT, 008; HIK:' G60; ARM: 05(); AGL: U7; DPA; 1 ~/1 .6/
4 16.
The SClirtet Forat

ilitle Sc.1ell Foren cover$!lbou1 225 squart mile. ot land and is close 'U) tfie Elven \tillage or
Fllias. It is. relatively c.llar
and untouched by any taint cf evil because. in IIdditiOft 10 the 384 fprestloving Elves. of F,.n.., there 1$ I small 'tribe of &8
Wood five, living I ,nomadic existence within its CQnfines. 'Pi minor irritant to the Elves of ttlt Scar1el ;Forest isTbr Hutson,'
nimble Haming Thief who isS: FTR; A1LN: CNX; LVI.: 042; HTI(: D20; ARM: D20; PSL: D48; STRt 144; NI ': 1~1~W,~:
158; CON: 146; DEX: 64; C J34; 141: AGL: 116; lEO': 158; LCK: ~&9; P$V: 1e.ti WPN: 10K. In addition to his
iron Dirk, Tor has a Ring of 'n uses. to-great efftctinl1is many excursions. Tor has dug. concealed burrow
in a gully in Hex 2115 of tht fores . steals forth t~ filc:h everythi'ngfrom Ir!tshivbaked apple pi.llo richly-inlaid
weapons. Among his many In-gQt , ,are three meather bags containing 60 GP tach, t silver Shortsword worth
40 GP. a gold-inlaid wanting staf~ wo 2Q pouth witb 31 glass, marble5, and a haunch of' beef. Thinking ahead, Tor has
decided to set about finding I bride tor 0) in !IJ couple of vears. 10 he believes he shQuld get the wanderlust out of his system
while he is still young. He is 63 years, Qld: - -
In Hex 2014. oi the torest, an old, 'nt-covered' - . has I blue lire il1 it caused by p~phorescent moss. A Ring
of Fire Re5inance, is hidden behind two loos ' rickSJ halfwa . _ chimney on its south side.

The Aleion Mountains a lei many rolling foothills. TheV are the connecting tink
between the northern Range of Db_~ hem mountains tlomprising the Amai1e Range. Man'1hrop
Village is the home of many low. evil sc is heavily-fortified vllfage- i the base for ehaotie raids on
the trading ships of Oamkinll moving on ' . - Ai 10ngaSithesi raidu:onrinue. trade will suffer.
Many evil creatures roam this area.

1
2
3
4
5
6
7

8
9
10
60 Pegasus
The Amaite Range

Lightning-torn mountains comprise the Amaite Range. Foremost and renowned is Lightning Peak, which attracts
several bolts of energy e'cA day. The mountains,sr 1811, tnc1 numerous pure mInerai depo$iu act IS tlie aUraetofi of lightning
to these peaks. Ha'rdy Halflin prospector$ from ,the llillageo' Ouiinden roam the mOtlntamt looking fOf wealth and compete
with humans from Taunting Ind Duat Villages for claims, and for life itsel'. What 1hlt Halfling$ lack in Size Inchtrength, they
more than make up with stealth. slvness, .end their own inbred tunneling abilities. SOme 'H.lfling prospectors do not like to
dispose of their d;ggin~ in Ouinden b!C8use Baron Drarnpinill is strict atld not :above cheating Halflings OU~ of,their due cash.
A couple of the olde" mOre experienced miners. [now take their diggings 'to Oamkina in$\ead, though thi" means braving air
attack on the Lake and the ire of Baron Orampinill if he finds out abOut-it.

Encounters fOf the Ameite Range

1 1 2 "alfling prospectOfS] in the midst of excavating their claim.


:2 Sevenfingin Dwarves are encounted on h. way home from along day 'at 'the mi'ne.
3 1 4 TauntinQ prospectOrlitleadinllJ beCk '0 Taunling village.
4 1 4 HlppogrlU-riding Hobgoblins looking for I secure btse of operationJ for lak. rakis.
6 Herd of 3 24 wiTd Mustangs stampede 'n fr~>nt of the pany.
6 Patrol of 10 Horsemen from Quinden ..ping thl area sife.
7 Seven Dwarm 8rl.ncountered~rmarc;hlno-'0"9 and linginS! on the way to their clai'm.
8 Flock: of 220 nofsv Gee58 P8Sl overhead , Medina north.
9 A tantalizing, snow whit. mountJin nymph dances 1Cl0Sl1h. pllth .nd disappean into the forest.
10 1 .4 Human prospectol1 from ()uet planni~ 10 rlid It n.,arby Halfling dairn.

LADY
STARMIST
MOONFLIGHT

Pegasus Gl

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