You are on page 1of 24

Advanced

TREAT LORD SOTH AND Dungeons~ ~'~ragons


HIS DEATH KNIGHTS
COMPUTER PRODUCT

TO A RUDE
AWAKENING! i9

he evil Lord Soth has shattered the peace

T that once blessed the land of Ansalon. He


and his death knights have risen from the
very ashes of defeat to challenge the Champions
of Krynn! And this time, the massed forces of
evil are ready for you.
Now you can be ready for
them - the DEATH
KNIGHTs OF KRYNN CLUE
BOOR gives you the
power you need to
defeat this
overwhelming force!
This valuable player's
guide provides :
Detailed maps
for the entire
game, including
locations of all major
events in the adventure.

Combat tips that allow you to


defeat even the toughest opponents.
Locations and descriptions of all
major magical treasures .
"Lord Soth isn't so
Checklists of encounters and dangerous when you have information like
treasures - you won't miss any this - highly detailed maps give you more
than just a fighting chance.
part of the adventure or loot!

n
AD%Aycl:o DUX, 0'S DRAW'S, UR-Ioo "L,ANce, .end
the TSR logo arc IrAemaiia mrned hq and us"d wxlcr
license from TSR, Inc. 1991 TSR, Inc . , 1991 Strdcgic
1

sinwlations, Inc .
Alllights rc5cRed .
MAUL IN U .S .A . 0
TSR .Inc .
TABLE OF CONTENTS
Introduction ., . . ... . ... . .... .,.. ... ..,... ..., .,...,... . .. ., ... . .., . .  . ..., ... . . .., . ... . .., .,.. . .... .... . .., . . ...1
Getting Help . . .... .... . ... . . ... . ., . . . .. .,. ,. . .., . ... . ...., ... .  ....., ....,.... .... .. .. .,.. . ... . . ..1
The Story and Events .,.. .... .,.., .., ..,....... .... ....,... . .. .,.. .... . ... . .,.. .. . ... . .... .. .... . ..1
Maps . . . . . ., .. ...., .... .... . ... ... ,........,.....  . .  . .., . .... .... . ... . .. .... . ... . .... .. .. . . . .. .. . ... . . .3
A. The Overland ..,.., . ... . .., . .., . . ..., ..,.,... .... . .., . .... .,.. ... . .,.. .., . .,.., .., . .. . ., . ..,.. ..... .3
CREDITS B. CGargath Outpost .... ... . ....,.,. .,...,.,. ..,. . ... . ....,... .,.. . ... . .. ..., .,... . . .. .... .... .... ..... .4
Written by C. Kalaman ., ... . ...., .. ... . ..,...,. . ..., .... .... . ... . ..,. ..,., ... . ....,... .,.. . .... ., . . .,.. . ....,...,... .b
Rhonda Gilbert, Ken Eklund,
D. Vingaard Keep ... ........ .,., .,... . ... . ... . ... . ..., ...,... .... . ..,.. , . .. ..,. ..,. . .., . ....,.,. . . ., .7
Carolyn Bickford, Gary Shockley, Cyrus Harris,
E. Throtl Keep . ... . ..,. .... .... .,...,... . .., .,.,. .... .... .,.., .. ... . . .... . ... .. ...; .,.. .. ,... .... . . ...9
Alan Marenco, Dave Shelley, Erik Rom, Ken Humphries
F Cekos. .,... . . . . . ... . .... .... . ... . .... .... .  ,...,... .... ..,.. . .... ... .,.. .. . .,.. .,.., .,. .,.. . ... . ..11
Art, Graphic Design and Desktop Publishing
Lovis SAEKow Dmciv: Peter C,ascoyne & Kirk Nichols
G. Turef, . .. . . .. . ..., ...., ... . ... .,... ..,.. .. ....,..., ... . ..,. . .,. . ... .,... .., . .,.. . .... .... .... ........, .13
H . Gnome Village (Quazle) ..,.., ..,. . .........,.. . ... . ... . ... . .., .,.., ...., .,. .,.., .., .,... .....15
Printing
I . Kuo-Toa Slave Ship ...., . . ..,. .... . ... . .... ..,. . ... . ..., .....,.. . .. ... . .... .,.. .,., . ... . ... . ..,.17
American Lithographers, Inc.
J . High Clerist's Tower .. .,.. ... ....... .... .... . .., . .... .,.. . ... . .... .... . .,. . .,.. .,.. .,., .,.., ...19
K, Tunnels Beneath Tower .. ..., ....... .,... ... . .., . .  .... .,.. ... ,.., . ...... .... . ... . ..,....21
L. Dragon Pit . ...., ... . .... ... . .,.. . .... .. .... ..,..,..., ... . .., . ... .... . ... .. . . ... . ... .,.. .. .,... ...23
M. Cerberus .. ..,. . ... ..... ..,. . . . .... .... . ..., .... .... . ... . .,.. , . .... .. ..,. . . .. . .  ..,...,... .,.., .25
N. Graveyard, ... . ..., ...... .. ...... ..., ... .,.. . .., . .., . .... ..., . .,. . ... ... . .,. . .,.. .. ..., . .... .27
0. Dulcimer . .... ... . . ... . ........ . ... .......... .... ... . ... . ... . ... . ... . ... . .... ..... .... .... .... . ... . .... . 29
P Voice Wood . .... . .... . ... ..,. . ... . .... ... . .  .,.. .,.. ...  , . .... ... ...., . .,...,... ..., .,., ....31
Q. Dargaard Keep - First Floor . .,.. .,.. .. . .., .,... ..., . .. ,.., ...., ..., ..,. ..., .... ....33
R, Dargaard Keep - Second Floor ,., .... . .... .... .... ........ .... .... .. .. . .... . ... . ... . ... . .. .35

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at any-
S. Dargaard Keep -Third Floor ..,.., . ... ,.. .,.. . ... .,.. .., ...., .... . .... .. .... ... .... . ... . . .37
time and without notice . T. Shipwreck.,. .. . .., . ... . .,..,.., .,., . .,.. ...., ... . .... .. . . . .,. . ..., .., . ...,... . . .,. . ..., ..., .., .,.. ..,.38
Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this clue book, its quality, mer-
chantability or fitness for any particular purpose . This clue book is provided "as is." V, Cursed Village ..,. ............,... .. .,... .... ...., ... . ... . .... .... . ... .... . .... . .,. . .,., .... .... . .39
ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under license V Fun House . . .... ...., .., .,....... .. . .., . .... .. . . .,.. .. .... .... . ..  ., .... . . .,... .,., . ., . . .39
from TSR, Inc., Lake Geneva, WI USA .

Copyright 1991 Strategic Simulations, Inc . Copyright 1991 TSR, Inc. All Rights Reserved .
W, Father of Trees .. .,., .. . .... ..,. . .,. .,... .... . ... . .... .... ..., ... . ..,. ... .,.... ..., ....,........ .,...40
This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, X. Challenge..,. ....., .... ... . ... .,.. . .... .... .... . ... . .... ... ... .,... .......,.,. .,., .,.. . ... . .., . . ...41
Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by written
agreement with Strategic Simulations, Inc . and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce Monsters : How to Deal with Them .... .... .,.. .,.. . ..., ... .... .,.. . ... . ..,...... . ... . ... . ... . . ..42
to machine readable form this clue book without the prior written consent of TSR, Inc.
Journal Entries .., ..., ..,. .,., . ... . .,.. .,.. . .. ... . .. . . . .. .,.. . ., .... . . ., . ... . . .., . .  . . ... . .,. .,.. . ...43
Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola-
tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s) . Magic Items: Where to Find Them . .,.. .,.. . ... . .... . . . ... . .... .... .... . ..., .. . ... . .... .... . .44
IIYTRODUCTIOIY Throughout the game, the party will run released an imprisoned red dragon . The char- A key found on Ariela opens a secret tunnel
across people who have taken these cursed acters pursue the marauders into tunnels into Dargaard Keep, Lord Soth's castle . There
DEATH KNIGHTS OF KRYNN is Strategic the characters meet Lenore, a thief raiding the
items. They will act thoroughly evil, despite below the tower. They learn that the evil
Simulations, Inc.'s sequel to CHAMPIONS forces are directed by Sir CGarren, a good keep. She guides them past some traps, but
their previous natures. If the characters can
OF KRYNN and is the second ADVANCED soon must return home . Sir Durfey offers to
wrestle the item away, then the victim will knight enchanted by a cursed sword Sir Karl
DUNGEONS & DRAGONS® computer role-
return to normal . left at CGargath . As they chase down the escort her and the two depart.
playing game set in the DRAGONLANCP uni- Returning to Cerberus, they find more
Everyone retreats to Gargath Outpost as retreating undead, they defeat the red dragon,
verse. It takes the award-winning system first undead laying siege to the town . The local for-
more evil forces advance. The outpost is rescue Sir Garren and recover many of the
used in POOL OF RADIANCE and applies it to tune teller is allied with Lord Soth and leads
besieged and characters meet an old knight bodies . Lord Soth escapes with some bodies,
the world of Krynn. The group of adventurers including Sturm Brightblade's. Lord Soth plans the attack . He captures the town's cleric
who claims to have seen the battle occur in his
you create in DEATH KNIGHTS OF KRYNN or Zakarie, the only person capable of opening
dreams . He gives the party a Sleepstone in to convert the bodies into new death knights.
transfer from CHAMPIONS OF KRYNN, will be With this powerful new army he can crush the town's armory. They rescue Zakarie and
which he has trapped the dream and tells
responsible for destroying Lord Soth and the slay the fortune teller. The armed peasants
them to seek the Dream Merchant in the forces of good .
pockets of evil he has created throughout the Returning to Vingaard Sebas sends the overwhelm the undead and peace is restored .
Kalaman who might interpret it for more
countryside. Your characters must untangle an To penetrate deeper into Dargaard Keep, the
information . characters to the Dragon Pit; an ancient temple
intricate web of intrigue as they discover the of Takhisis. Sebas suspects that Sir Karl is party heads to Voice Wood to recover the Rod
The siege is raised and the characters head
range of Soth's influence and exactly how he of Omniscience. Before the characters can
to Kalaman. They meet the local Knight there. At the Dragon Pit, they meet Maya
may be destroyed. who also seeks Sir Karl . Sir Karl ambushes reach the wood, they pass through Dulcimer, a
Commander, Daine, and his consort Ariela .
Getting Help Daine suspects that the undead were sum- Maya, plunging the dragonlance into her. twisted mirror image of Cerberus created by a
moned by Lord Soth and his servant cleric, Badly wounded Maya lifts off with the drag- lick with fond memories of that town.
In the section MONSTERS : How to Deal
Sebas Astmoor. The characters seek the Dream onlance still embedded. Sir Karl holds on and Dulcimer is populated with undead who now
With Them is a description of all monsters in
Merchant, only to find him kidnapped. They the two disappear into the clouds. Soon, the stagger through a parody of life in Cerberus .
the game . Information provided there tells
agree to a midnight meeting with the kidnap- party sees the dragonlance crash to the ground . The lich has no quarrel with the party, but has
what the monsters can do and how to most
pers, which goes wrong. In the confusion, the Having completed Sebas' quests, the char- sworn to Soth that it will allow no one
effectively fight them . Following the section
Dream Merchant teleports away to Vingaard acters return to Vingaard Keep only to find entrance to Voice Wood . The party stays the
The Story and Events are descriptions of the
Keep . that Sebas has been abducted and clues point lich and destroys its phylactery, the jar housing
encounters . These include specific suggestions
Tracking down the merchant leads the char- to Kalaman and Ariela. Going there, they its soul . Then the party proceeds into Voice
on the best way to get through the most diffi-
cult parts of the game . acters to Crook Street in Vingaard Keep . They inform Sir Daine, who is later slain when he Wood.
enter the dream and gain enigmatic clues. confronts his former consort. The characters Voice Wood is a faerie glen, one of the few
If you find the combats too easy or too diffi-
They find Sebas Astmoor and learn that he avenge Daine's death and team that Ariela is places of good near Dargaard Keep . The party
cult, you can adjust them by using the LEVEL
has renounced Soth . He seeks a force of good a red dragon in the employ of Kitiara- Lord convinces the sprites and the spirit of the wood
command found under the 'Alter' menu.
Instructions on how to use the LEVEL feature are strong enough to hold the powerful Rod of Soth's consort. Sebas is spirited away, but the to release the rod.
Omniscience, which in the wrong hands party rescues a knight to whom Sebas revealed The party proceeds through the top two lev-
found in the rule book that came with the
could allow the evil goddess Takhisis to lay the location of the rod in Voice Wood . els of the keep. Along the way, the characters
game.
waste to Krynn. Clues in Kalaman indicate that Ariela often reunite with Lenore, find the dying Sebas
The Story and Events Before he'll reveal the rod's location, Sebas went to Cerberus to contact Kitiara. Going Astmoor, rescue Sturm's body and discover
The characters begin by attending a com- requires the party to go to the High Clerist's there, the characters find that the mayor has that Sir Durfey has been converted into an
memoration of the Battle of Kemen at the end Tower and protect the crypts from Lord Soth . been assassinated. When they attend the undead. They put Durfey to rest and proceed
of CHAMPIONS OF KRYNN . During the cele- The characters rush to the tower as the undead funeral, the entire graveyard erupts, disgorging to their final meeting with Lord Soth .
bration, Sir Karl -now an undead -attacks. attack . They meet an old knight, Sir Durfey, a mass of undead . The cemetery had been pro- Lord Soth proves impossible to defeat in
He spirits away the dragonlance on display holding out alone against a horde of monsters. tected by mystical wards, but a gravedigger physical combat. The party strikes Lord Soth
and leaves a pile of cursed weapons. Maya, Once rescued he joins the party. corrupted by Soth stole them . The party locates with the Rod of Omniscience sending him to
the silver dragon, flies off in pursuit. The party is too late. Soth's forces have and replaces the wards to end the threat . another dimension. Lenore reveals herself as
stolen the bodies of many knights, including
the famous hero Sturm Brightblade, and
B. GARGATH OUTPOST

Cursed Village

KEY

wall

Door

Kitiara and tries to take the rod. She fails and Once Lord Soth has been defeated, the
gets transported to another dimension . The rod chance of encountering undead monsters is
Archway
is destroyed and the party is transported to the greatly reduced and the number of friendly
High Clerist'sTower. travellers increases.
Wandering the overland is a good way to
Tunnel
discover some of the unmarked encounters in
the game . Fighting monsters gains valuable
A. The Overland experience points for the party. This is especial- Impassable
The overland map is used to travel from ly useful if a party member is close to gaining Area

place to place in the game . This map shows another level.


the area of Ansalon covered in the game and Wandering Monsters: Monsters are most 4. Main entry to the keep . Spiral stairs lead
B. Gargath Outpost
shows many of the major points of interest as frequently met outside the outpost walls. The to the upper floor.
symbols on the terrain . Synopsis: After meeting the undead Sir
party fights blue dragons, sivaks, evil mages 5 . On the lower level, this door leads out-
Overland travel is filled with many mon- Karl, the characters bring survivors to the
CGargath Outpost. They meet an old knight and fighter mercenaries. side the outpost walls; on the upper level, it
sters and other travellers . They may be friend- Resting: The best place is the room
who sends them to find the Dream Merchant opens onto the parapet walk .
ly or hostile and thus may help or hinder your assigned by the innkeeper.
in Kalaman. 6. On the lower level, the keep's well; on
progress during the game .
The party may have to fight a besieging Map Locations: the upper level, the Commander's Office. The
Your location and its terrain affects the
kinds of encounters you have . As you get clos- force of sivaks to enter or leave the outpost. If 1 . Main gates, the primary entrance to party receives work assignments and informa-
the party aids in healing, it receives a Ring of Gargath Outpost. The party leaves by moving tion here . Sir Thom may be met here.
er to Dargaard Keep or Gargath Outpost, the
characters encounter a higher percentage of Protection+1 . On later trips, the outpost may away from the outside walls. 7 . The alcove containing Sir Karl's empty
undead monsters . They may meet hatori in the be besieged. For relieving this seige, the party 2 . The outpost's postern, or rear exit . grave. The party meets the Dread Wolf here.
plains regions or wyndlass in the forest receives a Wand of Fireballs. Players should have a Charm Snakes spell
3. Stairs lead to the upper level of towers
regions. They are also more likely to battle and battlements. memorized to handle the swarm of carrion
dragons in the regions near the Dragon Pit. snakes that pour from the empty grave.
C. KALAMAN
8. The inn. The party returns to Kalaman with an ear-
9. The Knights of Solamnia operate a bank ring implicating Ariela . Daine confronts
here . Note : this is the only such bank in the Ariela, and she kills him. The party slays
game . Ariela, but sivaks escape with Sebas. The
10 . A general store with weapons at fair party rescues another prisoner who relays a
prices. message from Sebas about the Rod of
11 . The temple . Omniscience in Voice Wood . He also gives
the party a Dart of the Hornet's Nest and
12 . A training hall open only during the day.
Banded Mail+2 .
13 . The outpost tavern . The party should Wandering Monsters: The party encoun-
come here often to listen for interesting tales. ters evil gangs, especially in the alley far from
Ayn and Sir Thom may be met here. the bazaar gates. Once defeated a few times,
14 . The party may elect to perform guard they learn to leave the party alone.
duties at one or more of these stations . Resting: The best place is the inn. Other
15 . When patrolling, the party encounters places are patrolled by knights by day and
invaders at these locations. At night, the party thugs at night. After confronting Ariela, the
finds a rope here, indicating that a spy is in the party may only rest briefly before cornering the
outpost. The spy can be captured in the fleeing sivaks in the bazaar.

m
Commander's Office. Map Locations: KEY
16 . If besieging sivaks force the front gates, 1 . Entrance and exit for Kalaman.
the party must defeat them here to save the 2. Main gates into and out of the bazaar wall
outpost. square. Closed at night.
17 . Front gates. While besieged, knights pre- 3. The Whistling Whale Inn, the only safe
vent all parties from leaving. Door
place to rest . After the Dream Merchant is
18 . Parties on patrol are eventually relieved kidnapped, a ransom note is left here.
here . If besieged by draconians, blue dragons 4. Guardhouse cell . The party is imprisoned One-way
may attack. if arrested . Door

C. Kalaman 5. Temple of Kal. Healing services avail-


Synopsis: Following Sir Thom's advice, the able during the day. directed by the Dread Wolf. After defeating
9. The entrance to the Dream Pavilion .
characters travel to Kalaman. They meet the 6 . Bout Hall . Training services available Ariela's men reveal themselves to be sivaks the forces, the party receives a clerical scroll. It
city commander, Daine. His consort, Ariela, is during the day. and fight a holding action while the Dream is wisest to do what the Blue Dragons ask .
a red dragon in human form . The party learns 7 . A warehouse during the day, at nighta Merchant is kidnapped. Otherwise, you must battle the dragons as
of the hunt for Sebas Astmoor. The Dream bar. Brawls and useful rumors are found here. well .
10 . Apprentices point to a ripped wall, the
Merchant is spirited away by Ariela's sivaks, 8. The house of the City Commander beginning of a trail of torn fabric walls. One 13 . This is the only way to enter the bazaar
and a midnight parley with Ariela in dragon where the characters meet Daine, Ariela and trail leads to the Commander's house. The at night.
form is broken up by Soth's undead. The Major Terns. They hear a biased account of other, a diversion, leads to the back door of 14 . When Daine confronts Ariela with the
Dream Merchant escapes to Vngaard and the the activities of Sebas Astmoor. After the the inn. earring, she kills him. Knights and the party
characters follow. Dream Merchant escapes, Ariela lets slip that then fight her sivaks. The party is left to guard
11 . Patrolling knights.
he has a shop in Vngaard. Ariela who reveals herself to be a red dragon .
12 . A store during the day. This is where the
After Sebas is kidnapped by Ariela, the party The party receives an Elixir of Youth for
party meets the merchant's kidnappers.
returns here with the earring proving Ariela's defeating her.
Keeping the truce earns the party experience
complicity. points . The parley is broken by Soth's forces,
D. VINGAARD KEEP 15 . The cell where Sebas was imprisoned. 9. Training Halls.
16 . The party fights sivaks. From here, a trail 10 . The Temple .
of slashed walls leads west, then north and 11 . Back rooms. The party learns of the
south . widespread manhunt for Sebas Astmoor.
X. After defeating Ariela, the party rescues 12 . Various evil parties wait here .
a knight who tells them that the rod is in 13 . Speakeasy. Bodyguards control entry to
KEY Voice Wood and tells them the appropriate the rooms beyond . They are easily fooled .
chant to enter the wood.
14 . The party finds sivak spies searching for
Wall D. Vingaard Keep Sebas. The party will likely fight both the
Synopsis: In Vingaard, the party seeks the bosses and their bodyguards .
ILI Dream Merchant. The Sleepstone reveals that 15 . The Dream Merchant's shop. After the
Merchant leaves Kalaman, the party meets
the key to defeating Lord Soth is held by Sebas
Door

Astmoor. The party finds Sebas by following a him here . If the party members broke truce in
winding route marked with red doors. Before Kalaman, they must fight a dream battle
Sebas will trust the characters, he sends them before he'll decipher the Sleepstone . They may
Archway

to stop Lord Soth at the High Clerist's Tower also fight a dream battle to earn an elixir rid-
Secret
and to destroy Sir Karl at the Dragon Pit. ding them of bad dreams . Once in a dream
Door Upon returning from the Dragon Pit, the battle, the characters should try to complete all
party finds that someone has seized Sebas. three steps. I f damaged you should awake.
Special Red Evidence in his hideaway incriminates Ariela However, you will have to fight all the battles
Door
of Kalaman. over again .
Wandering Monsters : Gangs of thieves The Dream Merchant shows the characters
wander the streets, especially at night. They the dream in the Sleepstone, bidding them to
leave the party alone after a few defeats. The find Sebas Astmoor by starting at the entrance
dark forces working for Lord Soth often slip to the Candle Shop and opening only red
away if confronted. doors.
Resting: The party's room in the Inn is the 16 . Entrance to the Candle Shop .
only safe place. After visiting the Dream 17 . The Candle Shop .
Merchant, bad dreams plague the characters
18 . The party members first discover Sebas.
until they complete his bidding.
If they gain his trust, he sends them to defend
Map Locations: the High Clerist'sTower.
1 . Entrance/exits to Vingaard. After the Clerist's Tower, the party finds Sebas
2. Entrances to Crook Street . here. He sends the party to the Dragon Pit,
3. Shops. giving it a map that shows how to enter the
4. A fletcher's shop, with good prices. evil place.
5. An armorer's shop. Expensive, but will 19 . After the party explores the Dragon Pit,
buy surplus weapons. the red doors lead to a sivak ambush . Re-enter-
ing the room after the battle, the party discov-
6. The Inn.
ers Ariela's earring, implicating her.
7. The party's room in the inn. Rest here is
undisturbed except by bad dreams .
8. Taverns.
0
5 . This is a vault requiring a Knock spell 14 . This door is trapped, but can be disarmed
E. THRUM KEEP
cast by a 10th level mage or above to open . by a thief. The party is then ambushed by
Inside is a Composite Long Bow+4, 10 priests of Takhisis carrying a Wand of Ice
Arrows+4, as well as money. Storm.
6. The party is attacked by skeleton war- 15 . A priestess of Mishakal asks the party to
riors and zombie minotaurs. save her love, Sir Michael, who was dragged
7. Evil priests and undead minotaurs guard northward by evil priests.
this corridor. 16 . Vndead dragons occupy this room .
8 . The party meets wights, ghouls and 17 . Skeleton warriors and zombie minotaurs
ghasts led by an evil priest . attack the party.
KEY 9. Dead bodies rise and attack the party. 18 . The walls are scorched and the party
The monsters include priests of Takhisis, finds two piles of charred bodies, one marked
wights, ghouls and skeleton warriors . 'yes' and the other marked 'no.' The 'yes' pile
wall
10 . If the party enters this room, it is attacked has been prepared for conversion into undead.
by red dragons. 19 . The party fights a large patrol of evil
11 . Nightmares and skeleton warriors attack priests and wights.
from this stable . 20 . Lessiter awaits the party with a force of
12 . Skeleton warriors and wights are alerted priests, skeleton warriors, wights and ghasts.
Archway
by the party's approach . After defeating the evil forces, the party res-
cues Sir Michael and reunites him with his
13 . The party defeats the evil priests and
love .
Secret wights to gain booty.
Door

One-way
Door

Impassable
Area

E. Throtl Keep Map Locations:


Synopsis: The party learns that Throtl Keep 1 . Entrance and exit for the keep . The party
has been overrun by an evil priest named is met by Lessiter, a high priest of Takhisis . I f it
Lessiter and his followers. They are using the stays, it is attacked by skeleton warriors and
keep as a haven, where they can create undead wights while Lessiter retreats.
to help fill the undead legions of Lord Soth . 2. The party is ambushed by undead
Wandering Monsters : There are no wan- dragons.
dering monsters . 3. Lessiter flees while skeleton warriors and
Resting: No place is entirely safe from zombie minotaurs attack the party.
interruptions . 4 . Skeleton warriors and zombie minotaurs
attack .
2
F. CEKOS
F. Cekos 8. A vagabond will tell the characters
Synopsis: Evil blue dragons in Cekos have about Cekos if they offer him two steel pieces .
set up a hierarchy of sivak guards, forbade Disguised sivaks attack before he can finish . If
magic in the town and turned the townspeo- the characters kill the vagabond, the town
ple into servants . Magic is only practiced cleric is outraged.
behind closed doors, and both the townspeo- 9 . If this magic statue is approached at
ple and the dragons are wary of visitors . night, it asks the characters to save the town
Wandering Monsters : None. and gives them a white mage scroll .
Resting: Some chance of interruption every- 10 . If the prisoners in this jail are spoken to
where. before being freed they tell why they were
Map Locations: imprisoned . The party gains experience points
1 . Entrance/exit. for freeing them .
2. An old woman approaches and asks for 11 . The clerk suggests speaking to the
help in locating her daughter. If the characters vagabond at location 8.
agree to help, she gives them a Quarterstaff+2 12 . Town hall . If the party tries to sneak past
and an amulet . If they have the amulet while or join in the fight amongst sivaks, the sivaks
in the dragon's lair, the princess joins them. If attack.
they return after this, the old woman rewards 13 . The party finds a key that opensthe
them with gems . secret door of the dragons' lair after defeating
3. Igorf, a copper dragon, asks to join the sivaks.
party. He can be helpful in battles, but some 14 . The characters may be offered food or
townspeople wont let the party rest in their drink. They are damaged by poison if they
homes if he is present. accept.
4 . A kitchen. During the day the party may 15 . This is the passage to the dragons' lair.
see a servant carrying a tray of food . A suc- The party must have the Key from encounter
cessful 'move silently' skill roll allows the 13 to pass through the secret door.
party to follow her to the secret entrance of the 16 . A wizard tells the party about the Cekos
dragons' lair. tradition of magic. If attacked, he casts a
5. The mayor is a sivak in disguise who Fireball spell and disappears .
suggests that the party leave Cekos. If talked to 17 . A cleric lets the characters rest if they are
again or attacked he attacks. without Igorf and haven't killed the vagabond.
6 . The party receives information if it waits 18 . This is the entrance to the dragons' lair.
in this tavern without buying a drink. 19 . This is the blue dragons' lair. If the char-
7. The innkeeper asks the characters to acters defeat the dragons, they receive a great
leave. If they refuse, sivaks attack . deal of treasure and a Wand of Paralyzation .
20 . This is a sivak guard post.
4
G. IZJREF book, he tells how the ambush might be sacks of relics onto blue dragons, preparing to
avoided through the secret door in the tavern . leave. The party must defeat the soldiers and
3. The party spots a waiting ambush as it prevent the dragons' escape.
enters the square . The party should retreat, for 13 . Exit from Turef. If the party has the wild
the ambush would overwhelm it . boar carcass, it must be dropped before leav-
4. A mother seeks her captured son. I f the ing.
characters return after sparing the son, (the 14 . The party encounters a patrol just as
dwarf with a purple hat at location 6,) the Skomp spots his boar and gives chase. If the
mother gives them a Cloak of Displacement. party doesn't follow Skomp, it later finds him
5 . If the characters bring the boar carcass to badly injured.
this cook, they are rewarded with a Short 15 . This barracks is full of sleeping soldiers,
Sword+2. and a blue dragon sleeps in the back corner.
6. A dwarf with a purple hat attacks. The Propped against it is a Shield+4 . Taking the
party should WRESTLE him to the ground . shield reveals the book, Ambush Made Easy,
Evil soldiers then attack . When the dwarf hidden in its straps.
regains consciousness, he tells of seeing a book I f the soldiers awaken before the characters get
hidden in a shield. the shield, they must leave the barracks and
7 . The secret door in the back corner can't have another encounter before the soldiers fall
be opened without a magic key from location back to sleep.
10 . 16 . If the party members have several drinks
8. After location 12, the Dread Wolf with Milo, he tells of the secret door in the
slaughters Skomp's boar. Skomp leaves, and back wall . If they've returned Ambush Made
the party should take the boar carcass to loca- Easy to the scholar, Milo says that the key
tion 5. they seek is #88.
9. Mages and clerics attack the party. 17 . The village magistrate is being tortured
here . The party fights to free her, after which
10 . The locksmith will sell keys to the party
she rewards it with gems.
(100 S.P) if it knows which key it wants. Key
number 88 opens the secret door at location 7. 18 . The party surprises soldiers and spell
G. Turef encounters vary radically in difficulty. Save the casters .
game often.) I f the party takes more than one key, the keys
Synopsis: As the characters enter the vil- 19 . The party surprises sentries and a fight
Resting: The characters may rest freely at rattle and increase the chances of random
lage, they see crazed hill dwarves attacking ensues.
location 11 . Otherwise, they risk interruption . encounters . The locksmith buys back all of the
Skomp, a mountain dwarf. The party helps 20 . This building is full of traps. If the party
Resting indoors is safer than outdoors . keys for 10 steel each .
Skomp find his wild boar, which fled into the searches, it can avoid them.
11 . The party finds gems if it searches in this
village. The party then recovers the book, Map Locations:
storeroom. The party may rest safely here . 21 . Same as location 20.
Ambush Made Easy. Finally, the party passes
1 . Entrance/exit. Crazed dwarves attack 12 . Evil mages use Sir Karl's cursed relics to 22 . More sentries attack .
an ambush to reach the center of the village,
Skomp, a mountain dwarf. The party should brainwash the dwarves here . Soldiers toss
where it ends the brainwashing of the
come to his aid and agree to help him recover
dwarves by evil mages.
his wild boar.
Wandering Monsters: Creatures include
wraiths, wights, vampires, ghouls, ghasts, 2. A scholar says that a book called
crazed dwarves, black robe mages, priests of Ambush Made Easy fell into evil hands and
Takhisis and evil warriors. (Note: The random must be recovered. If the party returns the
6
to death. The characters may be pulled back 5. Sage Gnome guild. The sage gnomes
H. GNOME VQ.LAGE (QUAZLE)
later, in which case they must escape again. explain the recent history of the village .
2 . Hall of Technological Innovation . This 6. A gnome spy sent by the Military
building is filled with technological devices Planning guild is here .
invented by the gnomes. 7 . Grand Council of Bureaucracy.
3. The door can be opened by a Knock 8. If a cleric is in the party, he may help the
spell cast by a mage of 11 th level or better, wounded gnome soldiers . Casting a healing
otherwise, bash the door or pick the lock . The spell gives the party experience points . If a
evil mage waits here with his remaining kender is in the party, he may pick up a
undead beasts. His treasure includes Eyes of weapon lying on the floor. It is best to leave
Charming, a Potion of Speed and a Potion of the weapons, because they sometimes mal-
Healing. function in spectacular ways.
4. Each poisonous cloud damages the party. 9. Education guild.
The best way to get through the clouds is to go 10 . Military Planning and Weapons guild.
to the wizard's lair through the Mechanical
11 . Mechanical Engineering guild. The
Engineering Gnomes' guild .
party should destroy the machines here .

KEY

mWall

Door

Hint : There are a limited number of


H. Gnome Village undead beasts in the town . Wander the town
Synopsis : A mad gnome in this village until you find no more beasts . Then go to the
once invented a picture making device . The battle at location 3. This makes that battle
sage gnomes saw this as a threat and asked the much easier.
mechanical engineering gnomes to create a Wandering Monsters: Vndead beasts.
device to block the new invention. However, Resting: There is no safe place to rest until
they created such dangerous devices that soon all of the undead beasts are destroyed.
the town was up in arms, fearing it was under Map Locations:
attack. An evil mage saw this as an opportuni-
1 . Entrance/exit. As soon as the characters
ty to increase his power. He killed the mad
enter, the Foreign Relations guild takes them
gnome, put poisonous clouds outside his work-
to the Hall of Technological Innovation (loca-
shop and sent out undead beasts to continue
tion 2.) They must escape or risk being bored
the confusion.
8
4. A group of Kuo-Toa orders the characters initially. During the fight, torches are knocked
1. KU0-TOA SLAVE SHIP
to leave. If they disobey, the Kuo-Toa attack. from the walls and the boat begins to burn .
The party hides the bodies after the fight, so After the battle, the walls are ablaze and it is
no alarm is raised . impossible to go back the way the party
5. Kuo-Toa attack. The party receives a entered.
Long Bow+3, Chain Mail+4 and 10 12 . These doors are aflame and impassible
Arrows+3 . Again, no alarm is raised. after location 11 .
6. This is the galley of the slave ship . A 13 . Kuo-Toa search the room. After defeat-
slave asks the party to meet him in the pantry, ing them, the party is unable to find what they
out of sight of the guards . were searching for.
7 . This is the pantry. The slave gives the 14 . This is the captain's room . The party is
party directions to the temple, where the attack still unable to find what the looters were
against the Kuo-Toa will begin. searching for.
8 . The Kuo-Toa in this dining room hurl 15 . If the party members choose to search
insults at the party. Only by ignoring all of the this burning closet, they are burned. While
insults can the characters pass. If they take they retreat, they find a box containing a
offense and attack, the alarm is raised and it Mace+4 .
becomes much harder to reach the temple . 16 . Once the party has entered and left
KEY
9. If the party members passed safely through this door once, the flames around it
through the dining room, the Kuo-Toa ignore grow so intense that the characters are unable
wall them. If the alarm has been raised, Kuo-Toa to re-enter the room.
monitors the attack. 17 . A large group of Kuo-Toa are preparing
10 . These are the sleeping quarters of the to jump from the bow of the ship . Combat
Kuo-Toa monitors. ensues if the party tries to pass.
11 . A human is about to be sacrificed . If the 18 . The characters meet the slaves and are
Impassable party attacks, the Kuo-Toa are surprised and awarded experience points for their role in the
Area
only a few Kuo-Toa monitors and clerics uprising . The party and the slaves dive from
attack. the ship and swim to freedom .
1. Kuo-Toa Slave Ship Resting: The slave cells are the only safe I f the party hides, it is discovered. The ensuing
Special Note : The characters enter this map places to rest. (Warning : It is impossible to
fight is much more difficult than if it attacked
automatically while walking near the river on return to the cells after location 11 . Make sure
the overland map. the party is fully rested before that event.)
Synopsis : The characters spy Kuo-Toa war- Map Locations:
riors herding peasants aboard a ship . They 1 . The characters are led to this cell . This is
dare not attack directly for fear that the slaves a safe place to rest.
might be slaughtered. The characters disguise 2. Other slave cells. Also safe places to rest .
themselves to be led aboard .
3. A group of slaves tells of its plan to burn
Wandering Monsters: Random patrols
only appear after the party raises the alarm in the boat and win freedom from the Kuo-Toa.
The meeting is interrupted by guards ordering
locations 8 or 11 . Then the party faces Kuo-
the party to report to work in the galley.
Toa fighters, monitors and clerics, as well as
vodyanoi .
19 0
J. HIGH CLERIST'S TOWER 3 . This is as far into the tower as the party 10 . The party finds slain bodies here, after it
may go until the attack is underway. has been to locations 11 or 13 .
4. During the attack, the party will not be 11 . When the party enters here or location
allowed to climb higher in the tower. 13, it has a battle with undead skeletons and
1 1 1 wights. After the battle, it hears the enemy
5. The party finds Sir Durfey surrounded by
O///%ICI undead . When rescued Durfey should be
allowed to join the party.
forces retreating through location 10.
12 . Evil forces are holding this room .
5
6-8. The party confronts undead and dis- 13 . See location 11 .
13 covers that the tombs have been looted . 14 . The empty tomb of Sturm Brightblade .
Knights aid the party in battle. 15 . The entrance into the tunnels.
t;
9. Durfey warns the party that a dragon
was held due west (location 13 .) He also
KEY points out Sturm's tomb (location 14J
12
Wall

7
Door
9
91
Stairs

0,01
Down

1 4
14 8 stairs

F
Up
005

15 Impassable
Area

J. High Clerist's Tower Wandering Monsters: When the undead


Synopsis: Until Sebas Astmoor warns the invade, patrols of skeleton warriors and wights
party of Lord Soth's imminent attack, the will confront the party.
tower is merely a safe place to rest. The party Resting: Except when the undead are
will be confined to the top level. attacking, the tower is completely safe to rest
After the warning, the party is escorted in. During the attack it is possible to rest, but
down to the crypts where it discovers Sir there is no guarantee that the party won't be
Durfey holding out against the undead horde. disturbed by an undead patrol .
With the aid of the tower's knights, the party Map Locations:
discovers the theft of Sturm Brightblade's body 1 . The entrance to the tower.
and the escape of a red dragon . The characters
2. This is where the party is taken to rest. It
descend into the tunnels dug by the undead .
is also where the party meets a council knight
when they learn of Lord Soth's attack . He
escorts them to location 5.
4

K.1UIMLS BENEATH TOWER 4, Zombie giants are digging away at the 9. The party confronts Sir Garren . The
tower's supports, trying to undermine it . They characters should take the cursed sword away
turn and attack if approached . from him. They may take damage, but they
5. A rear guard of skeleton warriors tries to will free the knight. Once Sir CGarren is freed,
stop the party. Lord Soth approaches and attempts to slay
6 him. Some members of the party should throw
6. The red dragon turns and attempts to
slay the party. Sir C/arren and the undead con- themselves in the way.
2 10 . The corpses looted from the tombs are
FEEMEEMEA tinue to retreat .
7. Another delaying action by skeleton being loaded onto nightmares and flown
4 4 4 away. The party should attack immediately in
warriors . The party finds some toot dropped by
5 the fleeing undead ; a Short Sword+4 and a order to rescue as many bodies as possible .
Staff Sling+3 . Lord Soth will battle the party, but is not
destroyed even if he is defeated. After one
8. Another delaying action . The party finds
7 battle he will get up and leave.
a Hoopak+3 .
3

9 8 KEY

Wall

4 4 Impassable
Area

K. Tunnels Beneath Tower Wandering Monsters : Various undead


Synopsis: The party descends into these wander the tunnels and attack the party on
tunnels in pursuit of the undead who have sight.
looted the crypts. The characters also seek an Resting: No place is completely safe to rest.
escaped red dragon . As they proceed along the Undead seek the characters' lives.
main corridor, they discover that the undead Map Locations:
were lead by a knight who is under the influ- 1 . The party descends from the tower here .
ence of a cursed sword. Finally, after defeating
2. The party meets Sir CGarren and the red
the dragon, rescuing the knight and recovering
dragon . The dragon tosses a boulder at the
many of the bodies, the party meets Lord Soth . party which collapses the tunnel . The evil
He is not prepared to do battle and escapes
forces retreat south and east .
atop a nightmare.
3 . Skeleton warriors attack, attempting to
delay the party.
3 4
L. DRAGON PIT 5 . This is the main altar room. The Dread 12 . The party confronts Sir Karl . He retreats
Wolf harasses the party if he still lives. Under out the north door.
a stone next to the altar the party finds Plate 13 . Sir Karl continues to retreat down the
Mail+3, a Shield+2, a white mage scroll and corridor. He calls on the Dread Wolf to slay
a clerical scroll . the party. The party finally has the chance to
6 . This long corridor is filled with undead battle and defeat the creature .
dragons. Since few of them have been given 14 . This area is open to the sky. Maya
specific directions, they merely lay around in arrives when the party enters. As she
decaying lumps. Occasionally, one recognizes approaches, Sir Karl strikes her with the drag-
KEY the party as an enemy and attacks. onlance from hiding . Though wounded,

Ell
7. This is a secondary altar to Takhisis . Maya lifts offwith Sir Karl. The two disap-
Undead dragons protect the room . pear into the clouds.
Wall
8. A red dragon is chained here. He gives Before the characters can do anything, they are
directions to find Sir Karl . If the party frees confronted by the death dragon . After the
Door him, he flies off, only to be slain by the wards dragon is slain, the dragonlance falls from the
at location 9. If he is left, the Dread Wolf slays clouds .
him. 15 . This is the lair of the death dragon . The
Archway 9. This is the entrance used by the evil treasure includes a Short Bow+3, Leather
forces . It is warded to kill anything living that Armor+3 and Plate Mail+2 .
passes through. 16 . A rope bridge lies next to a deep chasm.
Secret
Door 10 . This is the stable where the nightmares The party can string the bridge and go across .
are kept.
Deep 11 . This is a barracks for the skeleton warriors.
Chasm

Impassable
Area

L. Dragon Pit Map Locations:


Synopsis: This is where Lord Soth has hid- 1 . This is the only entrance that the party
den one of his attack forces . Sir Karl has been can reach. When the characters know about
put in charge. Until Sebas has revealed the the secret door, Maya arrives and joins them .
secret door at location 3, the party can't 2. This is next to a deep chasm. The party
advance past that point. cannot cross before locating the rope bridge at
Wandering Monsters: The main section of location 16. If Maya is with the party, she
the temple is patrolled by skeleton warriors. crosses to the other side to seek Sir Karl .
The large corridors along the west and south 3 . This secret entrance to the temple can't
edges of the temple contain undead dragons be opened without the information provided
who may also attack . by Sebas. If Maya is with the party, she turns
Resting: No place is absolutely safe from back and crosses the chasm at location 2.
wandering patrols . 4. Wights have drained a knight and await
his transformation into one of them . It occurs
as the party arrives, and the wights attack.
25 26
M. CERBERUS been to location 4, they fight the fortune teller 7. Before the raid, the characters talk to the
here and free Zakarie. Afterward, the party town cleric, Zakarie. He tells them of the
should return to location 4 . assassination of the mayor and also of the citi-
0 3. During the raid giant zombies guard the zens of Cerberus being forced to work as ser-
entrance to the town hall and must be battled vants in Dargaard Keep.
before the party can enter. During the raid when the party arrives, it
4. Before the raid, the town hall is aban-, finds that Zakarie has been kidnapped by
doned while the townspeople prepare for the undead forces .
4 mayor's funeral. 8. A magical barricade protects the armory.
O During the raid townspeople barricade them- The party can only enter after freeing Zakarie
3 selves here . They say that only the town cleric, from the fortune teller's tent.
10 Zakarie, can dispel the magic gateway guard- 9. After Zakarie gives the party permission
ing the armory. in location 4, the treasure includes a Mace of
After the characters rescue Zakarie, when they Disruption, Chain Mail+4, a Ring of
return here, he sends them to the armory (loca- Protection+3 and Gauntlets of Ogre Strength .
tion 9) to claim a reward. The party earns 10 . A vendor of oddities and artifacts will
experience points for bringing him here . buy one rug from the party for 1000 silver
5. The party may sleep at this inn free of pieces .
charge before the raid . During the raid, spec- 11 . This is the town's common garden.

F tres lurk here.


6 . Before the raid, this tavernkeeper tells the
12 . These small houses are destroyed during
the raid.

L J z
party about the assassination of the mayor and
the impending funeral in the graveyard.

1111
M. Cerberus Random Encounters: The party only
Synopsis: After the party completes the encounters monsters during the undead raid.
Resting: Before and after the raid the party
Dragon Pit, it finds the citizens of Cerberus
outraged by the assassination of the mayor. may only rest at the inn. During the raid the
They urge the party to go to the graveyard to party can rest anywhere, but there is danger of
wandering monsters .
attend the mayor's funeral.
After the attack in the graveyard Cerberus Map Locations:
is raided by undead forces . The party must 1, The entrance to the Farmer's Market .
reach the townspeople barricaded in the town 2, The fortune teller's tent . Before the raid,
hall, then rescue the town cleric, Zakane . the fortune teller gives the party a grim fortune
Before this, the townspeople can't enter the if asked.
armory and equip themselves to fight offthe
During the raid if the party comes before talk-
invaders.
ing to the townspeople in location 4, the for-
tune teller rushes away. If the characters have
4. A diary describes the odd behavior of 12 . Inside this coffin, a tunnel leads to
the gravedigger and that something is wrong Dargaard Keep. The party can only unlock the
with the wards protecting the graveyard. coffin with the iron key obtained from Ariela's
5 . The funeral for the mayor of Cerberus . body in Kalaman.
The characters see the body twitch, but the 13 . The second evil ward . The party must
townspeople refuse to heed any warnings. The replace it with one of the good wards from
attack on the graveyard commences, begin- location 10 .
ning with a fight as the undead mayor attacks. 14 . The third evil ward. The party must
6. Empty coffins. replace it with one of the good wards from
KEY 7. Coffins swarming with spiders. location 10 .
8. If the attack has not yet begun, entering 15 . The fourth evil ward . The party must
this square causes it to commence. Undead replace it with one of the good wards from
wall
creatures attack the party. location 10 .
0 ~® 9. The insane gravedigger. If the party takes 16 . After the graveyard attack begins, the
p ~ . ...... ... ... . .. . .. characters find a young woman buried alive. If
Door his ruby, he's freed from its influence. He says
that he killed the graveyard's cleric and stole they have the shovel or the dog, they can save
the good wards from around the fence. her and earn experience points .
Archway
The party obtains a shovel no matter what 17 . Undead creatures hold a mourner cap-
they do to the gravedigger. tive . The party must fight to save him and
10 . The party uses the shovel from location 9 earn experience points.
Low
Fence to uncover the four good wards buried here .
11 . If the attack on the graveyard has not yet
Tombstone begun, stepping through this door (in either
direction) initiates it. A group of undead
FIF attacks.
Impassable
Area

hi. Graveyard Note: Cleric's turning ability is diminished


Synopsis : After completing the Dragon Pit in the graveyard.
and visiting Cerberus, the party finds the Map Locations :
funeral of the assassinated mayor of Cerberus 1 . The first evil ward. The party must
taking place. (Before completing Dragon Pit, replace it with one of the good wards from
the graveyard is empty.) The funeral is inter- location 10. If the party is first entering the
rupted by an undead assault, which the party graveyard, a man gives directions to the funer-
must repel. al at location 5.
The magic wards placed around the grave- 2 . After theundead attack begins, this gate
yard fence have been stolen and replaced by is guarded. The party must fight to leave this
evil wards. The party must recover the good way.
wards and replace them around the fence,
3. If the characters are kind to the dog here,
where their power destroys all evil within the
it follows them throughout the graveyard. The
graveyard.
chances of being able to rest during the attack
are improved by having the dog.
29 3
the phylactery before attacking the lick in loca- 8. A coop full of undead chickens .
0. DULMER tion 7. 9. The passage to Voice Wood. The party
After the phylactery is destroyed, all the
a
can't pass until the lich is dead. If they try
7 116
0 14 undead creatures in Dulcimer fall to dust. The before then, a spectre appears and tells the
party may then pass into Voice Wood at loca- party how to destroy the lick .
tion 9. 10 . A living man is confined in these stocks.
3. A zombie tavemkeeper offers the party a If the party frees him, he gives them informa-
10 I 110 drink. It is poison and damages whoever drinks . tion.
4. The zombie innkeeper welcomes the 11 . The Dulcimer town hall .
party, but the atmosphere is unappealing. 12 . A garden of rotted vegetables.
5. The lich's guards attack the characters. If 13 . The farmer's market is a grim parody of
they enter the room again, more guards attack. the market in Cerberu& It is unlikely that the
After the second combat, the lich's entire party will want any of the goods being offered.
guard is gone and the party faces none when it 14 . After the party battles zombies, it finds a
fights the lich . Scroll of Protection against Dragon's Breath, a
6. Ifthe party hasn't met the spectre at loca- Potion of Invisibility, 4 Darts+3 and a Long
tion 9, he appears before the party passes Sword+4
through this door.
7 . The lick's quarters. The lich attacks

F
when the party enters . After the battle, the
party should go to location 2 before the lich
12 regenerates.

2 L
12

t I
0. Dulcimer regenerates and attacks at regular intervals
until the phylactery is destroyed.
Synopsis: (Note: the map for Dulcimer is
Resting: No .place is immune from attacks.
identical to the Cerberus map.) To Teach Voice
Note : Cleric's turning ability is diminished
Wood the party must pass through Dulcimer, a
while in Dulcimer.
twisted mirror image of Cerberus created by a
lich with fond memories of that town . Map Locations:
Dulcimer is populated with undead who now 1 . The entrance/exit to Dulcimer. Soon
stagger through a parody of life . after entering, the mayor, a lich, greets the
The party must slay the lick then destroy its party. He admonishes it to stay away from his
phylactery, the jar housing its soul. With the personal chambers and from the entrance to
lich destroyed, the party proceeds into Voice Voice Wood.
Wood. 2. The phylactery containing the lich's soul
Wandering Monsters: Most of the is buried here . The party must smash it to
undead ignore the party, but there still are defeat the lich . The party won't be able to find
infrequent attacks. After battling the lich, it
31 3
P. VOICE WOOD destroyed here. They must have used a 9. This is the Hall of Voice Wood. A voice
protection from Good spell to enter Voice coming from all the trees explains that it has
Wood, but the spell expired before they could the Rod of Omniscience . If the characters
escape. swear to use it only against a foe they can't
5. The party is damaged by limbs and vines. defeat, they may take it.
6. The party enters a large clearing and 10 . Through this arch, the party sees Throtl .
confronts a band of evil creatures. The evil 11 . Through this arch, the party sees the for-
ones are worried that their Protection spell is est north of Dulcimer.
running out. 12 . Through this arch, the party sees the
7 . The party fights a small army of black land west of Turef.
wizards, wights and giant undead. 13 . Through this arch, the party sees Turef.
8 . Sprite warriors say that the Rod of 14 . This leads back into Dulcimer.
KEY Omniscience must remain in Voice Wood. 15 . Whisper spiders attack the party.
The party may attack or push forward without
16 . A fiery rock rests in this glade. Fire min-
hurting the sprites . If the party attacks, it is
wall
ions leap from the rock to battle the party.
transported to location 14 .

Door

Archway

One-way
Door

Impassable
Area

P Voice Wood Map Locations:


Synopsis : After learning the chant from the 1 . The first encounter at one of these clear-
young knight in Kalaman and destroying the ings reveals that the Rod of Omniscience is in
lich of Dulcimer, the party may enter Voice Voice Wood, protected by the sprites. After
Wood to claim the Rod of Omniscience . The the first encounter see location 2.
party must find the Hall of the Voice and 2 . The party enters a clearing and sprites
agree to its terms before receiving the rod. flee . They shout different messages at the party.
Wandering Monsters: There are no wan- 3. Altar to Paladine . If the characters leave
dering monsters. an offering, they are helped in their next com-
Resting: The sprites won't allow anyone to bats at locations 6 and 7.
rest in Voice Wood. 4 . Damaged area of Voice Wood . The
Hint : use the area map if you have trouble party determines that evil creatures were
finding location 8.
33 MITV 3

Q. DARGAARD KEEP- FIRST FLOOR Lenore asks to follow the characters . If they 9. If the party approaches the commander's
refuse, she leaves . If Durfey is with the party, chamber directly, a group of guards intercepts
he leaves to escort her home . I fthe party it. The party must defeat two groups of guards
17 allows Lenore to join, she soon leaves with to pass.
1 Durfey. 10 . Soth's throne . A panel beneath it leads
If Durfey is in the party but dead his body to a secret tunnel in the graveyard, but the
disappears during this battle . panel can only be opened with the skull
4. These doors are welded shut . The party obtained in encounter 7.
must find another way around them . If the party enters the keep through the grave-
Ed V/0,010, KEY 5. I f the characters talk to this maid, she yard tunnel, it emerges here. It can't re-enter
gives them a key and instructs them to look for the tunnel without the skull.
the locked door on the east side of the Keep . If 11 . The characters hear chanting through the
1 1 _ wall
they ignore her, she gives them the key but no door. I f they wait and listen, the chanting
explanation. eventually stops and they may enter safely. If
n the party enters before the chanting stops, it
Ikon 6. This locked door leads to the servants'
_ ~ 1 1 quarters. The characters cant enter unless they has a fight at location 12 .
1 1 16 16 have the key from location 5. 12 . I f the party didn't wait at location 11,
Archway
7. The servants here are under a peas to clerics attack .
serve in the keep . They beg the party to lift the 13 . If the party fought the clerics at location
16 geas by slaying four patrols and smashing the 12, this altar has a 2-Handed Sword+2 resting
Secret
Door commander's magical orb. The door at the far on it.
3 3 side of the room leads to the commander's 14 . The party hears cries for help from with-
closet (location 8,) avoiding the guards outside in a coffin at location 15 .
5 5 3 3 Stairs
x Up his chamber.
15 . Someone locked inside this coffin pleads
2 2 The four patrols appear randomly on this level for help . If the party opens the coffin, it is
Impassable ofthe keep . ambushed by many vampires .
Area
After the party smashes the orb and kills the 16 . The first time the party enters one of
patrols, the servants give it a skull stolen from these rooms, it finds evidence of a makeshift
Q. Dargaard Keep -First Floor Map Locations: the commander. The skull can be used at loca- prison. Whether it searches or leaves, it finds
1 . This drawbridge is the main entrance to tion 10. The party is also awarded experience an amulet engraved with the initials S.A.
Synopsis: The characters finally enter the
Dargaard Keep . The party can't enter before points.
home of Lord Soth. On the first floor, they 17 . Without the Rod of Omniscience, the
meet the servants of the keep, young men and recovering an iron key from Ariela's body in 8 . This is the commander's closet. The party is unable to climb these stairs to the sec-
women kidnapped from nearby Cerberus and Kalaman . The password inscribed on the key party finds his magical orb and destroys it . ond floor of the keep .
is 'DENISSA.'
bound to serve at the keep by a powerful peas.
By destroying a magical orb and killing the If the party lingers here for too long, archers
servant's captors, the party may lift the peas fire from nearby towers .
and allow the servants to return home. 2 . The party smashes the drawbridge con-
Wandering monsters: Other than the four trols here. The characters may enter and exit
patrols, there are no wandering monsters . the keep freely thereafter.
Resting: It is never completely safe to rest. 3. Guards ambush the party from both sides.
Note : Cleric's turning ability is diminished After the battle, the characters meet Lenore
throughout Dargaard Keep. (unless they met her in the throne room .)
35 36

R. DARGAARD KEEP SECOND "OR If the party returns to this spot after sneaking Rod of Omniscience and begin her own evil
past the vampires in location 4, the vampires rule. She tortured Sebas for information about
see them and attack. the Rod. Before the party can question Sebas,
3 . The party can't pass this closed portcullis he dies .

0
5 before pushing the lever at location 5. 13 . A magical tome lies open to a circled
Q 44 2 1 14 4 . A group of vampires is distracted by
something outside. The party can attack or
incantation. If the party reads the incantation
before location 14, nothing happens. If they've
9 3 sneak past. If they sneak past, the vampires been to location 14, the incantation transforms
leave when the party reaches the next room . the townspeople back into human form and the
1 party gets experience points for saving them .
5 . This leverraises the portcullis in location 3.
71 6 6 . A group of guards, including black If the characters have not yet saved Cerberus
mages, vampires and a death knight, attacks. from the invaders, the townspeople tell them
KEY Its prisoners, clerics from the High Clerists of the undead invasion .

I Tower, tell the party that they seek the stolen 14 . Captive townspeople are being trans-
0M.

a
10 8
body of Sturm Brightblade . They prevail on formed into rats by evil clerics. The party can't
1
wall
10 I
the party to help them . prevent this, but if it tries to interrupt, the fight
7. Resh golems guard this room . is much easier than if it waits until the clerics
10 spot it .
Door
8. This portcullis can only be passed by
10
0
Stairs
pulling the lever at location 9.
9. This lever raises the portcullis at location 8.
15 . A Necklace of Missiles, a Potion of
Extra Healing, a Wand of Lightning, Plate
Mail+4 and a red mage scroll are hidden in
Down
10 . These empty cells are safe places for the this cleric's chamber.
party to rest undisturbed.
16 . Evil mages and clerics are attempting to
16 Stairs
Up
11 . Spectres, flesh golems and vampire mages raise Strum Brightblade from the dead. After a
are posted here .
1 WIN
VAX
fight, the body is recovered by the clerics and
12 . Sebas ASIMOOT is confined in this cell . the party is awarded experience points.
Impassable
Area He warns the party to beware of Kitiara,
Soth's companion . Kitiara plots to obtain the

R. Dargaard Keep-Second Floor Wandering Monsters: There are no wan-


Synopsis: A group of guards rushes its pris- dering monsters .
oners away from the party as they enter the Resting: Only the cells (location 10) are
second floor of the keep. A chase ensues, and completely safe.
the party frees some of the prisoners. They are Map Locations:
clerics from the High Clerist Tower who came 1 . Stairs to first floor. I f the clerics from loca-
to the keep to recover the body of Sturm tion b accompany the party, they ask the party
Brightblade . The rest of the prisoners are not to leave until Sturm's body is recovered. If
townspeople from Cerberus who are trans- the party leaves, the clerics wait here for its
formed into rats for the amusement of the return .
guards. The party must restore the townspeo- 2 . A group of guards flees from the party,
ple and recover Sturm before his body is cor- shoving prisoners ahead of them .
rupted by Soth's evil power.
3 38

7
S. DARGAARD KEEP UM il'IAOR 6. This door is protected with deadly spikes T. SHIPWRECK
and razors . It damages any party member
attempting to open it . It is safer to follow the
secret passage around this door.
7. Statues (iron golems) on either side of
this door warn the party not to enter. If the
party attacks, a combat ensues. Otherwise, the N
statues refuse to speak further. 4fl3
8. Sir Durfey is here. He has been slain and
turned into an evil undead . He attacks the 5
KEY
party, forcing them to put him to his final rest .
wall
If the party didn't fight the statues (iron
golems) at location 7, they lumber in and 2
attack alongside Durfey.
Doa 9. Wraiths trap the party in this dead end.
10 . Soth awaits a final confrontation with
Secret the party. A very tough battle ensues with KEY

0] 12 [11 5a] 2
Door
Soth, death knights and iron golems. If Soth is
defeated, his body regenerates after the fight.
wall Door Secret Stairs Stairs
One-way He informs the party that as long as Dargaard Door Down Up

a
Door Keep remains standing, he can't be destroyed.
The party should immediately strike Lord Soth Map Locations.-
Stairs with the Rod of Omniscience, sending him to 1 . The gangway onto the ship. The deck
Down
another dimension. Lenore will now reveal has rotted away, so the party should use ropes
herself as Kitiara as she tries to take the rod to descend to the level below.
Impassable herself. She activates the rod hoping to cast the 2. The party is attacked by some of the
Area
party into another dimension. Unfortunately giant zombie crewmembers of the ship .
for her, Sebas gave her false instructions for 3. The ship's officers, wraiths, attack when
Map Locations: operating the device . The rod explodes, send-
S. Dargaard Keep -Third Floor you enter their quarters .
1 . A voice mocks the party in this small ing her into another dimension and the party
Synopsis : On the final floor of Dargaard 4. The party is surprised by an attack by the
room, admonishing that two of the three doors to the High Clerist's Tower.
Keep the characters find Durfey who has been spectre captain and some of his wraith officers .
slain and made undead by Soth . They also ahead lead to death. CONCGRATVLATIONS! The party will find a Mace +4 .
encounter Lenore who accompanies them to 2. These 'doors' are actually magical barri- T. Shipwreck 5. This hold is filled with undead giant rats .
their final battle with Soth under the premise ers that do severe damage when touched. 6. A crossbow fires on the party unless they
Synopsis : The party finds the ruins of an
that she needs their 'protection.' Soth is ban- 3. Weretigers lie in wait in these rooms. old cursed pirate ship . The party recovers great detect and disarm the trap first. The treasure
ished from Krynn. 4 . Once the characters pass through these treasure by battling the pirate and his undead includes Banded Mail+3 and a Long
Wandering Monsters : There are no wan- doors, they are magically sealed behind them. Sword+3.
crewmembers .
dering monsters .
5. Lenore awaits the party. She says that Sir Wandering Monsters : The party faces
Resting: No place is completely safe . giant zombies, wraiths and giant undead rats.
Durfey has been killed and made undead by
Soth's death knights, and that more death Resting: There is no safe place to rest.
knights are pursuing her. She joins the party, Special note : Clerics' turning ability is
pleading for its protection . diminished while on this ship.
39 40
U. CURSED VQ .LAGE 5 . Village sorcerer's house, An imposter Map Locations: W. FATHER OF TREES
sorcerer claims the meteorite is harmless . 1 . The party meets the maze's proprietor, a
When the party retums with the real sorcerer, dwarf named Gluten.
the imposter and his fire minions attack . 2 . If the party gives the answer 'WATER'
6 6. A tavern . The party fights the undead to this riddle, it teleports to location 3,
remains of the former tavern patrons (Wghts, Otherwise it teleports to location 4.
3 wraiths and spectres .) When the real sorcerer 3 . If the party gives the answer 'HANDS'
is present, he destroys the meteorite and to this riddle, it teleports to location 5,
O rewards the party with a Ring of Protection+2, Otherwise it teleports to location 6.
a white mage scroll and Olin's Quarterstaff . 4. After a battle consisting of zombie giants
and spectres, the party teleports to location 5.
5. If the party gives the answer 'RING' to
this riddle, it receives experience points .
V. FUN HOUSE
Correct or not, the party teleports to location 6.
6. The party is attacked by wraiths and
7 spectres.
KEY 7. The party teleports to location 6. KEY

[11 10
Wall Door
8. A lich and Wghts attack the party. The
party finds a Mace+4 .
0
Impassable
Area
9. The party teleports to location 1 and is
rewarded by Gluten. The reward consists of a Map Locations:
U. Cursed Village 8 red mage scroll and the Girdle of Frost Giant
1 . This is the entrance into the tree, After
Synopsis : Good and evil forces battle for u 4 Strength .
completing the adventure, the party is award-
possession of a magical meteorite that crashed W. Father of Trees ed experience points here,
in this village. The party must rescue the good 9
Synopsis : The party ventures inside the 2 . The party is ambushed by a group of
sorcerer, kill his evil imposter and destroy the
heart of the Father of Trees to recover the Wghts .
meteorite,
wand of tree healing and free a captured faerie 3 . A group of wraiths is trying to smash
Wandering Monsters : Wights, wraiths
warrior With the wand, the party can heal the the free from the inside .
and spectres .
KEY tree and save the forest,

10 M [I]
Resting: There is no safe place to rest until 4. Wyndlass attack the party.
Wandering Monsters : The party faces
the meteorite is destroyed. 5 . A black mage is using fire minions to
wraiths.
Map Locations:
Wall Door One-way Secret bum the core of the great free, The party must
Door Door Resting: There is no safe place to rest until
defeat the mage and his followers to free the
1 . Entrance/exit. A boy sends the party to the tree is healed.
faerie warrior and the Wand of Tree Healing.
the sorcerer imposter. V. Fun House Special note: Magic does not work in
The characters also recover a Periapt Proof vs .
2 . This shopkeeper gives information about the tree .
Synopsis: The characters discover a Poison and Boots of Speed.
the village. Hint : Use Paladins to heal injured
'training' maze of riddles and monsters. When 6. The party encounters a group of whisper
3. The party battles a group of black mazes characters.
they complete the gauntlet, they are awarded spiders.
to save the real sorcerer. Without doing this, experience points .
the party cant approach the meteorite. Wandering monsters: None.
4. Herbalist. Resting : No interruptions.
4 4
MONSTERS: Undead Roc: This evil avian is immune to
X. CHALLENGE
How to Deal with Them Fear, Sleep and Charm. Unlike the undead
beast, the roc is damaged by fire and takes full
Below is a listing of all the monsters in damage from edged or pointed weapons.
DEATH KNIGHTS OF KRYNN, d short descrip- Zombies: These monsters are easily turned
' _'_ '_ ., . __' --7 ------------- ------ ------- ------ tion of each, and suggestions on how it can and should provide little challenge.
___ best be defeated. You should follow these
'_ -------------- '_ _._ _'__ _' .___'_ ._ Skeletal Giant: Immune to non-magic
guidelines when developing tactics to combat weapons, it also takes only half damage from
these monsters . edged or pointed weapons.
Nightmare: These swift beasts cant' other Lich : A powerful spell caster, it is immune
--------------------- ------ ------- -------------- ------ -------------------- ------- ------------- evil creatures from the Lower Planes. Give
7 7 7 0
) 0) 0) to Sleep, Charm and Death spells, and cold
them a wide berth, as their hot smokey breath and electric based attacks have no effect . Stay

----------------- ------- - - - ------------- - - - - - - - - - - - - -


_._
'''____
------- __ ;_ __ .__ ~.. ___
''7.__ __
------ ------
7 7 7 can blind you, reducing your ability to attack . out of reach of this monster, as its touch can
Skeleton Warrior: These powerful undead cause paralysis for the duration of the battle .
17 17 7 -7 7 12 -2
fighters are extremely resistant to all magic Use ranged attacks and fire-based magic for
17 17 attacks, and they only take half damage from best results.
7 7
17 17 0?
7 7 7 7 7 7 7 7
----------------------- ------ ------ ----------------------------- ------ -------------- -------------- edged or pointed weapons. The Mace of Spectral Minion : Don't worry.
Disruption does twice normal damage against Wraith, Wight, Spectre: These undead are
these creatures. easily turned but beware of their touch. The
7 7 7 7 0)
7 7 7 7 7 7 7 7 7 Another strategy useful against any creature spectre can drain two levels from any player it
with a high magic resistance is to cast spells on touches, while the wraith and Wight drain one
7
------------- ------ ------------- ------------------------------------- ------------------------------ -------- your own party. Good spells to use on your level per touch.
own party include; Haste, Enlarge, Prayer, Beware, certain regions in the game make
Bless and Strength .
__ 7_ __ _ _ _ _.
-_

7 7777 7 7 turning more difficult. If fuming fails, quickly .


7 7 7 Dragons: Fearsome opponents with devas-
-------------------------------------- ------ -------------------------------------- -- --------- -- ----- - eliminate these creatures with fire-based spells
tating attacks, they still have an Achilles heel. Vampires : Formidable opponents, their
All but the undead and spectral dragons may gaze has the effect of a Charm spell, their
be incapacitated with a stinking cloud. The touch can drain two levels, and they regener-
Mace of Disruption is the best attack against ate their HP at a rate of three HP per round of
Enter Here the undead dragon . The spectral dragon is combat . They are immune to non-magic
X. Challenge Customarily, we've toned down these encoun- completely magic resistant, so all you can do is weapons, Sleep, Charm and Hold spells.
ters before publication of the games. hack until it dies (have lots of healing spells
Congratulations? You've completed the Some of them can also cast spells, so make
This time is different. ready) .
quest and Lord Soth has been banished from sure to check for vampire mazes and clerics at
This time we encouraged him to go ahead Cast Prayer and Haste before attacking any
Krynn. But there's one more challenge to the start of combat .
and do his worst. Good luck. dragons, spread the party out and concentrate
undertake. In the upper left hand comer of the Ghoul, C~hast : The party should have little
Hints: on killing one at a time.
map, a path has opened through the moun- trouble. These monsters can be easily turned.
A party without a thief will have difficulty Undead Beast: The size of a small dragon, Fire Minion: From the elemental plane of
tains.. .
surviving. this mound of rotting flesh and bones is resis-
One of SSTs game authors has earned a rep- fire, these 'living flames' are immune to all
There is only one honest spirit within the tant to fire and takes half damage from edged
utation for designing 'killer' mazes and fire-based attacks. In fact, Fireballs heal them .
temple. or pointed weapons. It can be turned by high-
encounters . Do you remember the brain para- Cold attacks do double damage, and they can
Do not enter the altar room without the level clerics with some trouble. A Slow spell
sites in Buck Rogers, or the rescue of the be dispelled, albeit not easily. Players adjacent
necklace. would be useful against a pack of these.
nomad princess in Pool of Radiance? to the monster take one to six HP of damage
Curiosity is profitable, but dangerous. per round from the aura of fire surrounding it .
43 44
Death Knight : This fearsome enemy Sivak: The characters should have little MAGIC ITEMS: Scrolls
throws a 20-120 hit point Fireball as his first trouble. Where to Find Them Protection from Dragon Breath Dulcimer
attack, so cast Resist Fire on as many players Fire Lizard : No special defenses . Red Mage Scroll
as possible before engaging this monster in Rhino Beetle: Weapons (Fire Shield, Iron Skin, Disintegrate) Vingaard Keep
battle . Three out of four times, any magic Wyndlass : " Darts+3 (x4) Dulcimer Red Mage Scroll
attack against him will fail - ten percent of Vodyanoi : " (Iron Skin, Stone to Flesh, Stun) Fun House
Darts of the Hornets Nest Kalaman
the time, the spell is reflected back on the user, Hatori : " Gargath Outpost
Red Mage Scroll
Mace+2
so be careful not to kill your mages or clerics. Kuo-Toa : These 'men-fish' have an intense (Mass Invisibility, Blind, Flesh to Stone) Dulcimer
Mace+4 Kuo-Toa
He generates an aura of Fear, causing your hatred of the other humanoid races. They are White Mage Scroll
Mace+4 Fun House (01 Dance, Mind Blank, Mass Charm) Cekos
characters to run if they fail to save against it . immune to spells which affect other
Mace+4 Shipwreck White Mage Scroll
Rush forward and kill him as quickly as possi- humanoids (Steep, Charm, Hold, etc.) and are
Mace of Disruption Cerberus (Death Spell, Fireball, Invulnerability) Cursed Village
ble before this happens. Kender will be unaffected by poison or paralysis attacks
Scimitar+3 Shipwreck White Mage Scroll
immune to fear. (Stinking Clouds won't work). Magic missiles
Long Sword+3 Vingaard Keep (Cloudkill, Cone of Cold, Hold Monster) Dragon Pit
Whisper Spider: The poison bite of this have no effect, so hit their spell-casters with
Long Sword+4 Dulcimer Clerical Scroll
monster is its only real threat. normal weapons. (Resurrection, Restoration x2) Dragon Pit
Flesh Golem: A patchwork of body parts Dread Wolf : This vile servant of Takhisis is Short Sword+2 Turef
Clerical Scroll
animated by arcane magics, it is immune to all immune to all forms of magic. His low armor Short Sword+4 Tunnels Beneath Crypt (Heal, Raise Dead, Restoration) Kalaman
forms of magic attacks. Fire and cold based class combined with six attacks per round 2-H Sword+3 Dargaard level 1
attacks slow it for awhile, and electricity-based makes him a formidable opponent . For spell- Quarterstaff+2 Cekos Potions
attacks actually heal any damage it may have casters, the best strategy would be to cast a Olin's Quarterstaff Cursed Village Speed Gnome Village
suffered . Haste spell as soon as possible (or before com- Dragonlance Dragon Pit Healing Gnome Village
Iron Golem: Magically animated by pow- bat), surround the beast and whittle him away Composite Long Bow+2 Throtl Keep Extra Healing Dargaard level 2
erful mages, the iron golem is three times with the best magical weapons you have (keep Long Bow+3 Kuo-Toa Invisibility Dulcimer
stronger than the flesh golem and requires in mind that the dread wolf is larger than a Short Bow+3 Dragon Pit Elixir of Youth Kalaman
magic weapons with a +3 or better to do dam- man when choosing your weapon .) Arrow+2 (x10) Throtl Keep
age. Electric-based attacks slow it for three Arrow+3 (x10) Wands
Kuo-Toa
rounds . Fire-based attacks heal it, and cold JOURNAL ENTRIES Staff Sling+3 Tunnels Beneath Crypt Ice Storm Throtl Keep
based attacks do normal damage . The following journal entries are TRUE: Hoopak+3 Tunnels Beneath Crypt Fireball Gargath Outpost
Lycanthrope (Wereboar, Weretiger) : The 1, 4, 5, 6, 7, 8, 10, 12, 14,15, 16, 18, 19, 20, Lightning Dulcimer
only notable limitation when attacking these 21, 22, 23, 25, 27, 28, 29, 31, 32, 33, 36, 37 Armor Paralyzation Cekos
monsters is their immunity to non-magic (map), 38, 39, 40, 41, 42, 44 (map), 45, 46, Leather+3 Dragon Pit
weapons. Rings
47, 48, 49, 51, 52, 54, 55, 57, 58, 59, 66 . Chain Mail+2 Cerberus
Chain Mail+4 Protection+1 Gargath Outpost
Kuo-Toa
Protection+2 Cursed Village
Banded Mail+2 Kalaman
Protection+3 Cerberus
Banded Mail+3 Shipwreck
Plate Mail+2 Dragon Pit Miscellaneous
Plate Mail+3 Dragon Pit Necklace of Missiles Dargaard level 3
Plate Mail+4 Dargaard level 2 Periapt Proof vs. Poison Father of Trees
Shield+2 Dragon Pit Girdle of Frost Giant Strength Fun House
Shield+4 Turef Gauntlets of Ogre Power Cerberus
Boots of Speed Father of Trees
Eyes of Charming Gnome Village
Cloak of Displacement Turef

Related Interests