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Adventure from the UK

for a level 7 elf

I TABLE OF CONTENTS

BLADE OF VENGEANCE 2

HOMECOMING (Map 1 - areas la-g) 4


Approach to Dorneryll, Dorneryll 4

I Vengeance is Mine

THE EMERLAS (Map E - areas 2-20)


7

8
Storyline: Jim Bambra & Starblooms 8
Phil Gallagher Wandering Monsters, Events 9
Production: Phil Gallagher & Set Encounters 11
TSR UK Design Team The Elfin Smith, Oakendale 11
Vanished Hermit, Fairy Ring 14
Editing: Graeme Morris, Tom Kirby
Herbalists 16
Carole Morris
The Treanu 17
Typesetting: Phil Gallagher, Paul Circle of Dreams, Scenes of Destruction 18
Cockburn, Kim Daniel Shattered Pillars 19
Artwork: Jeremy Goodwin
Cartography: Paul Ruiz THE SHINING ISLE (Map S - areas Sl-S4) 20
Playtesting: Pat Whitehead & Scorbane 22
Gerard Lonergan
THE MISTY HILLS (Map E - areas 21-22) 23
Wandering Monsters, Set Encounters 23

LAIR OF KHORDARG (Map K - areas K1-K13) 24


Death of Khordarg, A New Beginning 26
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LIST OF TABLES
Table 1: Wandering Monsters (the Emeilas) 9
I A."
Table 2: Mushrooms 15
I Table 3 Wandering Monsters (the Misty Hills) 23
TSR, Inc. LIST OF MAPS
PnODUCTS OF YOUR IMAGINATION"
Map E - Emerlas Outside Cover
Maps 1, 2, 4, 7, 9, 11, 12, 16 & 20 Inside Cover
ISBN 0-88038-190-6
9108
-
Map S Shining Isle Inside Cover
Map K - Khordarg's Lair Inside Cover
Printed in the USA
This is an adventure for one player and one south. Karelia sent a raven as her messenger smith to the north west (area 2). All other
Dungeon Master. The module is for use with to Galannor Nightflame to lead him from elves live to the south, deep in Canolbarth
the DUNGEONS & DRAGONSO game sys- Alfheim. Galannor made haste to the Forest.
tem and requires a copy of the Basic and Emerlas and sought out Gorkalk’s lair in
Expert rules in order to play. the Misty Hills. There, a terrible fight As a youngster, Erystelle was never allowed
ensued and, in spite of his wounds, to wander far in the Emerlas and con-
Galannor slew the dragon. Karelia was sequently the character’s knowledge of the
Blade of Vengeance concerns the adventures impressed with Galannor’s bravery. In her area is sketchy. O n reaching maturity,
of Erystelle of Dorneryll, a level 7 elf. silver ship, she carried the wounded hero to Erystelle headed south to Alfheim, the elf
Erystelle can be a male or a female the Shining Isle where he now lives beyond king’s court, and to lands beyond.
character as this will make n o difference to his span of years.
the flow of the adventure. Alternatively, the
DM may allow another character to be used Since then the Emerlas has been peaceful ERYSTELLE’S DESTINY
instead of Erystelle. In this case the DM and many creatuies have made it their
may have to limit the spells and magical home. Recently, however, the red dragon HOMECOMING (page 4): After years of
equipment available to the character, as Khordarg has moved into the lair of her adventuring in distant lands, Erystelle has
this adventure has been specifically des- great grandfather, Gorkalk. By employing decided to return home. But the home-
igned around Erystelle’s abilities, spells threats and promises of wealth she has coming will be far from pleasant; most of
and equipment. brought many humanoid bands under her Dorneryll’s inhabitants lie dead, slain by
control. Khordarg now plans to lay waste the red dragon Khordarg, while Dorneryll
to the area, and she has already destroyed itself is in flames. This vicious attack
THE EMERLAS the dwarven stronghold of Granitgape cannot go unavenged ...
(area 17 -see Map E) and the human hamlet
T h e northern tip of Canolbarth Forest of Scrubton (area 18). At the start of the T H E EMERLAS (page 8): A letter found
(Map 2 Expert Rulebook - page 33) is a wild adventure, only Erystelle’s great uncle by the burning trunk of Dorneryll will lead
and beautiful area known as the Emerlas. Druinder (area 2) suspects Khordarg’s to the forge of Erystelle’s great uncle (area
Shrouded in mystery and legend, the existence. 2). Druinder will suggest that Erystelle
Emerlas is home to numerous creatures. attempts to recall Galannor Nightflame.
Floating high above the Emerlas is the Druinder thinks that the hermit of the
Shining Isle of Karelia, a faedorne (see page DORNERYLL north (area 6) will know how this is to be
28). T h e Shining Isle is only visible at done and gives directions to the hermit’s
night and appears as a bright star in the Erystelle’s home, Dorneryll (area 1 -Map 1) cave. Unfortunately, the hermit has gone
heavens, known to the elves as the Star of is a large oak tree on the southern edge of into hiding and Erystelle will be unable to
Galannor. the Emerlas. O n brightly painted platforms find him until much later in the quest.
high in the branches of Dorneryll, the elves However, Fate has chosen Erystelle to save
T w o thousand years ago, the red dragon of Erystelle’s family have made their the Emerlas and to be as great a hero as
Gorkalk flew out of the northern mount- homes. T h e area around the tree is laid out Galannor Nightflame. After collecting
ains and destroyed large tracts of the with pleasant flower, vegetable and herb numerous clues, Erystelle will discover the
Emerlas. Seeking a champion to combat gardens. T o the east of the tree are a few location and secret of the Shattered Pillars
the dragon, Karelia’s attention lighted on outbuildings and stables for the family’s (area 20). From here, Erystelle will journey
Galannor Nightflame, an elfin hero of horses. T h e nearest elfin dwelling to to the Shining Isle aboard the silver ship of
great renown, dwelling in Alfheim to the Dorneryll is that of Druinder, the elfin Karelia the faedorne.
2 BLADE OF VENGEANCE
THE SHINING ISLE (pagr 20):Two t r s t ~
face Erystelle on the Shining Isle. If the ROLE PLAYING SETTING O U T
Silver Warrior (area S2) is defeated and the
Bridge of Change (area S3) successfully Unlike group a d r e n t u ~ r s ,whcrr players
negotiated, Erystelle will arrive at the ran discuss rhr couisc of the adrrnturr and
Silver Glade (area 54). Here, Karelia the puzzlrs with othei playrrs, rhr playtw in
faedorne awaits with the magical items of this m o d u k cannot d o this. Thr Dhl
Galannor - including the sentient sword, should u b c conwrsations with friendly
Scorbane. NPCs as a mrans of hrlping E ~ ~ y s t r l lBy r.
having NPCs a\k qurstions and olfri
THE MISTY HILLS (page 23): Journey- advice, thr D.\I can assist t l i ~p l a y r i i n
ing to Khordarg's lair. Erystelle will coming to con<Imions and i n k c p i n g
d i s o v r r thousands of humanoids ready for p i c ~ osf information
Ira<k of the nuniei~ou*
an assault o n Alfheim. To slay Khordarg, acqoircd throughout thr advrntuir.
Erystelle has to sneak through a cave
system to the dragon's lair and there face Intelligence Checks
her in single combat.
During thr c o u n r of this a d v c n t u ~ Erys-
.~
t r l k i i rrquil-rd to put togcthcr various
MOVEMENT piccrs of information and to solw a
number of puirlrc. I I thr playcr is rxperirn-
Trails and Woodlands ring difficulty and this is spoiling thc flow
of the adventow, the DM should make a n
Movrmmt along trails is at normal m o w intclligcncc check for El-yrtdlc by r d l i n g
m m t raws, 011 thr trails this drops to half. ld20. If thtl scow is lrss than 0 1 ~ equal t o
Unless otherwise specified, cncountcrs Ei~ystellr'sintrlligcnce (16) thc DM should
occur a t a range of 3d6a10 yards on the givc thc playrr hint, to thr snlutinri.
trails, and 2d4x10 yards in the woods. Howrver, intelligrnrc chrcks 41ould hr
usrd s l x ~ i n g l y B, S a l o t of thr fun o I t h c
Rivers ;idventure comes from solving thc mi iour
uroblcms.
Kivrrs arc grnrrally not more than 40 feet
wide and can be easily crosscd at the
bridges. Away from thr bridgrs, rivers <'an TIME
br swum (see Exprrt Kulebook - pdgr 27).
T h e passage of timr is important in this
advcnturr. As time goes on the frcqucncy of
HEALING attacks by Khordarx and her minions
incxascs (3ee EVENTS - pagr 9). T h e DX1
Any magical items (including potions and should k c p a rarrful record of t h c nurnbw
so o n ) that will cure Erystelle's wounds o f days rlaprrd sinrr t h e stan 01 the
will also work o n any companions. adventure.
4 HOMECOMING
Tod;i> I:.r)stcllc is returning home, n o will be able to make a chargc attack (see
longcr a young elf hut a skilled fighter and Expert rulebook - page IO) and continue
powerful wielder of magic. A joyful home- At the start of the adventure, Erystelle is along the track past the hobgoblins.
coming is not to he, for Khordarg, grand- riding along the southern trail towards
daughter of Gorkalk, the red dragon slain Dorneryll (area I). 4hobgoblins:AC6;HD 1+1; hp4each;MV
by Galannor, has visited Dorneryll first. 90'(30');#ATIsword;D I-&SaveFl;ML8:
AL C XP 15 each; T H A C O 18; B31.
la. Homeward Bound
The Burning of Dorneryll If forced to do so, thr hobgoblins will tell
the elf about the other hobgoblins at the
While a group of hobgoblins and ogres Adventuring has taken you far from tree (area Id). Each hobgoblin has l l s p .
caused a distraction by attacking the home, to many strange and exotic
stables, Khordarg flew in low over the trees. lands. After facingmany perilswhich
The elves failed to see her approach and her tempered you and increased your Ib. First View of the Tree
breath weapon turned Dorneryll from a power, you longed to return to
home into a raging inferno. Most of the Dorneryll, the great tree where you Half a mile past the hobgoblins, Erystelle
elves fleeing the tree died in her next pass. were raised. Saying farewell to your will encounter two ogres o n a bridge:
Erystelle's parents and the other survivors fellow adventurers, you headed home-
put u p a valiant fight against the advancing wards o n your trusty warhorse Star-
humanoid hordes, slayingmanywith iheir brow, accompanied by your two war You ride onwards to the wooded
magicand weapons. Secing this, Khordarg dogs Eslin and Tarcil. valley where yourclan live. From the
turned back to the tree; bravinga lightning topofthe ridgeabove thevalley, your
bolt she swooped in low. Frenzied by the T h e journey has been uneventful worst fears are confirmed. Dorneryll
smell o f blood she slashed right and left and you are now winding your way is blackened, and tongues of flame
with her claws and rent mightily with her along the forest track that leads to lick hungrily across its branches.
jaws until n o elves remained alive in the home. U p ahead you see smoke T h e sound of shouting and the clash
vicinity of the tree. Having sated her curling lazily into the sky. Your of weapons carries to you on the
killing urgr, Khordarg took to the wing to mouth waters in expectation of breeze.
oversee the looting. Satisfied that all was homecookingand you urgestarbrow
well, Khordarg gleefully headed for home on, eager to be home. Down the valley-side you gallop
followed by the majority of her raiders. towards the bridge that spans the
Your nostalgic reverie is broken by a river. To your horror, two ogres are
A hobgohlin king was left to seek out any column of red flame shooting high sittingon theothersideof the bridge,
elves that might he in hidingand heand his into the sky ahead. Black clouds talking and laughing in their foul
bodyguards are still here when Erystelle billowuparounditandsoon thesky speech.
arrives. None of the monsters encountered isfilledwith darkcolumnsof smoke.
in the vicinity of the tree know where
Khordarg's lair is. Your heart leaps in fear! Fire coming T h e ogres are 30 yards away at this point.
from the direction of home - none As a result of the noise of the burning tree
OnceErystellearrives at Dorneryll, the DM of your kin would have been so they will not hear Erystelle's approach,
should keep a careful track of the time. If foolish as to allow a fire to get out of giving the elf 1 round of surprise.
Erystelle decides to observe the tree from h a n d . Dorneryll must he under
hiding, all theremainingraiders will head attack. Leaning low over Starbrow's 2 ogres: AC 5; H D 4+1; h p 23, 19; MV 90'
north-cast along the trail (area I f ) , 1 hour head, you urge her on. Responding (30'); #AT 1 c l u b D 3-8; Save F4; ML I O
later. to your plea, she surges forwards, AL C XP 125 each; T H A C O 15; 835.
running swiftly along the track with
your two dogs close o n her heels. Near the ogres are the battered bodies of
Dorneryll's Inhabitants two elves - Evandele a n d Troicuies - a
What was only a few short miles younger brother and sister of Erystelle.
There were 17 elves living at Dorneryll before, now seems like a never-
heIoretheattack.Two1iedeadatthebridge ending journey as you desperately T h e ogres have 300gp and 2OOgp res-
(area lh), nine around the tree (area Id), urge Starhrow to greater speeds. Her pectively. O n e of them has a small silver
two at the stahles (area le) and two o n the hooves thunder against the ground broochin theformofaflyingswan (value-
trail (area If). A count of the bodies will and hernostrilsflareopen. Upahead 3gp). Erystelle will recognise this as the
reveal that two elves are missing - a group of tall figures stand in the brooch given to Troicuies before leaving
Corrunal and Tormalline, Erystelle's cou- middle of the track. Hearing your home. T h e elves' bodies have nothing of
sins. They have already been taken to approach, they rapidly draw their value o n them.
Khordarg's lair for her entertainment. weapons and turn their ugly, hob-
goblin faces in your direction.
D u r i n g t h e e x p l o r a t i o n o f the tree, DORNERYLL
Erystelle will discover a letter from great
uncle Druinder, leading to Druinder's There are four hobgoblins here. They will Erystelle will arrive at the tree too late to
forge (area 2) a n d the next part of the attempt to block the track in order to stop help theclan. Dorneryll is burningfiercely,
adventure. Erystelle from passing. If desired, Erystelle allowing n o access to its upper branches.
HOMECOMING (encounter areas l a - l b ) 5
E L_,-
A /
H’ / ’

All magical items and useful equipmen


have either been carried off by the raiders o
burned.

T h e smoke from the burning tree reduce


vision to 60 feet while within the clearing
making it impossible to see the whole are;
at once. T h e DM should therefore only rea(
the boxed descriptions when Erystelle i
within 60 feet of an encounter area
Occasionally the wind will clear a sectior
of smoke allowing a clear view of thc - - - V I ---,
a------ 3uu-uY. 1 - Y Y , I I Y 1,

surrounding area for 1-2 rounds. T h e DM Id. The King of the Hobgoblins h p 17, 14; MV 90’ (30’); #AT 1 sword +l;
should use this to aid Erystelle by allowing D 2-9; Save F4; ML 11; AL C; XP 75 each;
potential enemies to be sighted, rather than T h e cracking and splintering sound of THACO 15; B31.
as a means of bringing them in to attack. Dorneryll as it burns, allows Erystelle to
surprise the hobgoblin king and his T h e king carries a sword +1, a shield +1,
T h e burnt grass around the tree is witness bodyguards automatically: and a potion of giant strength in a small
to thedragon’s breath weapon. It should be glass bottle. T h e potion is red brown in
apparent that something other than the colour and has an earthy taste. T h e king
hobgoblins and ogres was responsible for Peering through the smoke you see does not know what the potion is and will
the destruction here. the charred trunk of Dorneryll. Next not drink it. He also wears a gold coronet of
to it, three big and burly hobgoblins elvish make (value - 2500gp) and is
stand amongst the mutilated bodies carrying 13 gems (value - 3x5OOgp, 4xIOOgp,
IC. Mounted Looters of your clan. They are deep in 6xlOgp) and 97gp in his pouch. All these
conversation and have failed to notice items have been looted from Ardil, Erys-
T h e following encounter will occur when you. Your parents’ corpses Iie amidst telle’s father.
Erystelle first enters the clearing, regardless the remains of numerous goblins,
of the direction from which the tree is hobgoblins and ogres - evidence of T h e bodyguards each have a sword +1 and a
approached: their valiant deaths. T h e largest shield +1, looted from members of Erys-
hobgoblin throws down a piece of telle’s family. O n e carries Erystelle’s
parchment and turns round, his mother’s short bow +2, and her 12 arrows
Smoke swirls thickly around you. bright bloodstained cloak flapping +1. T o add to Erystelle’s personal involve-
Not only is Dorneryll burning, in the breeze. He heads in the ment the DM may similarly assign the
but the outlying buildings as well. direction of the stables followed by original ownership of magical s w o i c l ~and
Through the smoke you catch glimp- the other two and you notice your shields toother family members. T h e body-
ses of Dorneryll. It is badly blackened mother’s bow and quiver slung guards have 100-3OOgp each.
and scorched, and the ground by it across one of their backs.
smoulders. A l u m p rises in your Around the tree are the signs of Khordarg’s
throat for nowhere is there any sign presence - the scorched ground, the burnt
of living elves. T h e only things that T h e hobgoblin king and his bodyguards bodies, the deep wounds inflicted on some
move are large shadowy shapes, are heading for the stables where horses of the elves and the footprints o n the
obscured by smoke.

T h e wind blows the smoke away T H E LETTER


revealing two large wolves sniffing
the air in your direction. T w o ugly The DM should copy the letter and give it to the player when it is discovered. T h e top half is
Pnhlins siirvev rhr wnnds from the doodstained and illegible. T h e remainder is blotted with blood and reads as follows:

time to time. g h e events ob which he spoke thoubled me deepPy and caused my blood to nun cold.
&s you know. eveh since gahnnon slew the hed dhagon Qonkalk and put an end to its Pine. ue hare Pili
peace in the 8menPas.
Jaw it seems things have changed, bh the hehalt spoke ob sthange events. g h e human violage 06 Schubton is no mohe.
to the ghound. its population gone. SimdmPy tke dwmues ob Qhanitgape have disappemed. the doohs to the& majestic bhthess
tonn asunder and tkein wohbrngs desttoyed.
06
F l h e hehait thinks it is tke wonk chaos spawn as hebo ob tkeih phesence. d o h e distunbing is that tke cheatuhes
seem to be wohking together. in both p h e s he bund t ~ m apons. (3ke lnehmrt i venehaboe penson: even
bh a human he knows much. 9dou 04s. ognes. goblins me tkeh.
Some new poweh has misen in the us all. 9uhge you to gumd qohneh who
knows how long it wi00 be bebte and theaten oulc eObin thees.
01
Aay tke Stm QaPannoh watch ouelt you.
qhuindeh
ground. T h e DM should simply describe Following the Raiders 1 giant draco lizard AC 5; H D 4 + 2 h p 1 9
them as thry wouldappear and let Erystelle MV 120'(4O')/Glide 150'(50'); #AT 1 bite;
draw conclusions as to their cause. T h e main band of raiders has left a clear D 1-10; Save F3: ML 7; AL N; XP 125:
trail of its passage a n d the hobgoblin king T H A C O 15; B32.
There are nine dead elves around the tree: a n d his bodyguards will travel thi&way if
Erystelle's mother (Thiondil), and uncle they are able to Here the raiders headed along the river in
(Rossilear) bear deep slashes from the order to obscure their trail. They cannot be
dragon's claws. Erystelle's father, Ardil, followed beyond the river. Moreover, if
has been badly mauled by the dragon's If. T h e Trail Erystelle has followed the hobgoblin king
jaws. T h e other six show signs of death by to thispoint, theelfwill losehis trail when
burning, a n d any non-magical equipment T h e p a t h taken by theraiders windsnorth- thelizardattacksandwill be unable topick
has heen destroyed. Thereare three cousins east through the woods. After 1 mile the it u p again.
- Joytil, Fermnatars a n d Erustile; two bodies of two more elves will be f o u n d
aunts -GorfiselandTyroul; a n d a n uncle
- Firhorlin. All of their bodies have heen VENGEANCE IS MINE
stripped of valuables. T h e ground next to Trampled grass and broken boughs
them bears the marks of Khordarg's large indicate that a large force passed After searching the area of the tree, it
clawed footprints. both ways recently along this path. should be apparent to Erystelle that the
T h e ground bears the marks of large burning was caused by something more
T h e parchment dropped by the hobgoblin footprints and wolf tracks. Blood- than the hobgoblins and their allies. Clues
kinglies next to the bodiesof theelves. It is stains streak the ground as though point strongly towards the work of a large
a letter from Druinder, Erystelle's great somethingwere beingdraggcdalong. red dragon - an opponent too tough for
uncle, toErystelle's father and mother. Itis Your worst fears areconfirmed when Erystelle. Some form of vengeance should
important that Erystelle finds this letter you find a medallion which your be foremost in Erystelle's mind at this
and the DM should, if necessary, draw the brother Astarisealways used to wear, point. The need for an ally to aid in the
player's attention to it. lying by the side of the path. quest is called for and it is important that
Erystelle visits Druinder for more infor-
Further along you see two slender mation. If Erystelle fails to make this
le. S t a b l e forms which can only be elves, lying connection, theDM shouldsuggest i t to the
a t the end of the bloody tracks. player.

Outside the burning stables two Before Erystelle leaves for Druinder's tree
hobgoblins hold the bridler of six T h e bodies are of Erystelle's brothers the DM should read the following boxed
horses. They are busily talking and Astarise and Coroumdarl. They have been description:
a r e u n a w a r e of y o u r presence. dragged along the ground behind two dire
wolves. Once they were dead the goblins
tired of the sport and cut them loose. T h e Saying farewell to your kin all those
T w o hobgoblins await their king by the straps of leather used to tie them are still years ago was easy compared to now.
burningstables. Ifattacked, thehobgoblins around their wrists. Then,alifeofRloriousadventurelay
will shout to raise the alarm. If the king ahead and home would always be
and his bodyguards (area Id) are still alive, there to return to.
they will arrive in 3 rounds. Ig. End of the Trail
Having returned with expectations
2 hobgoblins: AC 6; H D 1+1; hp 7, 4: T h e trail continues for a b u t 3 miles a n d of a joyful homecoming, you now
MV 90' (30'); #AT 1 sword; D 1-8; Save FI; ends o n a n area of broken ground next to a face a painful farrwell. Around you
ML 8: AL C XP 15 each; T H A C O 18; B31. river. Here a giant draco lizard will glide lie scattered your dead kin, fallen in
6warhorses:AC7;HD3;hpl9(~4), 12, 14; out of the trees to attack Erystelle: battle against heinous foes. Their
MV 120' (40'); # A T 2 hooves; D 1-WI-k spirits have already departed for
Save F2: ML 9 AL N; T H A C O 17: E51. brighter lands and now it is time for
T h e trail continues for some few their mortal frames to return to the
T h e hobgoblins each have 1Osp. T h e miles to a hare rocky area where it air and earth.
horses are saddled and ready to be ridden. disappears, lost against the hardness
T h e saddlebags all contain looted treasure. of the rock. Slowly you feel the anger again
Each one has 200-5OOgp a n d a similar rising in you. Those responsible for
amount of electrum. O n e of them also A movement to the left catches your this slaughter and destruction will
contains a n ivory stag statuette (value - eye; it looks like a dragon flying pay dearly. T h e very woods echo to
350gp) and a gold bowl encrusted with towards you, its jaw, full of razor your cry. "Vengeance will be mine!"
gems (value - l5OOgp). sharp teeth, opens as it swoops
down.
T h e stables will burn down entirely in the T h e DM should suggest that the bodies of
next turn, destroying all items in them. If the elves are burned and their ashes spread
they are searched later, the bodies of T h e giant draco lizard will reach Erystelle into the air. By this time night will have
Sacroisil and Fredenala, F.rystellr's grand- a t thr rnd of the round, automatically fallen and thp D M should suggest that
father a n d grandmother will be discovered. giving Erystelle the initiative. Erystelle rest and replenish spells here.
H O M E C O M I N G (encounter areas l e - l g ) 7
During this part of the adventure, Erystelle SHINING ISLE (page 20) by performing rhyme of Galannor, Erystelle will sum-
is involved in a search for the elfin hero the ritual at the Shattered Pillars (area 20). mon the silver ship and be taken to the
Galannor Nightflame (see Legend of Gal- In order to do so, Erystelle needs to know: Isle. T h e book in the hermit’s cave (area
annor - Pull-out Sheet). This will lead to 6) will give Erystelle some information,
THE SHINING ISLE (page 20). - That the pillars exist and where they and the treants (area 14) and pixies (area
can be found. Erystelle may see the 8) will provide more clues.
Erystelle should first visit Druinder who pillars at a distance (area 19), and the
will suggest that information be sought pixies (area 8) will also give a clue as to If Erystelle makes poor progress on the
from the hermit of the north (area 6). their location. T h e Cave of Visions (area quest, aid can be given through the
However, by the time Erystelle reaches the 11) will show Erystelle what the pillars reappearance of the hermit (see EVENTS
hermit’s cave he will have fled into hiding. look like and, if the elf is able to give a -page 11) who will explain to Erystelle
Erystelle will have to search for him and description, the treants (area 14) will about the Shattered Pillars and the ritual
will find out about Galannor and the give directions to them. for reaching the Shining Isle.
Shining Isle along the way.
- The rhyme of Galannor. T h e shargugh
Encounters are divided into two groups: (area 5) living near Oakendale (area 4) STARBLOOMS
Events and Set Encounters. Some of the will tell Erystelle the rhyme. T h e
Events represent the spread of the forces of burned book in the hermit’s home (area Starblooms occur in encounter areas 14 and
chaos from the Misty Hills and should 6) also contains part of it. 20. They are small flowers that grow only
encourage Erystelle to make haste o n the in the Emerlas. They flower only at night.
quest - the others are provided to help the - How to reach the Shining Isle. T o reach During daylight they appear as dead and
adventure along. the Shining Isle, Erystelle has to be at shrivelled flowers. At night they are won-
the Shattered Pillars at night and facing drous to behold. Each flower resembles a
T h e overall aim of this part of the the pool of water. By wearing a wreath glowing star, the blooms consist of points
adventure is for Erystelle to reach THE of starblooms (see below) and speaking the of light which twinkle in the breeze.
8 EMERLAS
A black raven watches you from a
Acheckforwanderingmonstersshouldbemadetwiceadayandonceatnight.Arollof 1 or tree next to the track. Its head cocked
2 o n ld6indicates that a n encounter has occurred. When determiningexactly what has been to one side, it shuffles along the
encountered, Id6 should herolledand the table helow consulted. T h e wandering monsters branch. When it is directly over the
numbered 7 to 10 come into use following the three ‘Spread of Chaos’ Events (pages 9-1 I), middle of the Dath it SODS a n d fixes
which alter the type of die to be rolled. you with a SLdre.
J
TABLE 1 - WANDERING MONSTERS If Erystelle speaks to the raven or gives it
food it will speak in a cawing voice, “Srek
die roll Monster thr hooded one in the cave of blue.” - a
reference to the honr golem in the C a w of
~ ~~ ~ ~~ Visions (area 11). I t will then f l y away in
; M Y 120‘ (40‘1; * A T 2 claws/l birr; the direction of thc Cave of Visions.
S ; XP l i s ; 1~H.AC:O13; U26.

2 Robber f l y (2.5): AC 6 H D 2; h p 9 each; M V 90’ (SO’l/Flying 180’ (60’); *Day 5. Turpin the Centaur
# A T I bile; D 1-8; Save F1; ML 8; AL N; XP 20 each; THACO 18; 836. A t any convenient time during the day,
I ,.. . .. . ,. - . . ~~ .. , Erystellewill meet Turpin - a n aggressive
7; ND 2t2; h p 10 zach;’ MI‘ 180’ 160’): *.AT I birr; D 1 6 ; centaur given to feats of gallantry, who
o r & \ L N : XP 2.5 c x h ; ‘ I H i C O 17; R39, could possibly he persuaded to accompany
Errstelle. When encountered he will chall-
4 Giantferrets(2-5):AC5;HD I + l : h p 6 e a c h ; ~ ~ ’ 1 5 0 ‘ ( 5 0 ’ ) ; # Ahitr;D
TI 1-8; m g e Erystelle to a duel:
Save FI; M L 8: A L N; XP 15 each; T H A C O 18; B30.

T h r strady beat of hooves warns you


o f an approaching rider, hut leavcs
you unprepared for what comrs into
6 Stirge (2-5): AC 7; H D 1;’ h p 5 each; MV 30’ (IO’)/Flving 180’ (60’); view. This is [io ordinary horse and
HATI heak;D 1-3tdrainblond;SaveFZh.iL9ALN;XP13each;THACO 19 rider. From the body of a horse risrs
(17 on 1st round); B38. the torso of a strong man. His hand
, , . , ~ grasps a stout lance and across his
AC 6:’HD I + ] ; h p 5 rarh: MI’ 90’ 130’): *AT 1 sivord;’ back is slung a bow and quiver.
D 1-8; Savr PI; AIL 8 ; AI- C; S P 13 mch: TH-iCO 18: R31.
T h e creature stops and throws hack
8 Gnolls (3-6): AC 5; HD 2; h p H each; MI’ YO’ (30’); #AT I sword; D 2-9; its head proudly. “I a m T u r p i n rhe
Saw F2; ML 8; AL C, XP 20 each; THACO 18; B30. crntaur, ruler 01 the roads. None may
pass without first battling me i n
singlc combat”. Hc looks again at
you and hastily adds, “Er, without
spells that is. only wrapons to he
10 Troll (1). AC 4; H D 6+3*, h p 3 0 MI’ 120’ (40’); *AT 2 claws/l bite; used. Do you agree to a jousting
D 1-6/1-6/1-10; Save F6: ML 10(8); AL C XP 650; THACO 13; E56. competition!”
k

Turpin will add that thc competition is to


be the brst of thrrc rharges (or p a s s e ) . T h e
on? who inflicts the most damage nn the
EVENTS Otherwise the DM should prntpone thr other to beconsidrredthcwinner. Whethrr
Event until Erystelle has left the affectrd Erystelleagrcrsornot, T u r p i n w i l l chargr.
Unlike encounters which take place in area.
specific areas, Events occur at specific T u r p i n the Centaur: AC 3; HD 4; h p 30:
times. There are two kinds of Events: those If there is n o location specilied in the MV 180‘ (60’);#AT 2 hoovedl lance or I
which involve Erystelle directly, and those description of an Event, then it can occur short how: D 1-6/1-6/1-10 or 1-6; Save F4;
which take placr in the elf‘s ahscnce and anywhere in the Emerlas. Therc will only ML 8; AL N;XP 75; T H A C O 16: E47.
affect the other inhabitants o f the Ernerlas. be one Event per day at most, occuring in
Events involving Erystelle personally are the order shown. Each Event has a number Personal trca~ure:shield; silvcr headhand,
marked with a n asterisk. T h e DM may according to which day it occurs on. which has identical proprrties to a ring
wish to develop some suitable means of 01 protection + I ; 35gp.
communicating news of the other Events to
Erystelle. T h e Events which d o n o t require *Day 3. Raven Turpin has nowish to kill hisopponent. If
he presence of Erystelle should only be Erystellewillencounterarar.enwhich will Erystelle is hadly wounded, T u r p i n will
(sed if the elf is not in the area involved. supply a clue: give t h r r l f a n opportunity to surrmdrr. I n
EMERLAS (Wandering Monsters; Events) 9
this event he will demand a magic item *Day 13. Black Horseman a short but bloody encounter the raiders are
from Erystelle - preferably the short bow At any convenient location (on a road or a beaten off. Nevertheless, the village suffers
+2 (from area Id) if Erystelle has it. bridge, for example), Erystelle will find the grievous casualties: 12 halflings are killed
way blocked by a Black Horseman: (including Bella Fairtoe - see area 4a) and
If wounded to 8 hit points or less Turpin another 16are badlyinjured. Nearly halfof
will drop his lance and surrender. If I the buildings in the village are burnt to
Erystelle has not cast any spells in the A figure dressed in black plate mail some degree and the Foaming Flagon is
combat, Turpin will be impressed and will armour sits upon a huge black completely destroyed.
offer to join the quest. H e will on no charger. A black pennant bearing a
account leave the forest tracks or enter the skull flutters from a lance held firmly
foothills and mountains to the north. in a mailed fist. In one smooth *Day 18. Ambush
Turpin will not accompany Erystelle if the motion the lance is lowered and the When Erystelle gets within 15 miles (five
elf cast any spells in the combat. H e will charger begins to move towards you. hexes) of Doak Evergreen’s home (area 14),
insist that it was unfair and depart at the t J and provided that it has not already been
first opportunity. used, the DM should run encounter 13
T h e Black Horseman is a 5th level fighter “Ambush” (see page 17). If Erystelle does
Turpin has a hard belligerent exterior. At and will charge anyone in the way with his not movc into this area today, the Event
heart he is a reasonable character and a lance. He will then use his sword +l. should he postponed until an appropriate
loyal friend. His quick tongue and hot time. If the encounter has already occured
temper could cause a few problems as he Black Horseman: AC 0; F5; h p 32; there will be no Event today.
will be rude to anyone encountered. T h e MV 90’ (30’); #AT 1 lance or sword +l;
DM can gain a lot of entertainment by D 1-10 or 2-9; Save F5; ML 10; AL C;
playing Turpin’s personality to the full - XP 175; THACO 17 lance/l6 sword. *Day 19. Scorched Ground
a loyal friend but prone to causing trouble. 1 war horse: AC 7; H D 3; h p 19; MV 120’ See Day 7.
(40’); #AT 2 hooves; D 1-6/16; Save F2;
M L 9; AL N; XP 35; THACO 17; E51.
*Day 7. Scorched Ground “Day 20. Dragon Attack
Erystelle will discover an area that bears T h e Black Horseman possesses a sword +1, At any suitable moment during the day,
witness to the devastation of Khordarg. a shield +I and plate mail +l. In his Erystelle will spot Histizt flying over the
Erystelle will not find anything of value saddlebags are a 50-foot-length of rope, two trees to attack. T h e dragon is still wounded
here, but the DM should take the oppor- potions of healing, 50gp and a map to the from his attack on Oakendale (see above),
tunity to instil a sense of urgency in the Cave of Visions (area 11). T h e DM should and will take 2 rounds to get within breath
player. As the adventure proceeds this event prepare a rough sketch map and give it to weapon range. He will not surprise Erys-
is repeated. Other areas will become the player. telle. Histizt has already used one of his
devastated and the DM should mark these breath weapon attacks today and has only
on Map E as they occur. This Event will two remaining.
recur with the passage of time but with an “Day 14. Pixie Messenger
ever-increasing degree of severity. T h e DM Provided that Erystelle comes within 15 Histizt (red dragon):AC -1; H D 10””; h p 24
shoulddescribe, for example, the burnt and miles (five hexes) of the pixies’ dwelling (50); MV 90’ (SO’)/Flying 240’ (80’); #AT 2
blackened ground; the once homely woods- (area 8), Rosemary the pixie will be c l a w d l b i t e ; D 1-8/1-8/4-32; Save F10;
man’s cottage that has been reduced to encountered. If this area is not entered ML 12; AL C; XP 2300; T H A C O 10; B28.
smouldering embers; the piles of dead today, the DM should postpone this Event
woodland creatures; the surrounding trees until Erystelle reaches it.
that have been wantonly hewed; and so on. “Day 22. Dragon Overhead
Rosemary has been sent to try to find See Day 10.
someone who can save the pixies and their
Day 9. Spread of Chaos home from destruction by a vicious troll
As time passes, the size and frequency of (see area 8). She will try to persuade Day 23. Spread of Chaos
humanoid raiding parties into the Emerlas Erystelle to help her. If Erystelle agrees, she T h e increasing raids by evil humanoids
increase. From now on the DM should use will be overjoyed and insist on escorting means that the DM should now use ld4+6
ld6+1 when rolling for Wandering Mon- the elf to the pixie glade at once. T h e DM when rolling for wandering monsters.
sters (see page 9). should now use encounter 8.

Day 25. Death on the Wing


*Day 10. Dragon Overhead Day 16. Spread of Chaos Rhonda and Ragnal Redleaf (area 12) are
Erystelle will spot Khordarg, the red T h e increasing raids by evil humanoids both killed in one of Khordarg’s vicious
dragon, flying over the Emerlas some 1-3 means that the DM should now use ld6+3 attacks and their home destroyed.
miles away. T h e DM may wish to use a n when rolling for wandering monsters.
extra “Scorched Ground” area (see above)
if Erystelle hurries to investigate. Day 27. Death on the March
Day 17. Assault on Oakendale A raiding party of gnolls assails the
T h e halfling village of Oakendale (area 4) flitterlings’ mushroom ring (area 10) des-
*Day 11. Scorched Ground is attacked by Khordarg’s mate, Histizt; two troying the fairy creatures and all of their
See Day 7. manticores; three ogres and 20 gnolls. After magical mushrooms.

10 EMERLAS (events)
Day 29. Death of the Pixies Day 34. Destruction of Oakendale at theearliestopportunity. Koark is 1 ~ 1 1 ~
Khordarg's two olfspring, Fagtorx and T h i s second assault on the halfling village and he will helpErystellepiece together all
Shalkmog, attack the pixie glade (area 8) (area 4 ) is led by Khordarg herself. T h e the information collected so far. He will
killing all its inhabitants. village is razed to the ,ground and a further also work o u t how to summon the silver
30 of the inhabitants killed (including ship (Ice area 20).
Cadwallader see area 4bl.
Day 31. Attack o n the Treants Roark Mdstoel: AC 9; C4; h p 1 9 M V 120'
Khordarg and her minions find Doak's (40'); #AT I staff; D 1 - 6 S a w C4; ML IO;
glade (area 14) a n d kill Watt Woodchip. *Day 35. The Hermit .ZL N; THACO 19.
Doak willnowseckoutErystelletojointhe If Erystelle has not already visited the Sprlls memorired:
quest. He will take I-2days to find Erystelle Shininglslr, Roark Melstoel, thehcrmit of First level: cure light wounds (x2)
hut will never leave the Emerlas. the north, will be encountered by Ergstelle Second level: speak with animals.

SET ENCOUNTERS
All encounter descriptions which mention Druinder wears a thick leather apron and Before Erystclle l a w s , Diuinder w i l l makr
Erystelle also includeany companions that wearsaringofprotection+l.H e i s o l d a n d apreseritofliisringofprotection +1.:li the
may be present. walks with a limp, he will on n o account same time h r will wish Erystellr luck on
join Erystclleon an adventurr. If prcssed he the quest saying "The futurp 01 the
will scndoncof thegnomec with Erystrlle, Emrrlas rests with you, you must restore
The Elfin Smith but will he vrry reluctant to do so. Galannor 1 0 the worldinorder todefeat the
dragon and avrnge your family. Without
Erystelle will have no problem finding Galannor's aid we are doomed."
Druinder's forge (see Map 2). Erystelle's
great uncle chore to live apart from the short sword; D 1-6 Save DI; ML 8; .4LN; ThcDM shouldread the followingdescrip-
family long ago and has been engaged in THACO 19; B30. tion when Erystelle Imvc1s Druinder's:
making wraponr and metal implements
ever since. He is assisted in his work by D r u i n d e r w i l l listen a t t e n t i v e l y to
threr gnomes. Druinder is knowledgrable Erystelle's tale and then take thr elf to his Sunlight C ~ S C ~ ~down
C S through thr
about rlfin lore and will advise Erystrlle to home. In a chamber overlooking the forest leaws of thr tires, hathing thr
seek out the hrrmit who lives to the north. they will he srrved food by the gnomes and ground in i t s warm light. Ewry-
Druinder will come to the conclusion (if rvhme, o n the warm brrezr, is thr
Erystelle has not already done so) that the singing of birds and the chirp 01
2. Druinder's Forge (Map 2) destruction around thetrerwas theworkof insrrts. It is difficult to imagine that
a red dragon. He will be profoundly all this w i l l be destroycd i f y o u are
disturbed by the news that evil humanoids no1 successful, thegrren forest turned
T h e hammer of iron against iron are in league with the dragon, indicating into a blackened waste land. Thc
comes from a wooden shed. A friendly that all woodland creatures are in danger. futurc of thr Enierlas r e m i n your
gnomish face pops around the door He will fix Erystelle with a deep gaze and hands. You must not fail.
togrect you. At least this place isstill say 'You are our only hope. We must be
safe, but for how long? avenged, thedragonanditsspawn must be
destroyed. Alas, I fear that a loneellsrrking
Grimble the gnome runs up to you vengeance will find only death. Aid is Oakendale
and makes a joke about how much required.'
you have grown. His expression T h e halllings of Oakendalc are friendly
changes as he xes the grief etched At this point theD;Mshouldgivetheplayer and the local store(4d)hasrnost equipment.
into your face. His previously happy the bottom half of the Pull-out Sheet
face grows long as he mutters, 'I will entitled the Legendof Galannor, andallow Approaching Oakendalr, Erystrlle will be
fetch Druinder for you.' Shaking his the player to rcad it before continuing. robbrd by S u n n tho shargugh (we NEW
head he goes back into the forge. MONSTERS - page 27). I n the villa:r
Shortly Druinder appears and limps Druinder will point out that theappeamnce Erystellc will discover wherr Sutan can br
over to you. His silver hair, tied in a of a red dragon is a sign that the time has found and how to deal with him. If
pony tail, bobs behind. come to recall Galannor Nightflamr to Erystellr approaches Sutan corrrctly, the
protect the Emerlas. Druinder will urge shargughwill rrrite the rhymrof Galannor
Erystelletodosobuthedoesnotknowhow and return thc stolcn item(r)
Druinder: AC 6; Elf 5; h p 12; MV 90' (30'); thiscan beachieved. After musingover this
# A T I , sword +2; D 3-10; Save E5; ML 8; for a few minutes, he will suggest that
AL N; T H A C O 15; B30. Erystelle visit the hermit to the north (area 3. First Encounter with the Shargugh
Spells Memorised: 6) who has spent a lifetime studying thr
First level: charm person, detect magic Emerlas. Druinder will give directions to Erystelle will encounter Sutan the shar-
Second level: invisiblity, web the hermit's c a w via the halfling villas? of gugh upon first entrring any of the six
Third level: clairvoyance Oakendale (area 4). hexer surroundins Oakendale. For the
E M E R L A S (encounter areas 2-3) 11
purposes of this encounter the shargugh Erystelle’s Arrival During the evening Erystelle will notlcc
will automatically gain surprise. H e will T h e halflings will welcome Erystelle as Bella filling a tray with food and a tankard
leap onto the back of Erystelle’s horse and, soon as the elf arrives: of ale. She will carry this to the front door
if at all possible steal the ring of protection and leave it o n the step for the shargugh. If
+1 given to Erystelle by Druinder. If this is f 1 Erystelle asks, Bella will explain that it is
hidden, Sutan will steal any magical item A sleepy village lies at the bottom of a n offering for the shargugh - a brown,
that comes to hand, for example Erystelle’s this valley. Neatly ordered fields and furry man who visits the village at night.
dagger +1, a potion of healing, the short orchards surround small low houses. T h e shargugh is considered by the halflings
bow +2, etc: T h e houses face onto a village green to be a good luck symbol, who occasionally
where a stone bridge crosses a stream. carries out tasks around the village such as
f At one side of the green is a tavern, its sharpening sickles, mending horse traces
T h e track slopes gently down the hill sign of a foaming flagon swings and roofs. O n e night when she was young
a n d sunlight filters through the trees lazily in the breeze. Numerous half- she was walking by the brook and was
above. With a t h u m p something lings turn towards you with bright surprised when the shargugh stepped out
lands behind you. Spinning round, smiling faces and a cry of ‘Bella’ in front of her. “All wild and hairy! H e
you see a small shaggy brown human- comes from one of them. Shortly h e w my name and said that I would
oid leaping from the back of your afterwards, a portly female halfling prosper. H e then disappeared, leaving only
mount. Its manic laugh is strangely comes out of the tavern bearing a tray a ringing laugh behind. Since then I have
distorted as it somersaults away and with a mug of foaming beer and a left food for him every night.”
lands o n its feet. It turns to look back platter of mouth-watering food.
a t you, its deep brown eyes full of Erystelle will recognise the shargugh as the
mirth a n d its beard full of twigs. It creature from area 3. Bella does not know
turns on its heel a n d bolts into the T h e halfling with the tray is Annabella where the shargugh lives and feels it would
undergrowth. ‘Bella’ Fairtoe, the landlady of the Foaming be unwise to molest him in the village, as it
I J Flagon tavern (area 4a). She will greet would be bound to bring bad luck. Instead
Erystelle, making the elf feel very welcome she will suggest that Erystelle visits
Being surprised, Erystelle is unable to d o and will offer food and ale for free. Erystelle Cadwallader Gutzon, the village leader
anything other than watch the shargugh will be invited into the tavern where eight (area 4b), as he is very knowledgeable. If
disappear into the woods. After Sutan has halflings will gather round and ask for Erystelle tries to catch o r talk to the
fled, Erystelle will notice the theft and is news. shargugh in the village, Sutan will not
free to act. T h e shargugh will have used his come to take the food.
ability to travel via trees and will be over 4a. The Foaming Flagon
600 yards away by now. 4b. House of Cadwallader
Bella is a p l u m p middle-aged halfling,
who is fond of wearing bright clothes. She T h e village leader, Cadwallader ‘Wally’
4. Village of Oakendale (Map 4) h a w very warm personality and will d o her Gutzon, lives here with his family - his
utmost to make Erystelle at home. wife Petunia and their three children:
T h e village of Oakendale is home to 46
halflings - 35 normal halflings, lomilitia T h e Foaming Flagon is friendly and
and a 5th level leader. Next to the village is relaxed; most halflings gather here in the This house with its neat garden is the
a shrine of Law r u n by Lina Vauzel, a 5th evening to drink, tell stories, and sing and most impressive dwelling in the
level cleric. Oakendale is surrounded by dance to the tunes of Healdon the Fiddler. village. It is very large and obviously
fields where wheat, fruit andvegetables are Healdon is an old halfling who helps belongs to a person of importance.
grown. Bella, doubling as a barman and entertain-
er. Most evenings he works behind the bar
Unless otherwise stated all normal half- until dark, when he takes out his fiddle and No matter when Erystelle calls, Wally will
lings have the following statistics: plays for the customers. be in his dressing gown and will have a
pipe i n his hand. H e will offer Erystelle
35 halflings: AC 7; H D 1-1; h p 4 each; T h e halflings are isolated in this area and food anddrink. If asked, Wally will say that
MV 90’ (30’); #AT 1 short sword or dagger; know little of what is happening elsewhere. the shargugh lives o n Hookham Hill (area
D 1-6 o r 1-4; Save H I ; M L 7; AL L; x p 5 Although they have seen smoke in the 5), adding that he is shy a n d should be
each; T H A C O 19; B31. distance, they have assumed that it was approached carefully. Some form of gift is
caused by woodsmen clearing the forest. required - food, drink or a trinket,
Each halfling dwelling is a simple affair Normally carefree folk, they will be shocked preferably all three. Wally will stress that
consisting of a hearth, a kitchen and two by the news of a red dragon in the area. n o harm should come to the shargugh, for
bedrooms. They contain items which that would mean grmt ill for the area.
might be found i n a well provisioned A room ( l g p per night) and stabling ( l s p )
country cottage. All halflings will have are available at the tavern. Wally Gutzon (halfling leader): AC 9; H5;
3d8cp and 2d8gp each. h p 22; #AT 1 dagger +l;D 2-5; Save H5;
Learning about the Shargugh ML 9; AL L; THACO 16; B31.
If desired, the DM may expand upon the While in the Foaming Flagon, any en-
descriptions below, adding more names quiries about the shargugh will come to I n times of emergency, Wally will use his
and personalities, since only a few char- Bella’s attention who will gladly tell chainmail +1, a shield, a short sword +1
acters have been described in any detail. Erystelle all she knows about the creature. and a short bow.
12 E M E R L A S (encounter areas3-4b)
4c. Militia Standing by theopen doorsisLinaVauzel, T h e shargugh will await a rrply or at1
a 5th level cleric. She and her two adepts action lrom Erystelle. 11 food is oilcred,
have recently moved here at the invitation Sutan will cautiously move towards i t
This building is drab in comparison of the village leader, Wally. Consequently while keeping a close eye o n Erystelle. He
to the other halfling dwellings. No they know little of the Emerlas' people or will eat and drink greedily while watching
attempt has been made todecorate it. geography.Theywill not leave thevillage. Erystelle. At the first sign of danger, Sutan
Outside on a bench, two halflings are C u r e l i g h t w o u n d s spells are freely willpassintoatreeandleave thearea. I f n o
relaxing in the sun. available to any hallling in need - food is offered, Sutan will wait, ignoring
Erystelle will be charged 50gp per spell. Erystclle lor 2 turns and then wander away.
This building is the headquarterslor the 10 LinaVauzel:AC3;C5; hp30;MV90'(30'); Sutan the shargugh: AC 7; H D 3*; h p 1 6
halflings who make u p the militia. There #AT 1mace +2; D 3-8;Save C5: M L 8; A L L ; MV 150' (50'); #AT 1 bite or dagger; D 1-4;
are two militia members here at all times. THACO 15. Save E 6 M L 7; A L N; XP 5 0 T H A C O 17;
T h e militia normally wear leather armour Spells memorised - New monster p27.
and carry short swords and short bows. In First level: cure light wounds x2
times of trouble, the 10 suits of chainmail Second level: b l m , hold person Aftereating, Sutan will simply tell Erystellc
and 10 shields kept in the building will be to wait herr. He will go to a brokrn trer
worn. Wally is the head of the militia and Ida Cutler and Astra Smiemass: AC 5; C2; stump and climh inside. After 5 minutes,
will always lead them in battle. h p 7, IO; MV90'(30'); # A T I mace; D 1-6; Sutan will return with the itrm or items
Save CZ; ML 8; AL L; THACO 19. stolen from Erystellr, plus a magical
IO halfling militia: AC 7 or 4; H 2 h p 1 0 Spells memorised - lantern. The items are so wcll hidden that
MV 90' (30'); # A T I short sword or 1 short First level: cure light wounds Erystellewill beunableto find them even if
bow;D 1-6;SaveH2;ML8;ALL;THACO the tree trunk is entered. T h r shargugh
19 (18 short bow); BSI. T h e shrine is a simple affair lacking any will place these items in lront of Erystdlr.
ostentation. Thereisvery little wealth here T h e lantern is made of brass and burns
4d. General Store as all money put into thecollertion box is without oil. It lights upon rommarid and
spent o n food and other essentials. illuminates the same area as a normal
T h e store is open from morning to early lantern. It will burn until commanded to
evening: 4f. Livestock stop, but i t cannot bc used t o start lire, a\ i t
gives out no heat. T h e rommand words
T h e halflings' liwntock, consisting of 12 'Shine' and 'Dark' are inscribed around its
T h e sign that hangs lrom this cows, 24 sheep, 5 horses and three goats base and are only comprehrnsible with a
building proclaims it as the general graze in these two fields. read magic sprll. T h r shargugh will oflrr
stoic. Outside, an overweight middle- n o cxplanation as to why h r stole froin
aged hallling is sitting in a chair Erystelle, or how thr lantcrn works.
with his f w t proppcd o n a stool. 5. Hunt For the Shargugh
Numerous barrels and household Sutan will speak nonsens? mostol thr timc
items surround him. The shargugh lives o n Hookham Hill. andthcDMshouldimprovise t h i s a s m u r h
Following directions Irom Wally the hall- as possible, throwing in thr odd insult.
ling, Erystellr will be ablc to find the hill:
Pracard Futterkins' usual customers are Before Erystclle leaves, Sutan will trll
local halflingsand thegoodson salerellect Erystrlle the rhymr of Galannor:
this trade. Most of the equipment listed o n T h e track winds its way u p the
page 19oltheExpertrulesisavailablehere stceply sloping hillside to where
at a cost o l 5% extra. T h e DM should use large oaks stand against the sky. A T h e creaturr stares keenly into your
discretion in deciding what exactly is ringing laugh draws your atrmtion face, all trace of mischief gone. Its
available. For instance, catapults and boats towards the branches of one o l the eyes, so wild normally, take on a
arc not stocked, but items such as ropr and trees. A brown face grins inanely strange intmsity.
spikes are. Pracard is jolly and is overly from amongst thr foliage. I t titters to
fondofaleandfood.In theevening, hewill itsell and then begins to speak: "So long, so long. T h e yrars pass
be found dancing and drinking in the swiftly hut I so on. It war said that
Foaming Flagon. "Staring eyes, wet with tears onpwouldcomelonkingf~,raway to
For the ones lost beyond the yedm othpr lands. Mark well thcw word\:
4e. Shrine of Law Fated elf. you will lose yoursell."
'&,fore me lirs t h t silver moon
T h e sharguah laughs and darts And stars encirrlr m y brow,
T h i s woode-n b u i l d i n g ret back along the branch and says: Let the hidden way ?,I o p m soon.
among the trees, is different from the Galannor Nightflame hear m r now!'
halfling dwellings elsewhere along "The wheel revolves and seasons
the brook. Its tall square s t r u ~ t u r e change. Winter snow. summer sun, "Forgot not thaw words, lert your task
and the presence of a cleric by the fall of leaves and sprout of seeds. go unlullillrd." Its mischievous
open doorway, proclaims it as a Elves may die. the sun does not, time exprrssion returns as i t l a p * i n t o thc
religioor building. will show what you have not.'' lower branches of the trw.

EMERLAS (encounter areas 4c-5) 13


Although its meaning may not be clear moon LS kigk. 18 hobgoblins: AC 6; H D 1+1; h p 5 each,
until more clues have been gathered, the iaP p d h s with MV 90’ (30’); #AT I spear; D 1-6; Save FI;
rhyme of Galannor will be very vivid to how. the suppoicant ML 8; AL C; XP 15 each; T H A C O 18; B3 1.
Erystelle. T h e DM should write the rhyme wing Wok&:
on a piece of paper and give it to the player. e siPveh moon T h e hobgoblins have 18sp and the ogre has
cPe my brow. 450gp.
T h e creature knows of Erystelle’s destiny n way be open soon.
(see page 2) but will only allude to it. O n n o igktpame kern me nowl’
account will he tell Erystelle exactly what Fairy Ring
is likely to happen. T h e creature is very old, T h e last page originally read:
and was young when Galannor Nightflame This section of the adventure involves a
walked the woods. H e will talk of Galannor “On a clear night when the moon is high, group of pixies troubled by a troll.
and say he is gone from the world. standing between the celestial pillars with Erystelle will become involved either by
starblooms around the brow, the supplicant meeting the pixies (area 8) or by the Event
T h e shargugh will observe Erystelle from shall speak the following words: which occurs o n Day 14 (see EVENTS 42
the tree, speaking nonsense as before. H e ‘Before me lies the silver moon - page IO). If Erystelle destroys the troll,
will eventually grow bored and depart. And stars encircle my brow,
Let the hidden way be open soon.
they will mention the Shattered Pillars -2
(area 20) and the flitterlings (area 10). I
m
Galannor Nightflame hear me now!’ ” 71
r

Vanished Hermit u

-c
8. T h e Pixies
m
T h e hermit of the north, Roark Melstoel 7. Hobgoblin Camp (Map 7)
lives i n a cave at the north-eastern edge of \ g
4*
z
the woods. Just before Erystelle arrives T h e trail leads from the hermit’s cave for 6 T h e air is filled with the sweet
here, the hermit will have been captured by
a band of hobgoblins led by a n ogre. A clear
miles to where the hobgoblins and ogres
have made their camp. T h e camp is in
fragrance of many flowers. Above
colourful petals, small delicate crea-
2t
and easy to follow trail leads north-east turmoil and noise from it can be heard 300 tures fly o n gossamer wings. A soft Z
from the cave to area 7. T h e hermit has yards away. Erystelle will be able to sneak cry goes u p from the small creatures
3
already escaped, however, and will not be u p o n the camp unseen: and they instantly disappear. 3
found by Erystelle until Day 35 (see
EVENTS - page 11). Examination of the f 1
trail will reveal that a large group of A huge yellow-green ogre with bright
humanoids passed by here recently. orange blotches, stands menacing a
group of cowering hobgoblins. Else-
where, other hobgoblins nervously
6. Hermit’s Cave watch the proceedings, apparently
afraid of the angry ogre. Evidently
When Erystelle is half a mile away from the annoyed, the ogre roars and savagely
cave, smoke will be seen rising into the sky. swings its club. With a splinteringof
When the elf reaches the cave the DM bone it smashes into one of the
should read the following: hobgoblins’ heads. With arms flail-
ing the hobgoblin flies backwards
into a tree and slumps to the floor.
Across a well cultivated garden, L J
smoke belches from a cave mouth.
Broken a n d trampled plants are T h e unfortunate hobgoblin is dead, leaving
evidence that a struggle has taken 18 hobgoblins and the ogre. After killing
place. T h e presence of a hobgoblin the hobgoblin, the ogre will notice Erystelle
lying face down i n the cave mouth unless the elf has hidden among the trees.
further confirms this impression. I n the latter case the monsters will travel
back to the hermit’s cave in the hope that he
has returned there. After that they will
Inside the cave, Erystelle will find the search the woods in a random direction.
hermit’s few personal possessions and
furniture smouldering o n the floor. Next to 1 ogre: AC 5; H D 4+1; h p 30; MV 90’ (30’);
the bed is a scorched leather-bound book #AT 1 club; D 3-8; Save F4; ML IO; AL C;
which contains the legend of Galannor XP 125; THACO 15; B35.
Nightflame, which is the same tale as told
by Druinder. T h e book also contained the There are 4 groups of hobgoblins in the
means of summoning the silver ship at the clearing, these are marked o n the map with
Shattered Pillars, but these pages are badly letter codes. T h e numbers in each group If Erystelle has already encountered and
scorched and most of the writing has been are: group A = 4; group B = 6; group C = 3 killed the troll, Tarragorn will require
obliterated. T h e DM should write this out and group D = 5 . They all have the proof - a visit to the empty house to see the
and give it to the player: following statistics: troll’s ashes will be sufficient.
14 E M E R L A S (encounter areas 6-8)
Erystelle will hr invited to stay the night of the house leads to an open upstairs Themotesoflight arc 1 2 0 f l i t t c r h 1 ~ ~l asi,r y
and will be shown to a bed of moss and window (see below). Erystelle will be able creatures (see NEW MONSTERS - pa.;?
leaves. There will he no wandering mon- to climb this without difficulty. 27). Their song will affect Erystrlle as a
sters at the pixies' glade. If Erystelle does charm monster spell unlcss a successful
not deal with the troll the next day, it will Ground Floor: contains simple furniture saving throw vs. Spells is m;&. If thr elf
attack the glade the following night with and a fire with cooking utensils. Most of fails, the flitterlings will continue singing
its bugbear companions. the furniture lies smashed and broken. f o r a few minutcs longer then fly ovcr to ask
Unless surprised, the troll will hide behind Erystelle come qurstions.
If the elf kills and destroys the troll, the the front door when it hears anyone
pixies will thank Erystelle profusely and he approach. A flight of stairs lcads u p to the If thr elf makrr t h r raving throw, thc
very pleased. Tarragorn will need remin- room with the sleeping bugbears. flirterlings will continue to sing whilc
ding of his promise, hut once reminded he watching Erystclle closely. Hostile actions
will tell Erystelle of how the pixies of old 1 troll: 4 C 4; HD 6+3'; h p 30; MV 120' will c a u x them to hide in the rrd and blnc
watchedcalannor sail along theCreenilow (40'); # A T 2 claws/l bite; D 1-6/1-6/1-10 mushroom. If Erystellc attacks. thr flitrrr-
in a beautiful silver boat. T h e place where Save F6; ML IO (8):AL C; XP 650 THACO lings will sing thcir fear song (make a
the boat sailed from is not known, hut the 13; €56. saving throw v s . Spells or flcr for 2 turns).
pixie legends speak of the moon being A friendly approach will C ~ U S Cthe flittcr-
rcflected in a pool of water next to two tall T h e troll will regeneratc 3 points per lings to fly round and couverstl.
pillars. These tales have been passed down round, starting in the third round after it is
ovcr the centuries and a lot of information firstdamaged. lfattackrd by fireoracid, the In this carr, thr flitterlirigs will rprak i n
has been lost in the retelling. They do troll's morale drops to 8. their hardy audible voices and ark why
know that Galannor was wounded and Erystelle is hrrc. Talk of the qurst will
never returnrd from the voyage. First Floor: thereare two sleeping bugbears make thrm nmvous, for they grcatly [car
in hew. thr humanoids. Thcy will offer Erystrllr
Tarragorn knows little more and if asked, someof thr mushrooms, pointingout thcir
will go into great detail ahout the pixies' 2 hughean: A C 5; H D 3+1; h p 13 each; MV proprrties. Onlyonrmushroom is requirrd
attire for the occasion: "shimmering spider 90' (30'); # A T I sword; D 2-9; Savr F3; for the desired rffect. T h r r e are 80 mush-
silk robes, beautiful pearls and slippers M L 9 AL C XP 75 each; THACO 16; B27. rooms in the ring, divided into fivr tvpcs.
made from fox gloves." Erystellr can safely pick half of each typc.
T h i s room contains a large bed, a cot, and
Before Erystellc !eaves, Tarragorn will some adult and children's clothing. Con-
remember the other pirce of information
he intended to tell Erystelle: the location of
cealed behind a brick in thr fireplace is a
hag rontaining ZOOgp, 200ep. 450sp. three
TABLE 2 - MUSHROOMS
a magical mushroom ring (area 10). 50gp gems, a pocionof invisibility (rilvrry,
tastrs of Icmons) and a potion of invul-
Mushroom Effects Total
Colour (of 1 mushroom) No.
nerability (red, tastes of garlic)
9. T h e Troll's House (Map 9) Blue as a neutralise poison 6
A) Boat House: this building contains two sprll
When Erystelle arrives the troll is down- canoes (see Expert rulebook pp42-43). Red as a haste sprll f o r 1 turn 6
stairs and two hugbearsareupstairsasleep. Yellow asaclairvoyancespell for 1
Any loud noise will wake them and they Threestirgesliw hereandwillattackwhen I turn
will descend the stairs 4 rounds later: the door is opened. Green as a cure light wounds IO
sprll
3 stirges: AC 7; H D I*;h p 5 each; .MV 30' Orangc provides a nourishing 54
Behind a broken white fence, a once (10')/Flying180'(60');#AT I heak;D 1-3+ mcal, ( 3 will providc
well kept cottage shows signs of drain blood Sai~eF2; M L 9 AL N; XP 13 sustenant? for nnr rhar-
neglect. In places the thatch has each; THACO 19 (17 o n first round); 838. actei for onr dav).
fallen from the roof, exposing thr
rafters underneath. T h e brightly
painted window frames now hold 10. T h e Mushroom Ring If Erystelle pickc only t h o x m u h n m n s
only broken glass. A polichcd offered,they will .;row hack i n a mont11. I1
wooden door hangs half torn from its Erystellc trirs to takr morr, thc l l i t t r r l i n g s
hinges and large dirty footprints k a d In the middle of a ring of brightly will atrack. Picking mow will bwak thr
h o t h i n t o a n d o u t o f thehousc,parta coloured mushrooms. grows a largr magic of thr circlr, killing all the mush-
pilr of bleached hones. redand hluespottedmushroom. The rooms and t h c flitterlings in 5 days.
air around i t dancrs with tiny motes
of light which change colour as thcy 1'20 flitterlings: AC 6; H D X'; h p I I'd<.h;
T h i s two-storey house has hrcn ransacked move. A quiet, gentlc melody drifts M\' 30' (IO'j/Flying 60' (20'); PA1 1 per
by the troll and the hones are theremains of from thering, barely audibleoverthe group of 5 (small silvcr swords); D I ot 2
thr house's previous inhabitants. T h e soundof yourown hrrathing. Words according to AC; S a w E l ; ML 8; A L L ; XP
footprints arr those of the troll and the drift through your mind - their 6 Each; THACO 19; New momtri 1'27.
bugbears. T h e strong smell of troll is very meaning strange and unclear, hut
noticeable u p to 10 yards from the house. fascinating. They will attack i n 24 groups o f 5, (.ad1
An ivy-covered trellis against the south side group attacking as ii 1-1 IID monster.
E M E R L A S (encounter areas 9-10) 15
I \\ 1 . I

11. Cave of Visions (Map 11) Its lair is a small cave containing a few T h i s area bears a powerful enchantment.
pieces of jewellery: a necklace (value - Even if destroyed, the bone golem will
T h i s cave contains a magical pool which 20Ogp), a n armband (value - 150gp) and a always be here o n subsequent visits. It will
will reveal a vision to Erystelle of the ring (value - 300gp). go through the same routine each time.
Shattered Pillars (area 20). T h e cave is also
the lair of a n owlbear. 1 IC. Pool of Visions The Vision

1Ila. Entrance A pale blue light from the pool can be seen T h e pool will slowly swirl i n a hypnotic
from the bottom of the stairs. Inside the pattern. To anyone watching, it will seem
chamber waits the guardian of the pool, a as though they are being drawn into it.
A pathway leads u p to a dark passage bone golem: However, this is not the case and it is
into the rock. An old and rotted door possible to look away from the pool a t any
lies halfway u p the slope, its hinges time. If Erystelle continues to look, a vision
twisted and torn as though the door A chamber at the foot of the stairs is of theShatteredPil1a.rsat night(seearea20)
was ripped from the wall. A musty bathed in a cool blue light from a will appear.
smell and scratching noises drift out clear pool in its centre. Across the
of the cave. A large hulking shape pool, a hooded black figure sits o n a
emerges and a deep growl issues from carved chair. It leans slowly forward Herbalists
its throat as its heavy clawed hands until its elbows rest o n two double
reach towards you. handed swords laid across the chair Ragnal and Rhonda Redleaf, the herbalists,
arms. For a few moments it surveys live i n a wooden shack with their pet wolf
you, seeming to look into your very Rabidty. T h e wolf is well trained and will
1 owlbear: AC 5; H D 5; h p 23; MV 120’ soul. T h e n from the dark recesses of not attack Erystelle’s dogs. When Erystelle
(40’); #AT 2 c l a w d l bite + hug; D 1-8/ its hood, a cracked and broken voice first arrives here, their home will be attack-
1-8/14 + 2-16; Save F3; M L 9; AL N; rasps, “What is your name?” ed by a group of gnolls and a troll. T h e
XP 175; T H A C O 15; B35. herbalists will tell Erystelle of the existence
of the treant Doak Evergreen (area 14).
T h e owlbear’s lair is littered with the old T h e bone golem will wait for a n answer.
bones and skulls of its animal and human- Once one has been given, whether truthful
oid victims. T h e door o n the north-western or not, the golem will continue, “Why have 12. The Redleafs (Map 12)
wall is very old and rotten. A turn spent you come to this ancient place?” If both
searching through the debris will reveal answers given by Erystelle are truthful, the
four 500gp gems and a magic user/elf scroll bone golem will again speak, “A gift for A cultivated herb and vegetable
with charm person, magic missile, phan- the pool. Throw magic into its waters and a garden lies behind a rickety fence. I n
tasmal force and protection from normal vision you shall see.” If Erystelle has the middle of the garden is a wooden
missiles spells, all at 10th level. answered the questions truthfully, then shack. A wolf is stretched o u t o n its
dropping any magical item into the pool or porch a n d a n old woman sits i n a
11 b. Web filled stairs casting a spell into it will cause a vision to rocking chair. She draws thought-
appear (see below). Items dropped into the fully o n her pipe a n d eyes you sus-
T h e stairs descend steeply to a dimly lit pool cannot be recovered. piciously. She mutters something to
chamber. A thick web made by a crab spider the wolf who goes into the shack.
fills the entire length of the stairs: If Erystelle has answered either question
falsely, the golem will rise from its throne
, while drawing back its hood. It will grasp T h e Redleafs raised the wolf from a cub
Dense, sticky webs fill the space its two double-handed swords and move to and are able to communicate with it. T h e
beyond t h e door. Barely visible attack, saying, “Those who speak not the wolf will inform Ragnal, who is i n the
through the strands is a flight of truth are fated to die. Your time has come.” shack, that a strangrr approaches. Ragnal
worn steps leading down. will then cast his detect evil spell o n
At this point the door at the top of the stairs Erystelle. If satisfied that Erystelle intends
will close with an ominous clunk. Erystelle n o harm, he will walk out onto the porch to
A torch will quickly burn the webs away will be unable to open it for the duration of greet his visitor.
and cause the spider to scurry for cover in the combat
its lair in the roof of the passage. T h e spider 1 wolf: AC 7; H D 2+2; h p 11; MV 180’ (60’);
will attack when Erystelle passes under its 1 bone golem: AC 2; H D 6#; h p 36; MV 120’ #AT 1 bite; D 1-6; Save F1; M L 10; AL N;
lair. (40’); # A T 2 t w o - h a n d e d s w o r d s ; THACO 17; B39.
D 1-10/1-10; Save F4; M L 12; AL N;
1 crab spider: AC 7; H D 2*; h p 9; MV 120’ XP 500; THACO 14; E50. Ragnal Redleaf: AC 6; C5; hp 16; MV 120’
(40’); #AT 1 bite; D 1-8 + poison; Save F1; (40’); #AT 1 staff; D 1-6; Save C5; M L 11;
ML 7; AL N; XP 25; THACO 18; B38. T h e golem is unintelligent and is only AL N; T H A C O 17.
capable of speakinga few phrases. Commun- Spells memorised -
T h e poison of this spider does not auto- ication with it will be impossible other First level: cure light wounds, detect
matically kill its victim if a saving throw than by answering its questions. If the evil
vs. Poison (at +2) is failed. Instead it causes golem is defeated, a vision will appear in Second level: hold person, speak with
a n additional 6 points of damage. the pool (see below). animals

16 EMERLAS (encounter areas 11-12


Rhonda Redleaf AC 6; C6; h p 2 l ; MV 120' 13. Ambush
(40'); #AT 1 staff; D 1-6; Save C 6 ML 11; A well laid out garden lies under the
AL N; THACO 17. branches of a majestic oak tree.
Spells memorised - T h e rustle of leaves and the singing Hundreds of small plants stand i n
First level: cure light wounds x 2 of birds raises your spirits as you neatrows. Aslender treanr is bending
Second level: hold person, speak with travel along this narrow path. A over some saplings. A gentle, yet
anim a I s sharpcrackofa snapping twigwarns deep rumhlingcomes from the treant
Third level: growth of animal you that all is not well. Movements as i t caresses the y o u n g plants.
to the right and left confirm this, as Hearing you approach, it straightens
R h o n d a Redleaf will watch Erystelle ,gnolls burst howling from the under- u p so that i t towers abovr y o u .
cautiously, a n d will not offer any form of growth, brandishing swords. Although not as tall as Doak, it
greeting, although she will respond toany stands over 10 fret high.
given by Erystelle. She will be guarded in
her hehaviour while she waits for her T h e 12 gnolls will move to surround
husband to appear. When Ragnal has Erystelle, cutting off any escape and will T h e two treants will explain that thry are
arrived, Rhonda will relax a little and the then viciously attack. engaged in growing young tires with
Redleafs will both question Erystelle. which to rcplant the Emerlas. T h i s is
12 gnolls: AC 5; H D 2 h p 14 each; MV 90' something they h a w done for ccnturies.
While they are talking, the wolf will snarl, (30'); # A T 1 battle axe; D 2-9; Save F2: Recently their work has bren inrreasrd by
attrarting the Redleafs' attention to where ML 8: AL C XP 20 each; THACO 18; B30. the wanton destruction of the humanoids
agroupofgnollsledbyatrollaresneaking and the burning of arras by [he dragon.
u p to the fencr. After 2 rounds (or earlier if Erystelle is in
danger of being killed) Doak will arrive T h r usefulness of the tieants deprnds on
1 troll: AC 4; H D 6+3'; h p 3 0 MV 120' and animate two trees to attack the gnolls. what inlormation Erystellr has alrcady
(40'); # A T 2 c l a w d l bite; D 1-6/1-6/l-10 In the following round Doak will join the collected. T h r y have heard of Galannor hut
Save F6; M L 10 ( 8 ) ; A L C ; XP 650; fight. If the gnolls' morale fails Doak will d o n o t know whrreheisorwhat brrameof
THACO 13; E56. attempt to stop any escaping by animating him. T h r treants know most areas of the
16 gnolls: AC 5 ; H D 2 h p 9 each; MV 90' trees in their path. Emerlas and will give dirwtions to any
(30'); # A T 1 battle axe; D 2-9; Save F2; encountrrarea which Erystellr drxribcs t o
ML 8; AL C; XP 20 each; THACO 18; B30. Doak Evergreen (treant): AC 2; H D 8.; thrm. For examplr, they know thc locarion
h p 36; MI' 60' (20'): # A T 2 branches: of the Shatterpd Pillars (arca 20) but not
Each of the gnolls has ZOcp, while the troll D~ 2-12/2-12; Sa'vc 'F8;M L 9; AL L; thrir significanrr (i.?. that they a r r thc sitc
has 1Ogp. THACO I Z E%. for summoning thc silvcr ship - scc THE
Panimated trees: AC2: H D 8: ho36: MV.40' SHININGISLE). Dodkwillalso bcablr,to
T h e Redleafs know nothing of the dragon ( I O ' ) ; # A T 2 branchrs; D'2-12/2-12; interpl-rt the firct two linrs of the rhvrnr o f
and will hr very concerned to hear that the Save F8; ML 9 AL N; THACO 1 2 €56. Galannor:
forest is being despoiled. If Erystelle
mentions thrlegendof Galannor, they will Doak Evergreen is an ancient treant with a "Before m? lies the d v c r m o o r 1
say that they heard something likc it from long green heard, who has lived in the And stars encirrlr m y brow"
an old treant named Doak Evrrgrren. They Emerlasall his life. After thecombat, Doak
will give directions tn Doak's home (area will introduce himself, speaking very Aftcr some thought Doak will ray that thc
14) via the crossroads (area 13). slowly and deeply, and will invite Erystelle stars must refer to starblooms and t h ~
to his home (area 14). moon must be rrflrcted in a p o d OT mirror.
Rhonda and Ragnal are too old lor He docs not know whwt, this could bc o r
adventuringandwill not accompany Erys- Doak is adorned in starblooms (see page 8) whar thr other linrs rcfcr t o . HI. will
telle. If necessary, they will use their cure which appear to he dead flowers. If asked explain that starbloonis o n l y flowrr at
light wounds spells to heal Erystelle's why heiswearingthem, hewillmerely say night and arc' vriy bcautiful. If t h w e at
wounds. Just before leaving, Erystelle will that all will hc rcvealed with the setting o f night, Erystcllr will he ahlr to sec the oncs
he given a pouch by Rhonda, containing the sun. He will speak litrle o n the way worn by Doak in all thcir glory.
14-days supply of a curing herb. She will back to his home.
explain that thirty minutes after being T h e 1rc.ants' main concern is with growing
eaten, the herb cures 1-4 points of damag-e, things and thc wcll-bring of the Erricrlas.
but can only be used once per day. 14. Doak's Glade They will b r a s h r l p l u l as possihlc within
their limits. Doak will suggest that thc
This glade will only be discovered if Doak Circleof Dreams(area 16) hevisited, u n l ~ s
The Treants is with Erystelle. It is well hidden,accessible Erystellr has already hwn rhrrc. A vi-it to
only by secret paths. Having been here thehcrhalists(arra 1 2 ) w i l I also hcsug:crt-
T h e two treants which live in this part of once, Erystelle will always be able to find ed. T h r y will not travd with Erystellr l o r
thr Emerlas will provide Erystelle with a the way hack. While travelling along fcar of thpir nurrrry being discowred i n
partial inrerpretation of the rhyme of Doak's secret paths, theell's movement rate their ahsencr. On Day 31 Doak will bcgin
Galannor. While travellingalong the track is unaffected. Living here with Doak is a searching 101 Ery5tellr (see EVENTS -
not far from the trcants' glade, Erystelk young treant - Watt Woodchip. When pagr 1 I ) . HrwilI n o t lravrtheEmerla\and
will be attacked by a hand of gnolls and Erystellc arrives, Watt will be busy culti- if Erystrlle is in thr Misty Hills, Doak will
will be aided by the treant Doak Evergrern. vating some young shoots: he unsucccssfull in his search.
E M E R L A S (encounte:r a r m s 13-14) 17
Circle of Dreams T h e stag has led the elf here to test
Erystelle’s ability i n combat and magic. It You awake o n the bed of leaves still
Karelia the faedorne (see page 28) will will take the ogre 1 round to close. clothed in the woodland garb. It is
send a white stag to lead Erystelle to the dark and the stars shine brightly
Circle of Dreams, where Galannor Night- 1 armoured ogre: AC 2; H D 4+1; h p 32; overhead. It is impossible to tell how
flame will appear. MV 60’ (20’); #AT 1 club; D 3-8; Save F4; long you have slept. All is quiet
M L 10; AL C; XP 125; THACO 15; B35. within the circle, nothing stirs, no
wind, n o chirp of insects or call of
15. T h e Great White Stag T h e ogre’s armour is crude in workman- birds. At the edge of the circle a misty
ship and too big for anything other than a n insubstantial figure appears. It is the
T h e white stag will he encountered the first ogre. T h e ogre has n o treasure. After the figure of a n elf and it moves towards
time Erystelle enters any of the hexes ogre is defeated the white stag will nod its you, seemingly drifting across the
marked 15: head in satisfaction and continue to lead ground. When 15 feet away it stops
Erystelle onwards. and throws hack its hood revealing
f I a n elvish face framed by long dark
Upon a rock stands a great stag with hair. Around his brow is a gold
a coat as white as the purest cloud. Its 16. Circle of Dreams (Map 16) circlet, set with a red gem.
high antlers are held proudly as it
watches you with intelligent brown T h e figure bows, “Greetings Erys-
eyes. With a majestic shake of its T h e stag leads you to a n ancient and telle, I am Galannor Nightflame.
head, it leaps down from the rock weathered stone circle. Most of the T i m e moves like a river a n d n o one
and starts to walk away. It stops, large stones have toppled and broken, can stop its flow. I a m beyond my
turns its head and gazes at you. After hut a few still point proudly to the natural span and appear to you i n
a moment the stag walks a few more sky. Ivy clings to both standing and dreamtime. Each age requires a new
paces and again stops to look at you. fallen stones and in the centre is a hero, and you have proven yourself
L J large, granite slab covered in oak to be the hero of this age. T a k e this
leaves. circlet, it will protect you o n your
If attacked, the stag will bolt. Should one of quest. Other items await you o n the
these hexes he entered later, the stag will T h e stag leaps onto the slab and S h i n i n g Isle.” G a l a n n o r quickly
reappear and again attempt to lead Erys- stamps its front foot. T h e beast then fades away and you find yourself
telle. If Erystelle follows the stag, the DM shimmers and begins to slowly fade lying o n the rock slab i n the circle.
should read the following description: away. Soon it is gone; only the stones
and the oaken slab remain.
Erystelle has now awoken from the dream,
T h e stag leads you deeper into the the circle is as it was when first entered,
wood. A path appears ahead of the T h e stag has returned to the Shining Isle. except that the cloak and crown have
stag, as hushes and undergrowth part O n the slab is a cloak of oak leaves and a disappeared. Galannor’s gold circlet is still
before it. Behind, the way is blocked crown of holly, laid out o n a bed of oak in Erystelle’s possession. It has a n apparent
by brambles and undergrowth. leaves. If the cloak and crown are worn value of 500gp and acts as a resist fire spell
while within the circle, Erystelle will fall (Expert rulebook - page 5) o n the wearer. If
into a deep slumber and enter the land of this one is worn with Turpin’s circlet of
T h e stag will lead Erystelle by the most dreams. If the items are taken out of the protection +1, neither will function until
direct r o u t e to t h e Circle of Dreams circle nothing will occur. the other is removed.
(encounter area 16). Wherever this path
crosses the Greenflow, the following en- If the items are worn by Erystelle:
counter will occur: Scenes of Destruction
Ogre Bridge T h e stones seem to move. Where Encounter areas 17 a n d 18 are the ruined
there was previously only a few settlements of Granitgape and Scrubton,
f 7 stones standing, there are now only a mentioned by Druinder in his letter.
You follow the stag to where a log few fallen ones. As you watch, these
bridge crosses the river. Standing o n slowly rise upwards until the circle is
the log is a monstrous figure dressed whole. T h e stones start to rotate, 17. Granitgape
i n plate mail and wielding a vicious each one moving smoothly round
spiked club. T h e creature is over the circle. T h e spinning grows faster T h e clan of dwarves of Granitgape strong-
nine feet tall and its armour, bowed and faster until the stones blur into hold has been exterminated by Khordarg
out in front to accommodate its huge one. T h e urge to rest comes upon you and her minions. T h e stronghold is i n
paunch, adds to its fearsome aspect. and your eyes feel heavy as you sink ruins, the great halls have been torn down
With a growl the creature lumbers down onto the oak leaves. and the corridors arr blocked with rubble.
a n d clanks towards you, its club
raised high to strike. Nimbly the stag T h e main entrance is scorched a n d the
leaps the river, it turns and watches Erystelle will fall into a deep slumber and great stone doors lie shattered on the
you as though judging your actions. dream. In the dream it will appear as if ground. T h e tunnel behind goes for only
Erystelle has just awoken i n the circle: 20 feet before being blocked. Although it
~~

18 EMERLAS (encounter areas 15-17 )


would he possible to clear this rubble, T h e brambles are 30 feet thick a n d will
Erystelle should he discouraged from doing animate to prwent Erystelle reaching the
so. T h e DM should hint strongly that this pillars, unless wearing [he circlet of Gal-
is not the dragon's lair. No amount of annor(seearea 16).Ifthecircletisworn, the
searching will reveal another entrance to brambles will part to lei Erystelle pass. .4
the stronghold. 2-foot-squareareacan heclearedin 1 round
with a sword or axe, and a fireball or
lightning bolt spell will clear all brambles
18. Scrubton in itsareaof effect.Any hramhlesdestroyed
will grow hack in 2 hours.
T h e h u m a n h a m l e t of S c r u h t o n i s
destroyed; burn1 to the ground by Khor- Animated brambles: AC 6: HD 2; h p N/A:
darg. All that remains are the charred MVlZ'(4');iiATI hramhle:D1-6;SaveFl:
timbers of the wooden buildings and the ML 12; A L N; XP N/A; T H A C O 18: New
bones of the inhabitants,

If thr pillars arc cxamincd, Erystrlle will


Shattered Pillars see t h q a w covrwd with carvings of
moons, stars 2nd comrts. Fragments of
From the Shattered Pillars Galannor Night- rock liearound thc bascofthrpillars: somc
flame was taken to the Shining Isle by still bear tiacc's 01 w v x n engravings. Bci-
Karelia the faedorne. Here the ceremony to wccn thr pillars and the river bank lics a
summon the silver ship must heperfomed. 20-foot-diamcter rock pool. It is 1 frct deep
Once summoned, the ship will carry andcontaiiis wwdsanda lrw watrr ins~cts.
Erystelle to the Shining Isle.

Until they were struck by lightning and


shattered. many years ago, the pillars were
taller and complete. Even so, they are still
60 feet tall.

19. View of Shattered Pillars All aroundis a thick, dense, shimmer-


ingmist.1tslowly fadestorweal two
During the daytime, the tops of the tall pillars glowing in the rays of the
Shattered Pillars can he seen rising above moon. Stars and comets x c m to
the surrounding trees: swim across their surface, leaving
trails of light behind. Around the
base of thc pillars, amazing flowers
From this hillside you can see the sway in the strangrly warm air,
river Greenflow, winding its way
through theEmerlas. I n thedistance,
by a bend in the rivrr, two green
fingers pokeupwards fromthewoods
into the clear blue sky.
At night, thismysricspotappears in its full
glory. T h r pillars stand 90 feet tall and
If thrseareasarevisitedatnight, thepillars
will he visible as a dim glow (see area 20) .
shining through the trees in the distance. its normal cy&, and is reflected in the now
crystal clear pool. T h e flowers a r ~star-
blooms (see page 8). Erystrlle must stand
20. Shattered Pillars (Map 20) between the pillars and look down on the
pool while wearinga wreath olstarhlooms.
During the day the pillars appear to he T h e silver ship can then br summoned hy
nothing more than carved, ivy-covered I speaking thr rhyme of Galannor:
rock. At night the runes inscribed o n their
surface pulsate and glow under the light of
the moon.
I T h e singing of the birds and the
gentle laovine of the river carries to
you. Ahead, the tops of two ivy- Andstars endrdo my bmw.
covered columns thrust skywards. ut & hidhnway 6e opar soon,
Day Time Thewaytothesepillarsis hlockedby Galmmor Nighytrme, horn me m l "
If Ervstelle aooroaches the Pillars during many sharp and vicious brambles
the day, the DM should readthe following that rustle in the breeze. Whrn Erystelle has done this, the DM
description: should turn to T H E SHINING ISLE.
EMERLAS (encounter areas 18-20) 19
I .

. /

T h e Shining Isle is home to Karelia, the appears as a star. T h e Isle is enchanted and summons the silver ship that will take
faedorne of the Emerlas (see NEW MON- neither dispel magic, fly nor levitate spells Erystelle to the Shining Isle. On the
STERS p28). It is here that Galannor will function there unlesscast by a creature Shining Isle, two tests await Erystelle.
Nightflame was taken after his battle with native to the Isle. Speaking the Rhyme of Once passed, Erystelle will he given Gal-
Gorkalk. T h e Isle floats in the sky over the Galannor at the Shattered Pillars (area 20), annor’s sentient sword and other magical
Emerlas and is only visibleat night when it while wearing a wreath of Starblooms, items by Karelia.
20 SHINING I S L E
l-hl \ i i \ C ( \,:’,lllo, l ~ i , hrcomc iiwi\ible
a n d is <-loring IU 2Ittack. Erystellc has 1
After Erystelle has performcd the ceremony round in which to act heforr it attacks. A
at the Shattered Pillars, the DM should In front, a pale shimmering disc detect invisibility sp#ellwill show where the
read the following description: gradually ,grows larger; around i t silverwarrior is. In t he followinground the
swirl clusters of stars in long lazy silver warrior wil 1 automatically gain
arcs. T h e disc continues to grow and initiative and attacli,unless detected. T h e
As you finish speaking, rhe pillars the ship’s prow cuts into it. Mist silver warrior is ab1e to attack a n d remain
glow white and stars shoot u p into swirls around you and only the blue invisible; all to hit I-011s are at a -4 penalty
the sky. T h e pillars fade, losing their stone is visible. Slowly the mists fall unless Erystelle has detected i t by magical
radiance and all goes still. From the behind, revealing a beach of golden means. In s u b s e qlent rounds initiative
direction of the river comes a gentle sand ahead, washed by crystal blue should be rolled no,-mally. If the warrior is
lapping sound and a clear blue light waves. Across the beach, the rich defeated, both it an(i its gear will melt into
bobs towards you. Soon a high- smell of flowers and trees floats to the silver path.
prowed silver boat appears, its bow you from a lush green wood.
cutting through themist likea knife, Silver Warrior: AC 2 (-2); H D 7.; h p 42;
while a blue stone set high in the MV 120’ (40’); #Ar 1 swmd +I; D 2 - 9
prow bathes the pillars in its glow. Erystelle has arrived o n the Shining Isle S a v e F 7 ; M L 1:I ; A L N ; X P 850;
Its deep blue sail comes into view where i t is daytime. T h e silver ship will THACO 12; New IIionstei p28.
bearing a shining silver moon against beach itself and wait until Eryrtrlle fulfills
a backgroundof twinklingstarr.The the quest here. Once beached, the magical Ifdefeated bythewa rrior, Erystellewill not
ship turns and draws u p to the river barrier around the ship i s lowered, and be killed, but given a second chance.
bank.Themistclings to itssides and Elystelle will be able to leave the ship. Erystelle will be ret urnrd to the Shattered
mast making it difficult to see if Pillars (area 20) W I th only one hit point
anyone is aboard. remaining.
S1. T h e Silver Path

T h e silver ship is 30 feet long a n d has a When Erystelle arrives, a magical silver S3. Bridge of Chang:e
single-masted rail. If Erystelle does not path will appear. leading from the ship to
board, it will remain until dawn and then the silver warrior (area S2):
slide back into the mist. If the elf walks T h e shining p icth you have been
towards theship, Erystellewill suddenly be I I following come!i to a n abrupt end
teleported aboard it. Only Erystelle will be T h e sun dances o n a reflection in the brtween two si1lvcr pillars, whose
transported, and any companions will woods. A r*rave of silver breaks surfaces are alive with intricate trac-
have to wait by the pillars for the elf to through the trees. Once clear of the ings of iridescen t g o l d m threads. A
return. wood, the wave falls and flows bottomless gulf yawns at your feet
towards you leavinga silver pathway just a step hey,and the towering
in its wake. columns. T h r c tiasm stretches away
Stars on the Water toeither side, for as far as you can see,
and as you peer downwards you ser
T h e ship contains n o items of interest. A T h e path is solid and leads to the silver only the sheer TIx k walls - for the
magical barrier surrounds the ship and warrior (see below). A magical wall of gulf is seeming11 bottomless. O n thr
I

prevents Erystelle from leaving i t during force, siniilar to the one surrounding thr far side you can make out another
the voyage silver ship, prevents Erystelle from leaving pair of pillars g linting i n the rays of
the path. the sun.

You find yourself standing in the


prow of the magnificent shipgliding SZ. T h e Silver Warrior T h e pillars arc 50 feet tall a n d are the
smoothly through the mist. The haze
slowly clears to reveal the heavens
. supports of an invir,ible suspmqion bridge
spanning the 60-foot-wide chasm. T h e
above and the reflection of stars o n Following the silver path you are charm is bottomler s and should Erystelle
the water. Strangely, the ship’s prow soon walking through tl.e woods. f a l l i n t o i t , t h e e l f wi l l d i e . T h e w a l l s o f t h c
does not part the water and the deck Without warning the path ahead chasm are smooth a nd sheer andcannot be
is unnaturally steady underfoot. twistsand bulges, andacreatureclad climbed.
in silver armour springs u p out of it.
A bright object appears in the water In a clear voice it says: “Erystelle! To cross the gull1 Erystelle must first
aheadofyouandgrowsintoa bright You have come seeking the treasure discover the invisi ble bridge (by usc of
multi-hued comet trailing millions of Galannor. To prove yourself detect invisibility, dletect magic spells o r by
of stars in its wake. In wonder, you worthy you must first defeat me.” feeling for it). Ho.wever, the bridge will
watch it fly by with the realisation always point Erysltelle towards the start
that you are sailing n o normal ri\,er. Thecreature rapidly fades from view when the middle is reached. T h i s will
T h e stars beneath your ship are l e a v i n g o n l y t h e s o u n d of i t s happen so quick1y and smoothly that
indeed stars! approaching footsteps. Erystellewill notncxiceit.Theonlyway to
cross the bridge is to walk to the middle
S H I N I N G I S L E lencot mter areas S I - 3 ) 21
The Return
If Ersytelle has not visited the Circle of
Dreams (area 16), the silver ship will go
there a n d then fade away. Otherwise it will
return to the Shattered Pillars.

SCORBANE
‘Scorbane’ - sword +2/+4 vs. dragons,
triple damage vs. red dragons. Int 11; Ego
11; Will Power 23. (Erystelle’s Will Power
is 27). Alignment Neutral.

Scorbane’s blade is inscribed with a n


enamelled red dragon and the hilt is in the
form of a dragon’s head. At Scorbane’s
pommel, a magical green gem is clenched
in the dragon’s teeth. T h i s gem has the
property of being able to cure light wounds
(as the spell) o n the sword’s owner only,
three times per day.

I n addition, Scorbane has the following


powers:

Detect magic - 20’ range, 3 times per


day.
Find traps - 10’ range, 3 times per day.
Find secret doors - 10’ range, 3 times
per day .
Read magic - as the first level magic-
user spell, at will.
Immune to the charm spells of red
dragons. This power is passed onto the
bearer of the sword.
Languages: Common, dragon, elvish,
neutral.

Scorbane is proud of its abilities and


expects respect even from its owner. It will
always seek to kill chaotic and lawful
dragons, subduing only if forced.

When Erystelle gains Scorbane, it is with-


o u t a scabbard and will insist that one is
found or made for at as soon as possible. It
will always crave the finest gems for the
adornment of its scabbardand demand that
Erystelle discard any magical swords al-
ready possessed.

If its demands are denied, Scorbane will


sulk and be surly in its attitudes. Given the
opportunity, Scorbane will point out to
others how niggardly Erystelle is in treating
it as though it were nothing more than a
normal sword.

However, if Scorbane is well treated, (Le.


Erystelle gives i n to its demands a n d flatters
its ego), Scorbane’s vanity will be appeased
and it will be a willing tool, eager to aid in
Erystelle’s quest.
While in the Misty Hills, Erystelle’s move-
ment rate is reduced to half normal. After
seeing thr vision o n the SHINING ISLE
Erystelle will he able to journey through
the mists to THE LAIR OF KHORDARG
(see page 24)

Wandering Monsters
While Erystelle is in the Misty Hills, the
DM should roll twice each day and once
rach night for wandering monsters. A roll
of I , 2 or 3 o n Id6 indicates that an
encounter has occurred. T h e DM should
then roll ld6 andoonsultTablc3. Encoun-
ters occur at a distance of 2d4x10 yards.

Set Encounters
Misty Hill enounters start w h m e w r Erys-
telle crosses the line of mist (see area 21
- Map E).

21. The Misty Hills

Mist rolls slowly down the hillside;


its tendrils roil around the tires
cloaking them in white. Underfoot T h e 1 y 5 r i n will r e a li Eivitcllr in 2 If, after bring b ~ r u k( b y t h v w y \ r n ’ \ ail. 21
thr ground slopes upwards and soon rounds. Itwill not attack withits tail in the saving throw vs. Poison is failed,Ei?str.Ilc
the t i e s thin out. Without them the first round of combar. will die in 3 rounds unless thc poison i\
landscape is transformed into a neutralised.
white wonderland where rocks and I wyvern: A C 3; H D ;.7 h p 34; MV 90’
bushes loom out of the mist at you. (30’)/Flying240’ (80’): #AT I bite/l sting; O n top of throutcrop is a human skelrtori
D2-16/1-6+poison:SaveF4;ML9ALC; in rustrd chain mail. Next to it air I8
XP 850 THACO 13; E.57. arrows +1, a dagger + l and a short bow.
If the faedorne o n t h r Shining Isle has not
yet bcen visited, Erystelle will automatic-
ally becomr lost upon entering the hills. TABLE 3 -WANDERING MONSTERS
Aftcr wandering aimlessly for ldfi hours
Erystellr will return to the Emerlas, near die roll Monster
where the hills were first entered. Once the
faedornc has h e m visitrd, Erystelle will hr 1 Grizzly beari1-2):.lCR: H D 3 : h p 2 3 c a r h : >IT l ~ ~ ~ ’ f ~ ~ ~ ’ l : bit?:
~ A T 2 ~ l ~ ~ ~
able to travel through thr mist to Khor- D l-4/l-X/l-10: s a w Fl: 111. IO: :\L s;S P 175 &,<I>; 1 l l : Z C : ~ l 15; 1326
darg’s lair, by following the Hidden Trail
(see Map E). 2 M o u n t a i n lion (1-2): A C 6; H D 312; lip 16 rach: MV 150’ (50’);
*AT 2 clawr/l bite; D l-3/1-3/1-6 Save F2; M L R; A L N; X P 50 rach;
T H A C O 1 6 B27.
22. Wyvern
3 Wolf (3-6):AC; 7; H U 2tZ; h p 1 1 each; M\’ IHO‘ (bLl’i; #AI 1 hire; 1 ) I-b:
Save I-1: ML X or 6 ;ZLS ; Sf 2.5 G N 1,; TH.\C:O 17: R.99
A clattering of rocks draws your
attention to amist-shroudedoutcrop 4 Troll (I): AC 4; HD 6+3*; h p 3 0 MI’ 120’ (40’): @ A T 2 c l a w d l bite:
where a vague lizard-like creature is D I-6/1-6/1-10; Save F6; ML 10 (8);AL C: XP 650; THACO 13; E56.
peeringdownat you. N’ithalumber-
ing motion the monster sweeps out 5 H D 2; h p 9 rach: M V 90’ (YO’):
Gnolls (5-81: AC i;
from the rock, and flies towards you S a c F2; SII. 8 ; .AL C:: XP 20 each: Tl€.l(Xl 18; FWI.
with outstretched wings. Its tail
swishes revealing a deadly sting. 6 Ogres (2-5): AC 5; H D 4+1; lip 19 each; M V 90’ (30’); *AT 1 c l u b D 3-8:
Closing fast is a wyvernl Save F4; ML 1 0 AL C; XP 125 each; THACO 15; 835.

M I S T Y H I L L S (encountpr areas 21-22) 23


stakingly carved out of the rock by dwarven wan / \
slaves at the order of Khordarg’s great Squatting on the floor by a pile of
grandfather Gorkalk. There are two ways loot are five ugly brutes. A large hill
into the lair - through the skull’s eye K2. giant is drinking from a barrel,
sockets (K13 - the route used by Khordarg), watched enviously by three ogres.
or via a natural rock fault (K10) behind the Meanwhile, unseen by the others, a
manticore’s lair (K9). T h e eye sockets are Benina tne bushes, a passage leads sly troll is nimbly helping itself to
200’ above ground level and a humanoid into the rock. From it comes the the treasure.
army is camped in the valley below (see

. .. .

You enter a rocky and wooded valley / ’ T h e DM may suggest that the player roll
which rises steadily towards the A large group of orcs is struggling to the giant’s hit and damage rolls in this
mountains until, after three miles, get a good view of the centre of the combat. After the fight, the survivors will
the mist thins and disappears. Fur- room where four ogres are cheering chase after the troll leaving 1032gp on the
ther on, sheer rock walls block your excitedly. An angry roar rises as an floor. T h e barrel contains cheap wine.
passage. As you wonder what to do, a ogre flings one of the orcs across the
band of gnolls appears from a clump chamber. As the others fall back in
of trees and bushes a hundred or so fear, you see two rats, tied together by K5. Army of the Dragon
yards ahead. Unaware of your pre- their tails, fighting on a dirty and *
/
sence, they make their way down the delapidated table.
valley. \ /
T h e muffled sound of many voices
b /
echoes from the walls ahead. Around
One of the rats will kill the other in 2 the corner, the passage ends at a
Erystelle has surprised the 16 gnolls. T h e rounds. There are 30 orcs and 4 ogres in valley full of humanoids. Groups of
boulders, trees and bushes here provide here gamblingon the outcome of the fight. gnolls, ogres, bugbears and hill
excellent cover and Erystelle will be able to giants sit around their tribal stan-
hide until the gnolls pass. T h e gnolls each 30 orcs: AC 6; HD 1; h p 5 each; MV 120’ dards, sharpening weapons and pre-
have 1Ogp. (40’); #AT 1 sword; D 1-8; Save FI; ML 8; paring for war. It is impossible to tell
AL C; XP 10 each; THACO 19; B35. how far the army stretches across the
16 gnolls: AC 5; H D 2; h p 10 each; MV 90’ 4 ogres: AC 5; HD 4+1; h p 19 each; MV 90’ valley, for your view is blocked by
(30’); #AT 1 sword; D 2-9; Save F2; ML 8; (30’); #AT 1 club; D 3-8; Save F4; ML 10; their sheer numbers. Towering above
AL C; XP 20 each; T H A C O 18; B30. AL C; XP 125 each; THACO 15; B35. the horde is a huge skull carved out
the far rock wall. Its empty eye
If the place where the gnolls emerged is On the table are their combined stakes of sockets seem to glare at you, aware of
inspected, Erystelle will discover the con- 1200ep, 750gp and 2x5Ogp gems. T h e rest your presence.
cealed entrance to the caves. Entry into of the room contains dirty sleeping furs. b I
There alr approximately 3000 humanoids Agolden tapestry (value - 1500gp).showing Igriffon:AC5:HD7;hp50;MV120'(40')/
camped in this valley - tribes of hob- Gorkalk burningavillage, covers thenorth Flvina 360' (120'); #AT 2 c l a w d l bit?:
goblins, orcs, gnolls, bugbears, ogres, trolls wall and conceals a staircase leading u p to D 1-4/1-4/z-is; save ~ 4 ML
; 11; AL N:
and giants. More are constantly arriving to the cliff face. Around Mynra's neck is a THACO 13: E51.
swell the horde a n d o n Day 42 they will gold medallion (value - 250gp).
leave to attack Alfheim. After the combat, the griffon will squat
down o n the ground next to Erystelle so
Erystelle will recognise the skull as the K7. View of the Enemy that i t can easily be mounted. If Erystelle
same one seen while o n the Shining Isle does not d o so, Scorbane will sarcastically
(see area S4). T h e eye sockets are not r 3
point out that this is the aid promised by
actually watching Erystellr, but give a You are o n a ledge overlooking a the faedorne and to spurn it would he very
strong impression of doing so. T h e DM large valley. Its far side is dominated foolish. Scorbane will insist that Erystelle
should discourage Erystelle from attempt- by the skull visage you saw while o n climbs onto the griffon's back. If Erystelle
ing to cross the valley by pointing out how the enchanted isle. T h e ground in does so, the griffon will spread its wings
closely the humanoids are camped together front of the skull is teeming with and f l y towards LO the manticore's cave
and the height of the skull above the humanoids. Hundreds of banners (K9). Erystelle will not be able to direct the
ground. Evenif Erystellemadeitaaossthe and standards rise above the throng, griffon during its flight.
valley, thecliff below theskull is impossible giving some semblance of order to
to scale. Should Erystelle attempt to sneak the combined forces of chaos.
by, the DMshouldcheckeveryroundtosee K9. Manticore Attack
if the elf is seen. If Erystelle is seen, the As you watch. a band of gnolls enters
humanoids will raise thealarm and attack. the valley from one of the many
Five rounds after the attack starts Khordarg gulleys that lead into it. Time is fast T h e griffon carries you swiftly up-
(see area KI 1) will arrive. runningout.Toyourright, theledge wards until you are flying high
continurs around the mountain. above the dragon's army. Ahead arr
the eye sockets leading to the dragon's
K6. Bluffing Magic User lair. Your mount veers offand flies

I
T h e ledge is 200' above the valley floor. around the mountain, away from thr
There are approximately 3000 humanoids hordes helorv.Aftrrashortwhile. the
Across the room, a wild-eyed woman camped in this valley (see area K5). griffon turns again a n d heads for a
faces you. A layer of filth and grime cave in the rock fare. Soon a ledge
covers her once white robes. In her comes into vicw. A maned human
hand she holds a wand, "Stay back or KB. Hill Giant head poker out of a cave followed by
1'11 let you have it," she screams. a lion's body. Its bat-likr wings flap
noisily as it takes to the air.
A loud belch attracts your attention
Mynra Myrtle was captured a t Scrubton to a boulder, from which comes the
(area 18) and charmed by Khordarg. She strong smell of decaying meat and At this point, the bulk of the mountain
holds a wand of enemy detection (3 stale sweat. A moment later a giant prevents Erystelle from being seen by the
charges). Mynra has detected Erystelle's peers over the rock, rubs his hlood- monsters below. T h e manticore i* 250
presence a n d cast her protection from evil shot eyes and stares at you with a yards away, and will fire its tail spikes
spell. T h e wand's command word 'Dimaz' stupid expression. (ranger 50/100/180) as soon as Erystelle i?
is inscribed in hrr spell book. Mynra will in range. Half will be aimed at Erystdle,
wave the wand threateningly to try to get the other half a t the griffon.
Erytselle to leave. If this fails, Mynra will T h i s hill giant is supposed to be on guard.
throw the wand at Erystelle and cast her but has been sleeping instead. T h e giant 1 manticore: A C 4; H D fi+1*; h p 30: MV
mirror image spell. She will then attempt will automatically notice Eryrtelleand will . . , I 180' (60'):#AT 2 c l a w d l
120' (40')/Flvine
to flee u p thr stairs to the ledge above. rush to attack, taking I round to close to bite or 6 spikes: D 1-4/l-4/2-8 or I-fi each:
melee. He has n o treasure. T h e height of Save Ffi; ML 9:A L C;XP 650; T H A C O 13;
Mynra Myrtle: AC 9; MU3; h p I O MV thecliff andthenoise from thevalley below E52.
120'(40'); #AT 1 dagger +I; D 2-5; Save (area K5) stops this combat from beina seen
MU3; ML 8; AL C; XP 5 0 THACO 19. or heard by Khordarg's army. T h e griffon will attack until the manticore
Remaining spells memorised - isdrivenofforslain.Afterthecombat, o r i f
First level: sleep 1 hill giant: AC 4; H D 8; h p 42; MV 120' wounded below I2 bit points, the griffon
Second level: mirror image (40'); #AT 1 club: D 2-16; Save F8; ML 8; w i l l carry Erystelle to the manticore's cave.
AL C; XP 650; THACO 12; E50. T h e cave contains only the mantirore's
T h e room contains a bed and a table with bedding. At the back of the cave is a crack
her spell book upon it. Mynra's spell b o k After 2 rounds, a silvery-white griffon will which is just wide enough to allow
contains: arriveandattack thegiant. T h e g r i f f o nhas Erystelle to crawl through. T h e griffon
been sent by Karelia the faedorne. Around will wait in the cave for Erystelle to return.
First level: detect magic, read languages, its neck is a gold band set with a blue gem If Erystrlle has been weakenrd by the
read magic, sleep (total value - 500gp). Erystelle will recog- preceding combats, Scorbane will suggest
Second level: levitate, locate object, mirror nise this as being similar to the headband that this is a good place to rest in ordrr to
image worn by Karelia. recover used spells and lost hit points.
KHORD ARG'S LAIR (encounter areas K6-9) 25
K10. Rock Fault Khordarg will use her breath weapon first.
In subsequent rounds, the DM should
This crack is a natural rock fault which decide which of her attack forms (breath,
soon widens to allow Erystelle to stand up. claw/claw/bite or spells) is the most
At the point shown, an 8-foot section of the appropriate.
floor is unsafe and will collapse if stood
upon. Erystelle will take 2d6 points of After 4 rounds, the two young dragons (see
falling damage (halved by a successful area K12) will arrive and join the fight.
saving throw vs. Wands). If Erystelle is
using Scorbane to search for traps, this Tormalline is chained to the wall and is
section of floor will automatically be unable to help Erystelle. She and Corrunal
discovered. It can easily be avoided by (Erystelle’s other cousin) were carried here
jumping across it. T h e pit created by the by Khordarg. T h e chains have no locks;
collapse is 11 feet deep and Erystelle will Khordarg simply closes them by squeezing
experience n o difficulties in scaling its them in her claws. Erystelle will be unable

point marked *
rough walls. When Erystelle reaches the
, the DM should read the
following boxed description:
to open them normally. Drinking a potion
of giant strength will allow Erystelle to
open them easily. Corrunal has been eaten
by Khordarg, and Tormalline is weak from
ill-treatment. She requires a day’s rest
Loud hissing and rhythmic scraping before being able to walk without aid.
come from u p ahead. A bright red,
scaly tail swings lazily past the endof Tormalline: AC 9; E2; h p 1 (9 if healed);
the passage. MV 120’ (40’); #AT 1; D By weapon;
Save E2; ML 8; AL N; THACO 19; B30.

Khordarg is asleep and her tail is swishing Khordarg’s hoard consists of:
back and forth at the end of the rock fault. If - 2 0 0 0 0 ~ 5~0; 0 0 0 ~22OOOgp;
~; 5000pp
the opportunity is taken to prepare for the - 87 gems (value - 6xlOOOgp, 8x5OOgp,
forthcoming combat, Erystelle will not be 23x 1OOgp, 1Ox5Ogp, 40x 1Ogp)
disturbed. Khordarg will continue to sleep - three suits of exquisitely made dwarven
until the elf leaves the rock fault. chainmail armour (value - 1500gp each)
- an onyx figurine on a jet base (value
- 2650gp), which can be unscrewed to
K11. Khordarg reveal a scroll of protection from earth
elementals
When Erystelle enters this chamber from - a golden sceptre bearing three large
therock fault (area K10) 1 roundof surprise emeralds (value - 12500gp)
will be gained over Khordarg: - a diamond necklace (value - 3000gp)
- a large pearl set in a gold and silver
pendant (value - 1500gp)
Coiled around a huge mound of - a white dragon-hide sword scabbard
treasure is the powerful form of your studded with emeralds (value - 5000gp)
enemy, the red dragon. T h e hiss of - three matching engraved gold armbands
f \
her breath echoes loudly in this (value - 750gp each)
confined space. Across the room, - a silver circlet bearing a large opal After your fight against the dragon it
your cousin Tormalline hangs from (value - 3000gp) feels good to be back in the Emerlas.
chains set into the wall. Slowly the - a scarab of protection (8 charges) T h e gentle sound of elvish voices
dragon moves, a n eyelid opens and a - a bag of holding comes to you, accompanied by the
baleful eye glares at you. - a potion of giant strength (brown with deep rumbling of Doak Evergreen.
an earthy taste) Soon you see them rushing towards
- a wand of fire balls (12 charges), the you, their arms outstretched in joyful
Khordarg (red dragon): AC -1; H D 11**; command word “Fraztle” is engraved greeting.
h p 66; MV 90’ (30’)/ Flying 240’ (80’); on it \ J
#AT 2 claws/l bite; D 1-8/1-8/4-32 + - two potions of flying (yellow, tastes of
breath; Save F10; ML 10; AL C; XP 2300; lemons)
THACO 10; B28.

Spells memorised - K12. Young Dragons


First level: charm person, read magic, sleep
Second level: detect invisible, ESP, locate T h e young dragons, Fagtorx and Shalk-
object mog, are coiled together in this small
Third level: clairvoyance, fireball, invisi- cavern. They are both young and neither of
bility 10’ radius them can speak or cast spells.
26 KHORDARG’S L A I R (encounter areas KIO-13)
OF PURCHASE

W MONS
A
I."I*

ortrees will grow. Existingplantsand trees


willcontinuetogrow, but will not bearany
fruitorflowers. Adruidwhocastsartmove
cursespell can restore fertility to the landat
any time. Druids are Neutral clerics of 9th
level orgreater whostudyand maintain the
b a l a n c e of n a t u r e - see the D&D@
Companion Set for more information.

A shargugh has the ability to transport


itself instmtaneously u p to GOO yards. It
does this by p a s i n g into one trre and
emerging lrom another in its destination
area. A shargugh can use this ability 5
timrs per day.

Shargugh aremischievousandare likely to


Sled] valuable objects from any crraturr
rncountering thcm. They are able to pick
pockets with an 85%chance of success and
move silently 85%of the time. To dissuade
shai~gugh from straling, woodland folk
often leave offerings of food and drink for
thr creatures. In return for this, shargugh
have been known to carry out small but
useful tasks. They are also able to hide in
woods in the same way as halflings, with a
90%chance of succcss (src Players Manual
- pagc 47).

Flitterlings are small. silver- coloured Flitrerlings liveinold hollow tree trunksor
humanoids about one-quartrr of a n inch amain specially hollowrdout mushrooms.
..
tall Thev are 01 delicate amear'ance and Flitterlings are so closely linked with their
look like small pixies arnied wit h slcndrr home that they will die in 1-6 days if any
silver swords. damage is done to it. Their homes are
always surrounded by rings of magical
Flitterlings attack only in self-delencc, and mushrooms which the flitterlings tend.
their preferred means of doing so is by These rings consist of mushrooms of
singing. A group of 50 flitterl ings can VdriOUS colours. Eating one mushroom
create a song that has the same t~ f f e cas
t a will havevarious magical effects according
charm monster spell on one aNpponent. on their colour.
Additional groups o l flitterl ings can
attempt to charm other creatures, , h u t two T h c numbcrs of mushrooins i n a typical
groups cannot attempt to charm the samr ring and the effrcts are listcd below :
one. Flitterlings are also able t iI creatr a
song which has the same effect as a fear 5-8 Blue - acts as a neutralise poison
spell (therewrse of thrclerical remove fear spell
spell - Expcrt Rulehook page 5 ) . Both 5-8 Rrd -acts as a haste spell for I
songs havea rangrolG0 feetand f I !itterlings turn
are able to usc each song once pt'r day. 3-6 Yrllow - acts as a clairvoyance
spell for 1 turn
Hit Dice: iB* ( I h p each) Flittering5 are not aggressive, hu t if forced 7.12 Grrcn - acts as a cure light
Move: 30' (IO') to they will attack in groups 01 5, using wounds spell
/Flying: 60' (20') their small swords. Roll once per.round for 40-60 Orange -acts as a nourishing
Attacks: I small szluersword or song each group of five. Armoured vic tims (and meal, thrw will providesurtmanrr
Damage: 1 or 2 and see below monstcrr of AC 5 or better) suffer1 pointof f o r o n e character for one ddg
No. Appearing: 0 (50.300) damage for each successful at1.ack. Un-
SaveAs: E l f 1 armouredvictims(and monsters,ofAC6or T h e mushroom rings are vital to the
Morale: 8 less) suffer2 points. Attacks on fl itterlings flitterlings' existcnce and picking more
Treasure Type: N d will kill a number equal to th'e damage than half of any particular kind will kill
Alignment: L rolled, hut never more than five from one the ring and cause the flitterlings to sicken
XPValue: 6 attack. and die in 1-6 days.
NEW MONSTERS 27
s 0 N
Class: Elf Alignment: Neutral
Level: 7 ChampiodSorcerer
Armour Class: 1 Hit points: 40

Strength: 14 + I to hit/damage rolls (melee weapons only)


Intelligence: 16
Wisdom: 11
Dexterity: 16 +2 bonus to hit roll with missiles; -2AC bonus
Constitution: 13 +1 h p per hit die (included in total above)
Charisma: 10

SAVING THROWS Poison or Death Ray: 4


Magic Wand: 7
Turn to Stone or Paralysis: 7
Dragon Breath: 7
Spells or Magic Staff: 7
SPECIAL ABILITIES: infravision 60’, find secret doors on a
roll of 1 or 2 on ld6, and immune to the paralysing attacks of ghouls.

LANGUAGES: common, elf, gnoll, gnome, hobgoblin, orc,


pixie
SPELLS
1st Level 2nd Level 3rd Level 4th Level
3 3 2 1

STARTING EQUIPMENT
Ordinary Weapons/Armour: lance (does double damage if
charging 20 or more yards); short bow; shield.

Money: 22 gems (value - 2x5OOOgp, 3x5OOgp, 5xIOOgp, 12xlOgp);


450gp; 23sp

Magical Items: chain mail +l;sword +I; dagger +l;two potions


of healing (restore ld6+1 lost hit points or cure paralysis for one
crea t ure).

Pull-out Sheet 0 TSR Inc., All rights reserved


THE LEGEND OF GALANNOR
AS RELATED BY DRUINDER, T H E ELFIN SMITH

Druinder pours you a glass of wine and relaxes in his chair. He starrs into the distance,
though his eyes seem not to focus. After sipping from his glass he begins to spcak.

'Jn ages past, we ekes Jived deep in CanoQbahthFTOheSt and had bew dealings with the Qessek-hued
01 01
within the sa{ety the AOheSt, we phospehed and gheW hich in song and the beauty natuhe. g 0 h some
h adventuhe came upon them, the desihe to visit new p h e s and see sthange peopoes. 01the
dohest {ew hetuhned, b h in those da s aP@hands tuhned against us One who
Jight#ame, the mi hty heho and mage, who was $be no otheh and in song. Fpoh had he thaueoled and the
i
wehe phoud ob his va ouh; many elbin enemies died by his
his name.
was he that even the short-Pived

aPannoh was hestBess in AAQbhe n 01


i;ttabs a b i e bheathin dhagon Baying waste to the &nehPas saw gaPannon mounting his
1
ahgeh and hiding bhth to meet it. Jn the &ehPas he s ew many cheatuhes
havaging ked hagon, to his hi.
01
chaos and IinaQPythachd gohbaQb, the
hiitehyweite k
boast*
~rgalannon dodged aside and then slashed with Scohbane.d I
'CPlrotected by a magic gem and mmed with his sentient swocd Scohbane. alannoh aced the W O ~ MJn. vain it bkeathed its
e swond s iced though the dhagons hide as though
naug t mote than waten. and dhank deep ob its blood. %owlin with huge goitkalk tukned on its tohmentoft. Jt hived
alannoit with hatebul ked eyes and snaked its huge bod honwmds. j a w s sna ped hungcil . and claws thashed. sttiking
2
lalannon oh*-balance. Suhe ob his p e y . gonkalb heane up on his hind legs anjgloated. Jbatehul mistake. 101 galannoh
swept his hands in mystic passes sending lightning speeding against the dnagon.

the powen ob elbin magic. galannoh leapt with Sconbane held bebolre him. g h e swohd. shouting
o~kalk'sthnoat. FThe dmgon thashed and habed with its claws thyin to dislod e the blade.
d i !
gitowled a n g d as galannoh loosened it. heady bok anothen blow. mdly ab e to beep his
spilled blood. balannon stluck again. and sevehed gonkalb's head b~omits body.

'%e battle was not oveh. galannoit was to suhbelr mole wounds as he went thou h gokbalk's Paih slaying the dnagons youn
i 08
and puttin an end to the wohm's line. Seuehely wounded. galannoit headed hac towmds Alhheim takin the dhagons hea
with him. &e nevelr hetuhned; weak lrom lack ob blood he colla sed by the banks the giteen low. %is$llowehs gatkehed
i
i d i! R 08 8
Bok theu Qoitd.an in theu hieh none noticed t e mkival the most beautibut ady eveit to visit mohtal lands.
oite galattnok to a S i k e h s ip. and sunlrounded b ivies. sailed away dong the hilieh and into the moonlight.
11
disappeahed. heh voice came cleah to the assem ed moulrnehs phOmiSing that when the &nendas is again
theatened. mighty galannooh would hetulrn to photect it.

Druinder takes another sip of his wine and his gaze returns to the room and you.

Pull-out Sheet 0 TSR Inc., All rights rrsetved


H 1

I ISION! iI
L,Y

:
5,
1
::::,
:
.+?,-
.. . . . . .
.....
Pathhrack
U
River
Brambles
Silver Path
Treedforest

......
. .L... ......
w;.:>;:?f.
.....
....
, -
. . . ......
. .;.:-,'
_
Cliffs
...___
. . ) :-....
....
-..e . 3;
. .
'.

=.-.HERBALISTS
.....
. . . -..
OF DREAMS

'W
....

-.
..*<.
:,..p.
., ,.: .-*:.y;
.........
........ -
,
.
~

. ..
~

I
IMAP K - KHORDARG'S LAIR 1 square = 10 feet

L
i
MAP E -I T H E EMERLAS

I Encounters and paths


I River and woodland

1 Mist and Hills

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