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Adventure for Characters Levels 4-7

Official Competition Adventure


To Find a King
Bob Blake

TABLE OF CONTENTS
CREDITS
Editor: Jon Pickens
Graphic Designer: Elizabeth Riedel INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cover Art: Keith Parkinson About this Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Interior Art: Ron Randall Tournament Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cartography: Diesel
Special Thanks to: Dave Griggs, Jeff Hartz, SCENARIO 1: THE WHEEL OF TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Dan Lawrence, Martin Newhard, Terry Prim- Players' Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
rose, Jim Ronco, Tom Sievers, Edward G.
Sollers, Dean VanDrasek, and Rex Zinn Tournament Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Loring's Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
SCENARIO 2: LOCKSMITH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Players' Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Dungeon Master's Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Trail to Krell's Manor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Gatehouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Manor Grounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Krell's Manor House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Mountain Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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House Inc. and in Canada by Random House of Canada, Ltd. SCENARIO 3: THE PERILS OF SYMBOLISM . . . . . . . . . . . . . . . . . . . . 19
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SCENARIO 4: DIVINE WINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Players' Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Dungeon Master's Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Any questions on this material should be sent. together with a self- Luggh River Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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POB 756 The Mill, Rathmore Road APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Lake Geneva, Cambridge CB1 4AD Tournament Scoring System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
WI 53147 United Kingdom
Tournament Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Player Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cover

Printed in U.S.A.
ISBN 0-88038-159-0
9107
Introduction
This game adventure contains four first THE PERILS OF SYMBOLISM requires
round tournament adventures that were the characters to quietly penetrate a
originally run at the GEN CON® XVI Con- strongly-held monster lair without tripping
vention. They are the first through fourth the alarms before they are ready to strike.
parts of an extended adventure that has a DIVINE WINE requires the characters to
total of eight parts in all. These adventures pass a mirror maze after various wilderness
can be run separately or together, in either a encounters and answer a series of riddles to
tournament or a campaign setting. The gain their prize.
Dungeon Master (DM) should read each
adventure thoroughly before running it for Treasure and Experience
the players.
In campaign play, the suggested compensa-
tion for each adventure of the quest is 500 gp
STOP! If you are a player, please stop read- (and XP) per character level (less any unusu-
ing here. Knowing the details of this adven-
ture will spoil the fun for everyone. ally high expenses), plus whatever treasure
and magic the party recovers.
ABOUT THIS ADVENTURE TOURNAMENT PLAY
The encounters in these adventures were
originally designed for a team of 10 charac- As tournament adventures, the recom-
ters, levels 4-7, of varying classes and abili- mended running time is 3 1/2 hours per
adventure. As originally run, achieving the
ties. Each encounter has boxed information goal was the primary victory condition,
to be read to the players and unboxed DM
notes describing how to run it. Some en- with area penetration secondary. Casual-
counters have a Tournament notes section ties, then expenditure of resources (items,
with special instructions for tournament spells, etc.), were used as tie-breakers. At
play only. The characters used in the origi- the end of the adventure is a usable scoring
nal tournament have been included at the system. The tournament also has various
back of the adventure. conventions, which follow:
AC = Armor #AT = Number of 1. Players are presented with precreated
Class Attacks characters. Characteristics, equipment,
MV = Move THACO = To Hit AC 0* spell lists, and magical items are listed.
HD = Hit Dice Dmg = Damage Players may not add to or alter this list.
hp = hit points SA = Special Attacks
F = Fighter SD = Special Defenses 2. Players may only use the Players Hand-
M = Magic-user S = Strength book during play. Use of the other rule
I = Illusionist Int = Intelligence books is prohibited. All personal magi-
cal items that the characters start with
C = Cleric W = Wisdom
D = Druid Dex = Dexterity are known and completely understood
by the owners.
T = Thief Con = Constitution
Ch = Charisma 3. There are no wandering monsters in
tournament play. The random monster
This adventure contains the first four tables included here are for campaign
adventures in the epic of THE PROPHECY play only.
OF BRIE. The first, THE WHEEL OF TIME, 4. Monsters will fight to the best of their
is a wilderness adventure with a riddle at its
end. This part of the search is measured in ability unless the tournament notes spec-
days, and may require the player characters ify otherwise; such monsters will neither
to stop occasionally for healing—the pres- check morale nor flee unless noted. Mon-
ence of a cleric on this part of the quest will sters will be fully aware of the capabili-
ties of their weapons, magical items, and
be critical.
The second adventure, LOCKSMITH, re-
spells, and will use these to advantage.
quires both speed and careful negotiation by 5. Tournament characters do not advance in
the players, with the possibility of a nasty level between rounds. The pacing of the
ambush at the end. It requires that the DM adventures is such that no time for training
keep track of two separate lines of action is available between the scenarios.
simultaneously, as these may intersect at
any point in the last part of the adventure.

2
Scenario 1: The Wheel of Time
PLAYER'S BACKGROUND They are led by a sergeant in chain mail.
lineage of the dynasties is remembered.
Two hundred years ago the people of the But there is one king still held in rever- Sergeant: AC 4; MV 9"/24"; Fl; hp 8; #AT
kingdom of Pellham rose in revolt against ence by one and all, Llywelyn the Just. 1; THACO 20; Dmg by weapon, but
the oppressive monarchy of King Alendus Llywelyn! Of course! The Prophecy is otherwise armed as his men.
II. Mobs surged through the streets of the ancient, probably written about the time
capital city of Widdershin, forced their way Note that NPCs, caravans, and pilgrims
of the founding of Pellham. Its authentic- most likely head in the direction opposite
into the palace, and ransacked it. Every- ity is unquestionable, but is this the time
thing of monetary value was carried away the party's course.
of its fulfilment? The map is scaled at 1 hex • 1 mile. Thus
and all else burned. Gwydion has selected your group to
The monarchy was replaced by a council, the party will cover about 20 hexes in a day
investigate and to recover Llywelyn if (5 off the trails), subject to any special
which is currently headed by the seneschal possible. Working closely with scholars
Gwydion. However, that the council is now delays specified in the text. This does not
from the Brothers of Brie, you decide include most normal encounters, which are
floundering is no secret, and this has that the first leg of the quest should be to
resulted in a groundswell of popular opin- too brief to significantly delay a day's
determine if indeed it is time for the march.
ion for the return of the monarchy. A strong return of Llywelyn. The exact nature of
individual is needed now to pull things back the "Wheel of Time" is not known, but it
together, but there is one big problem: who Time frame: The party is not sure how long
is felt to be a druidic device used to deter- the adventure is. They search Loring's
will be king? Certainly not Gwydion nor mine the timing of astrological events.
any of the council! Wood until they find the Wheel of Time or
Loring must refer to Loring's Wood, a decide it isn't there. Do not not actively dis-
Perhaps the answer lies in a packet small forest northeast of Widdershin, so
received from a religious sect known as the courage the party from resting for a few
that is where the quest begins. You may days for healing if they want, but should
Brothers of Brie. Several old manuscripts travel by boat as far as the small stream
were enclosed, the most important of which mention that the number of days they take
that empties into the River Damrosil to find the Wheel is significant in determin-
is the following prophecy: from Loring's Wood, but from there you ing who wins the tournament.
must travel into the forest on foot, as the
creek is unnavigable. You are to find the Spell Recovery: Spell casters can replenish
WITH SIX HANDS OF LORING THE
LOST UPON THE WHEEL OF TIME, Wheel of Time as soon as possible and or modify their spell selections at the begin-
deduce, if you can, its operation, to ning of each day. Keep track of the number
AT THE MOMENT BAZEL MOUNTS
prove that the time of which the Proph- of days the party takes. The best team finds
HIS CHARIOT TO DO BATTLE WITH
ecy speaks is at hand. the Wheel of Time and determines the
THE SEVEN DAUGHTERS, THE
DEAD KING SHALL RISE TO SEIZE meaning of the two light beams in the fewest
THE TRIAD WITH HANDS THAT number of days.
CANNOT GRASP AND EYES THAT DUNGEON MASTER'S NOTES
CANNOT SEE. ALL WARDS BROKEN LORING WOOD Off-trail movement: If; during the adven-
AND THE MYSTIC BARRIERS RANDOM ENCOUNTER ture, the party tries to move cross-country
PIERCED WITH MATING SWORDS, off the trails, mention the thick underbrush
THREE SAINTS AND SINNERS WILL Die and difficult ground they will encounter. If
STRUGGLE IN THE DUST, BOTH Roll Encounter they persist after a third turn, they become
AND NEITHER TO TRIUMPH, AND 1 1-3 black bears lost and eventually circle to the point they
WHILE THE SUNDERED EARTH 2 1-12 wild boars left the path, after losing half a day. In tour-
SPEWS FORTH THE DREGS OF CEN- nament play, there are no random encount-
3 2-20 ogres
TURIES, A NEW ORDER SHALL 4 2-5 owl bears ers.
COME UPON THE LAND. 5 1 giant skunk
6 2-20 wolves Weather: The weather is always clear and
Only three elements of the prophecy are sunny unless otherwise noted in the text
7 2-8 giant spiders
recognizable in this day and age. 8 3-30 stirges (call lightning does not work).
"Loring" was the twelfth king of
Pellham. "Bazel" and "The Seven Daugh- *A standard patrol consists of 10 light hor- Forest Animals: For tournament purposes,
ters" are heavenly constellations that semen in ring mail and shield. All are armed small forest animals do not have any signifi-
periodically move toward one another as with longsword and hand axe, as well as cant information for the party. Let the play-
if going to battle. three javelins. ers have as many such encounters as they
Most intriguing to be sure, but which Horsemen (10): AC 6; MV 9"/24"; F0; hp 5 want, but try to use as little of their time as
dead king? With the looting of the palace possible.
each; #AT 1; THACO 20(2); Dmg by
all those years ago, not even the proper weapon
Start: Play starts with the party on the for-
Light warhorses (10): AC 7; MV 24 "; HD 2; est path. They have left the boat that
hp 9 each; #AT 2; THACO 16; Dmg 1-4/ brought them up the Damrosil and have
1-4 moved inland. The time is early morning.
Game animals and their signs are plentiful.

3
LORING'S WOOD The treants do not animate trees in the their rolls, only five are snared, lowest dex-
tournament. If the party tries to avoid this terities first. Snared characters are whipped
1. CREEK CROSSING encounter by finding another crossing, the upward, to hang six feet above the forest
treants follow and attack two turns later path. It takes a combined strength of 17 to
The forest path you have been following without surprise. pull a character down far enough so the
turns toward a creek that is about 15 feet Remember that fire-based attacks against snare rope can be cut. A snared character in
wide. Here, a huge tree trunk spans the treants are at +4 "to hit" and the treant saves light armor (less than ring mail) and armed
water, its ends buried in the brush and at -4. Fire damage dice are at a +1 bonus. with a cutting weapon may free himself
trees on each side. The path continues on If the party tries to run from the treants, from the snare in four rounds.
the other side, winding further into the base chance for evasion depends on the Meanwhile, the unsnared members of the
Loring's Wood, and the paving stones of movement of the slowest character in the party are surprised by three giant spiders.
an old road can be seen there. group:
Spiders, giant (3): AC 4; MV 3"*12"; HD
9" or less.......30% 4+4; hp 12,15,20,25; #AT 2; THACO 15;
The old road is an ancient trade route 12"..............50% Dmg 2-8; SA poison, webs
through Loring's Wood. The characters
remember this fact if the players ask. No Add +10% if the evading group has less than The surprise round the spiders shoot webs
further information about it is available. 6 characters. Add +30% if the group leaves at random party members. Treat the attack
The "log" is actually a treant. the trail. as short range missile fire, counting all char-
The treants receive free blows each round acters as AC 10 (base "to hit" is a 5), modi-
Treant: AC 0; MV 12"; HD 10; hp 40; #AT a disengaging group fails to evade. fied by dexterity. Characters struck are out
2; THACO 10; Dmg 3d6/3d6; SA ani- of the fight unless freed (this takes 10 rounds
mate trees; SD never surprised 2. THE FIRST FORK unless the webs are burned). After the sur-
There are two more here, one at each end of prise round the spiders close to melee and
the bridge. attack.
After leaving the creek, the trail winds The party may try to set fire to the webs
AC 0; MV 12 "; HD 10; hp 35 (far bank), 50 through the forest. Occasional ancient the spiders are using for movement. Handle
(near bank); #AT 2; THACO 10; Dmg paving stones reveal that you are still on this situation in the following manner:
3d6/3d6; SA animate trees; SD never the old trade route.
surprised 1. Roll 1d20 for each spider. On a roll of 11
Be sure to announce whenever a party has or better, the spider has jumped off the
Long ago, the treants were warped by evil burning web to safety with no damage.
come to the end of a day. Eventually, they
magic. Now evil themselves, they intend to
reach the first fork in the path. An examina- 2. If the roll is 10 or less, the web is burned
ambush the party as it crosses the creek. tion of this area reveals that the old road lies
If the party crosses here, the treant on the out from underneath the spider, which
along the right path. falls to the ground, taking 1-6 points of
far bank automatically gains a surprise
attack at +4 "to hit" against one character damage.
2a. THE LEFT PATH
who crosses the bridge. The one on the par- The actions of the ettercap depend how the
ty's side then suddenly attacks the rear of spiders are doing. If they are losing badly,
the party the same way. The left path leads deeper into the forest. the ettercap will avoid the party altogether.
Simultaneously, the "bridge" rises, dump- The foliage is quite thick, completely If the spiders are doing well, the ettercap
ing all the characters on it into the creek, blacking sunlight and the air is still and will sneak out and start binding the snared
which is four feet deep. The treants are intel- musty-smelling. On all sides, huge, ropy characters, approaching from behind with
ligent, and try to make their ambush as vines hang from the trees, some tightly some of his web material. One character
complete as possible. Thus, an unwary stretched. A vague feeling of uneasiness will be bound in two rounds. A snared char-
party might find its front and back members hangs over each of you, as if your small acter may attack at a -3 penalty the first
surprised, and the central ones thrown into band is being watched. round and -5 the second, but will be helpless
the water! thereafter. Also, all defensive benefit from
A party that specifically studies the vines dexterity or shield is lost. Once all snared
Tournament notes: If the druid asks what realizes that some of them are actually characters are firmly tied, the ettercap will
type of tree the log is, the treant looks like strands of spider webbing. A party that kill them one at a time at random, using its
an oak tree unless the druid comes within takes the hint and returns to the fork avoids claws and bite (twice normal attacks; auto-
melee distance to make a careful examina- this encounter. matic hits for maximum damage).
tion. At close range, he discovers the This is the lair of an ettercap. A party that
ambush and the treants attack without sur- Ettercap: AC 6; MV 12 "; HD 5; hp 24; #AT
continues runs afoul of the snares of the 3; THACO 15; Dmg 1-3/1-3/1-8; SA
prise. ettercap. Have each character roll 4d6.
Attempts by lightly armored characters poison
Those who roll their dexterity or less on
to jump the creek result in them missing the 1d20 avoid the snares (these, with the aid of If reduced to 8 hp or less, the ettercap sur-
opposite bank and falling into the water. a springy sapling, jerk the victim feet-first renders and start wheedling and whining for
The stream banks are too muddy to provide into the air, to hang upside down and the party to spare it. If questioned, it pleads
good footing. defenseless). If six or more characters fail ignorance, but tells the party to look for the

4
mad hermit (the ettercap knows what will that lasts 24 hours. If the party searches in
happen when they reach encounter 5, and thick, though it is not difficult to see the leaves near the base of the cairn, they
expects them to die there). clearly some distance into it. find the remains of a lyre. Atop the instru-
As you round the shoulder of a small ment is an oddly proportioned leather glove
2b. THE RIGHT PATH hill, a beautiful glen opens before you. It in perfect condition. The glove is odd in that
is approximately 100 yards in diameter it is half again as wide as a normal man's
and covered with a thick turf of lush hand and monogrammed with the letter "L."
The old road leads straight south grass. The perimeter is ringed with If it is moved, the portion of the lyre
through Loring's Wood. You notice that stately beech trees that must be at least revealed shows no sign of rot or disintegra-
there are fewer game animals about, and 300 years old. Near, but not exactly in, tion. A detect magic reveals that the glove is
their signs are quite scarce. Here and the center of the glen is a copse of smaller magical, but not the lyre. The glove
there it looks as if something large has beeches, whose branches have grown belonged to Loring the Lost, though it is
broken down trees and flattened the veg- together to form a leafy canopy above a vital you make NO mention of him at this
etation. Deep, muffled croaking is occa- small cairn of rocks. time. Loring was the twelfth king of
sionally heard through the dense foliage Three paths leave the glen, heading Pellham and also a bard. He drank from this
ahead. Suddenly, the path opens into a northwest, northeast, and southwest. same basin and wandered away to who-
clearing, revealing a cave opening in the knows-where. (He is encountered in a later
side of a small hill to the left. The party may bypass the cairn and exit on adventure in this series.)
the other side of the glen with no apparent ill
The cave is the lair of a two wyverns. effects. If they choose this course of action, 4. THE FORD
proceed to 4. If they investigate the copse
Wyverns (2): AC 3; MV 6"/24"; HD 7+7; The path continues to a fork. The left
and cairn more closely, read the next para-
hp 42,50; #AT 2; THACO 13; Dmg 2- branch has paving stones from the old trade
graph.
16/1-6; SA poison tail route while the right winds off into the for-
The wyverns are presently watching the est in the general direction the party has
party from the vantage point of a 60-foot- Set amid a drift of leaves, the cairn has been traveling. The players must decide
tall oak tree on the right side of the clearing. been built in the form of a 5-foot high which way to go.
They swoop to attack if the party enters truncated cone, the 10-foot diameter
their lair, or when the party attempts to base tapering to a top 2 feet across. There
is a shallow depression in the top of the The circuitous woodland track leads
leave the glen. once again to the stream, and it's appar-
cairn that holds a clear, watery liquid.
ent that the stream must be crossed in
3. THE STONE CAIRN order to continue. There is no log bridge
The bard's legend lore ability does not iden-
Beyond encounter 2 the party comes to the tify the cairn nor the liquid, which has a this time, but rather a simple ford.
point where the trail from encounter 2a musty odor. The liquid is magical. Drinking
rejoins the old road (2b). from this basin will befuddle the mind of the The water is only a few inches deep and the
imbiber to the extent that he will forget who bottom is hard-packed and sandy. There is
he is, who his friends are and why he is in no problem for the characters here at all,
The forest path twists and turns, rises though the description is included for par-
and falls as it negotiates increasingly this forest. A saving throw vs. spells (at a -2
penalty) is applicable. A dispel magic can- ties who wish to take elaborate precautions.
rougher terrain. The forest growth is
cels this effect, though a deep sleep results
5
5. THE MAD DRUID Fourth level: call woodland beings, halluci-
natory forest, dispel magic, plant door, pro- The trees begin to move even as the
tection from lightning strange creature finishes his tirade.
Onward you travel, the path leading Fifth level: pass plant, control winds, com- Escape the way you came is impossible,
deeper into the forest. The terrain here is mune with nature but a small gap in the closing circle of
quite rocky, and those with sharp ears Sixth level: cure critical wounds, wall of writhing, menacing trees remains open.
can hear a deep, melodious chanting thorns
coming from somewhere ahead. A faint Seventh level: transmute metal to wood The animated trees force the players in the
path can be seen winding away in the direction of the gap. Deciding to stand and
opposite direction from the chanting. A Eveyd has cast barkskin on himself to give fight is futile, for even if Eveyd is slain his
strong wind has sprung up, as the tree him AC 9, as well as protection from fire trees ruthlessly attack to slay the invaders.
tops sway violently back and forth. and protection from lightning. He has also The ring of trees continue to close and force
cast hallucinatory forest to double the num- the party into the next encounter area.
If the party takes the faint path, they travel ber of apparent trees. Notice that the player If Eveyd is attacked, the trees hold off the
through the forest until they come to druid can walk through these phantasmal party while he casts warp wood (if appropri-
another ford. Once they cross the ford they trees, but the others cannot, even if he tells ate), then heat metal on one attacker's armor.
eventually come to encounter area 8. Other- them they are not real. When it has reached maximum temperature,
wise, proceed with the following encounter. Eveyd has lived alone in this same forest he casts transmute metal to wood. The now-
since a young man. Unfettered by the obli- wooden armor spontaneously bursts into
Tournament Note: Once the party disturbs flames, doing damage equivalent to a direct
the mad hermit here, they have few gations of society, he has devoted his talents
to the art of animating trees. hit with four flasks of flaming oil for a total
options—the hermit uses the trees he con- of 12d6 damage. (Tournament note: any
trols to force the characters into a quicksand Trees: AC 2; MV 3"; HD 2; hp 8; #AT 1; magical metal armor fails its saving throw if
trap. This part of the action must flow rap- THACO 16; Dmg 1-8 this happens in tournament play.)
idly and smoothly—do not let play slow Eveyd then casts wall of thorns, such that
down here. This is accomplished by the chanting, and
his power is such that all trees within the a rectangle is formed around himself, each
sound of his voice are thus affected. He has end being 10 feet long and each side 20 feet
Cresting a rocky rise, the chanter can be a telepathic link with them, thus being eas- long. Each wall thus formed is 10 feet high
seen amidst a group of trees. He is an ily warned of intruders. There are literally and 2 feet thick. If forced into melee, he uses
ancient creature, his cracked and weath- hundreds of trees here that he may com- the Gem of Silvanus rather than his staff. If
ered features making him appear much as mand, but they will only attack if the party he has taken 50% or more damage, he casts
a tree himself. He is clad in thin bark, and attacks them or Eveyd first. plant door to escape to his forest, then free.
apparently has no concern for appear- Eveyd's advanced age makes him a link Eveyd will feign death if it appears that he
ances as his garment is tattered and his with the past, and his telepathic abilities will die before he can escape.
straggly dirty-gray beard and hair are tan- enable him to pick up on the thoughts of all The Gem of Silvanus is a walnut-sized
gled and unkempt. He has not seen you, beings, thus he knows the party's quest. He stone composed of compressed wood fibers
though his chanting has quickened its knew Loring, and knows of the Wheel of whose use is restricted to druids. Anyone
pace and the whole forest now seems alive Time, but remembers neither with fond- touched or struck in melee by this object is
and mimics his movements. ness. Loring accosted Eveyd, desiring the polymorphed into a tree of the wielder's
location of the Wheel, and Eveyd reluc- choosing. A saving throw vs. polymorph is
The party is now free to take any action tantly gave the information, for while he allowed, but half-elves save at -1 and elves
they wish, including going back to the other had no connection with the druids who at at -3, being more susceptible to the effects.
path. that time maintained the shrine, he was
The man is Eveyd, a 315 year-old half-elf loathe to tell of its whereabouts to a stran- 6. THE MARSH
druid. ger, and a human at that. So he directed him
to the magic pool (area 3), and Loring never
Eveyd: AC 10; MV 12"; D 12; #AT 1; You manage to escape the closing ring of
found the Wheel. The remembrance of these trees through the small gap in their line.
THACO 14; Dmg 1-6; S 10, Int 16, W 18, events enrages Eveyd, and his wrath now
Dex 10, Con 12, Ch 15 The reason for the gap is now
falls on the characters.
apparent—a low bluff and a shear drop
He owns the Gem of Silvanus and a quarter of 15 feet onto flat ground awaits as the
staff. His spells are: trees move in!
"By root and branch! Beset again am I by
First level: animal friendship, entangle, fools, but not by one but (fill in the num-
ber of live characters in the party) this The flat ground is quicksand, and the
faerie fire (x2), pass without trace, speak
time. I know ye seek the Wheel of Time, morass is too wide to jump to the other side.
with animals
and ye will fare no better now than did There is no way the party can avoid being
Second level: barkskin (x2), feign death, forced from the bluff, though those with the
cure light wounds (x2), warp wood, heat the hapless Loring. Duped was I then,
but never again! My true friends will aid ability to levitate will be able to escape the
metal
me in your utter annihilation that I may quicksand and see the coming rescue.
Third level: call lightning, neutralize poi- It's not really the end, of course, but be as
son, tree, protection from fire, stone shape be left in peace."
dramatic as possible in the description of
6
this scene. Any hurried attempts the party
makes to extricate themselves prove fruit- "Ah, good! They're finally coming from the west, and we from the east.
less. Ropes thrown at the animated trees are around," says the man. "Esmerelda, Interested in seeing what we've
broken and thrown back, shrubbery along gather the other women and cook some mapped?"
the edge pulls out by the roots, etc. Finish food. These strangers are cold and hun-
this quickly, as the only purpose of this sec- gry, and that's a fact. Shoo now! Go! The map that Mikhale produces is accurate,
tion is to lead smoothly into the next Go!" The old crone acknowledges the though he's left out some important details.
encounter. It should not waste the party's command with a nod and a "Yes, If the party wishes to purchase a copy of the
time or resources. Mikhale," then goes to do his bidding. gypsy map, it costs them 100 gp, or a magi-
Mikhale turns his attention back to cal item. It shows the road from this point to
you. "Well, my friends, and a near thing area 8, the tunnel, and beyond to the edge of
As the party sinks into the morass, you it was. We came up on that quicksand Loring's Wood. Mikhale continues:
hear shouting from the direction oppo- just as the last of you were going down. I
site the bluff. Many colorfully dressed don't know what trouble you're in, but
men are running up to the far edge of the I'll suffer no man, or lady for that matter, "You know, I could not help but over-
quicksand. They are the last thing you to drown in a slimy bog. Four of our lads hear that madman with the funny trees
see before you go under. dived in and pulled you to safety and, as shout something about Loring and the
you were unconscious, we brought you Wheel of something-or-other. I and my
here to our humble camp. Rest your- small band are searching for the Wheel
7. THE GYPSIES selves now, while we build up the fires of Fortune, once the pride of our clan but
and feast. If you need anything, simply lost long ago by my great-great uncle
The party is rescued from the quicksand by ask." Lenard, the gods curse his soul!" he mut-
friendly gypsies and is taken to their camp. ters, spitting on the ground.
Those who sank in the quicksand awaken to "Ever since that luckless day we have
This is a band of gypsies who really did hap-
find themselves once again on dry land, been vagabonds, unwelcomed and
pen along at the right time. His story is true,
their clothing has been removed and hung unwanted. Our search may never end,
from trees to dry, and their equipment as far as it goes. The party finds, however,
that some of their items are missing (the but I and my sons and their sons shall
neatly piled nearby. items are only missing if the character lost never turn from our task. But perhaps I
consciousness): can aid you. We passed a highly deco-
rated wooden wheel set in a shrine on
Looking around, many people can be 1) Lyman dagger, all money our journey from the east. If this be your
seen. They are dressed in bright, almost 2) Silevran potion of healing wheel, you need but follow the pathway
gaudy, clothing and from the many wag- 3) Jenelle shield, all oil toward the rising sun and you shall have
ons, you surmise that they are nomadic 4) Tremblaine nothing an end to your troubles. Good night,
gypsies. There are close to 50 men, 5) Arwyn sandals
women, and children busily engaged in weary travelers, and may Dagda watch
6) Brutelle all money, torches over you. I and Bluebeard must be off to
everyday tasks. They pay you little 7) Dugal all arrows +2, tinder box
heed, except for two standing nearby. bed." With that he leaves you and climbs
8) Ringo net, gem, wine skin into a gaily decorated covered wagon,
The most commanding figure is a bear of 9) Glynnis all money leaving Bluebeard on a perch by the cur-
a man, 6 feet tall and you'd guess 220 10) Berta nothing tained opening.
pounds, dressed in a bright yellow, sat-
iny shirt, black pants and heavy leather The gypsies will also have burned two (2)
boots. A vibrant green scarf fits snugly charges from the wand of lightning in an There is not much else to be done here. The
about his head and a gold loop dangles attempt to figure out what it is, so subtract gypsies all turn in for the night, leaving the
from his left ear. He is clean-shaven these if applicable. If Mikhale or any of the party to their own devices, though there are
except for a bushy black moustache, and other gypsies are confronted about these six guards left to watch the wagons. If the
his breath reeks of garlic. Upon his missing items, he shrugs his shoulders and party tries to investigate the woods they are
shoulder sits a magnificent parrot, with a states that obviously they were lost in the warned away by the guards. The party must
little hat of the same green material as his quicksand. Actually, the items have been not find the secret trail to area 9 at this time.
master's scarf. removed from camp and buried in the for- If the party wishes, they may talk with Blue-
By his side stands a wizened, hunch- est. The party may search if they wish, but beard; he even flies over to them if they
backed old crone of indeterminate age they never find them. After they have fin- whistle and offer some food. This way they
who is clad in black homespun. The ished eating it is full dark and Mikhale can talk and not be overheard.
black shawl she has pulled over her head engages them in conversation. The parrot is Bluebeard's normal vocabulary consists
hides most of her features, though you sitting on his shoulder, attentive but quiet. of these four phrases, "Birds can't talk,"
spy a few wisps of steel gray hair, and her "Won't say," "Tell your fortune?" and "How
beak of a nose dominates her face. You are you fixed for blades?" As long as he is
"Feeling better now? Good! None the questioned normally these are all the words
are particularly struck by the intensity of
worse for wear, I see. I've been itching to he knows. Have fun with this! If the monk
her eyes, like glittery, polished obsidian ask you about the map you've made. I
chips that dart nervously, missing noth- uses her speak-with-animals ability, or the
see that you have come into this wood druid a speak with animals spell, Bluebeard
ing.

7
volunteers some very interesting informa- Mikhale and his gypsies bribed their way fied by dexterity bonus if applicable. The
tion: through this pass with a wagonload of wine, dragon then engages in melee to the finish.
but didn't see fit to warn the party. Who
1. Bluebeard has seen the secret path to the knows? If the party is destroyed the gypsies
west that starts in the woods beyond the might be able to talk the giants out of their Safe for the moment, you now have the
gypsy camp, and will suggest the party loot! The giants do not negotiate with the opportunity to examine the stones. The
go that way. party. They hurl boulders until the party is tall ones form a rough circle, and enough
2. A few miles to the west is a large circle of close enough to melee (two volleys at least), of them have lintels bridging the tops of
standing stones guarded by a huge black then strike with their massive fists. two uprights that it is possible to imagine
lizard. If the party vanquishes the giants, they that all the monoliths were once so
3. Mikhale forgot to mention that there are find the cave to be the entrance to a tunnel capped. The hub of the circle is domi-
two mountain giants on the eastward on the old road, nothing more. The only nated by a huge stone disc, deeply
path. thing of value in the giants' possessions is a carved with symbols and runes and
4. Bluebeard saw nothing of any circle or faded map that shows the beginning of the mounted horizontally on carved repre-
wheel when they passed through on the sentations of serpents. In the center of
secret trail at area 7. Alternately, the party
east road. the disc is a pinnacle about 10 feet tall,
could go to the gypsy camp. The gypsies are
Proceed to area 8 if the party chooses to fol- gone, but the ranger or druid are able to find topped by a crystal. Emanating from this
low the path to the east, or area 9 if they fol- the secret trail if the area is searched. crystal are two brilliant beams of light,
low Bluebeard's advice and take the secret Characters who follow the road east tra- though the source of the illumination is
path to the west. vel for half a day before leaving the forest. It not visible. The vivid shafts of coruscat-
takes half a day to return to the tunnel ing (sparkling) light strike the rim of the
entrance where they met the giants. disc at two distinct and separate points.
8. A MOUNTAIN CAVE
9. THE CIRCLE OF STONE This, of course, is the Wheel of Time. The
The way becomes broader as you head crystal acts like a prism to refract beams of
steadily eastward, and eventually the light. The conjunction of the constellations
remains of the old road are discovered; Travel through the thickets of the secret
path is difficult, but not impossible. One Bazel and the Seven Daughters occurs every
more of the major route that once passed 40 years. It results in an extremely bright
through Loring's Wood, long ago aban- striking thing is that all normal forest
sounds have ceased. In fact the silence is light, bright enough to activate the crystal.
doned. The terrain is quite hilly and The other light source is the moon, whose
rocky, the foot hills of the mountains oppressive, much like the feeling just
before a violent storm strikes. Through the orbital eccentricities result in its light strik-
that can be dimly seen far away. There is ing the crystal from different angles. These
a booming noise like thunder, though the wild tangle, tall stone shapes rise among
the trees, and from amidst these emanates two light sources are refracted so that con-
sky holds no hint of a storm. centrated beams strike the rim of the Wheel
The crumbling paving stones swing in a a dim, though definite, white glow. A tell-
tale thump and the swish of a heavy body at different points. The timing of events is
wide curve around the foot of a hill. Before accomplished by measuring the circumfer-
you, the road runs straight through a nar- moving through leaves and forest debris is
your only warning before a huge form, ence of the Wheel between the points. The
row defile, heading sharply upwards. measuring device in this case is the magic
About 150 yards ahead you can make out blacker than the pit, with evil yellow eyes
rears in front of you and opens its gaping glove the party should have picked up in
the mouth of a cave, perfectly circular and area 3.
highly carved, framing two gigantic fig- maw. Black dragon!
Six glove widths exactly measures the cir-
ures. The thunder is their laughter, as they cumference between the two light beams,
are engaged in some game, which you The monster is an old black dragon. thus proving this part of the Prophecy. If the
must have interrupted, for they stop, peer Black dragon: AC 3; MV 12"/24"; HD 8; players do not have the glove, they cannot
down at you, then say, "Step aside, ants, or hp 48; #AT 3; THACO 12; Dmg 1-4/1- verify the time, even though they may guess
suffer the consequences!" Stooping over, 4/3d6; SA acid breath at the proper method. Even with the glove,
they each retrieve huge boulders from the they must state that they are using it as a
roadside and hurl them down the narrow He is not exactly guardian of the shrine, as
ruler to measure the distance between the
canyon. The stones bounce off the sides of his evilness does not permit him to enter it,
but this is his territory and he defends it. beams at the rim of the Wheel to succeed.
the canyon and gain speed as they bear If the party fails to find the glove, then it
down on you. After his initial acid attack, he takes to the
isn't time for Llywelyn to return (though
air and swoops in twice more, using its
you can always introduce the glove into
The two mountain goats are just passing breath weapon (48 points of damage, save
for half). Determine the victims randomly, other adventures if desired). If the players
through, camping here only for a short can't figure out how the glove works, but
while to scout out the country. but assume only one per breath unless the
party deliberately closes ranks. After using wants to continue the quest, always send a
Mountain goats (2): AC 4; MV 12 "; HD 12; learned NPC scholar back to the Wheel with
his three breath attacks he attempts to land
hp 50, 60; #AT 1; THACO 9; Dmg 4dl0; them—the conjunction can be assumed to
(for 3d6 damage) on a random character,
SA hurl rocks up to 20" for 2d8 last several weeks in this case.
who may dodge by saving vs. death, modi-

8
Scenario 2: Locksmith
PLAYERS' BACKGROUND DUNGEON MASTER'S NOTES MOUNTAIN
Unknown to the seneschal, Krell has sent RANDOM ENCOUNTER TABLE
You have completed the first task in the out more than one messenger in an effort to Die
quest to restore the lost king, Llywelyn, sell the keys. He has been contacted by Roll Encounter
to the throne of Pellham. In Loring's another interested party. He has agreed to
meet with them as well, and on the same 1 1-6 brown bears
Wood, you found the Wheel of Time and 2
day! Krell really does not know the signifi- 2-8 hill giants
proved that the time spoken of in the
Prophecy was at hand. Now the sene- cance of the keys, though he is smart 3 1-6 griffons
enough to realize that they are obviously a 4 20-50 merchant caravan
schal Gwydion has summoned you again
set. He keeps them in a velvet bag sealed 5 6-9 NPC party
for another task that, if successfully 6 patrol
completed, hastens the return of good with a braided gold wire, and does not open
King Llywelyn. it for inspection—caveat emptor! He has, in 7 10-40 pilgrims
fact, removed and hidden one of the iron 8 2-20 wolves
Lord Krell, also known as Krell the
Robber Baron, has sent word by trusted keys. Once the deception is discovered, he
messenger to Gwydion that he has in his sells the remaining key for another 10,000
possession a set of keys, from antiquity. gp. THE TRAIL TO
If the council is interested in them, he is It must be emphasized that Krell's strong- KRELL'S MANOR
prepared to sell. hold is very strong. There is no hope for the
Krell has justly earned both his titles. party to go in and take the keys by force. 1. THE GRIFFONS
He is a robust fighter who honed his craft While it might be possible to slay Krell him-
early in raids against orcs and hobgob- self, the 100 or so troops and other retainers
It is the last morning before the night of
lins to the south and east, and single- at the manor can easily overwhelm anyone
the new moon. You expect to reach Krell
handedly slew the dragon Hoarfrost in daring to use force!
A key feature of this adventure is the Manor at noon, in another two hours of
the wintry wilds of the Caspan Moun- easy riding. The road twists and turns
tains. The hoard of the dragon was vast, delay assessed against the party when they
through the mountains, getting steeper
and allowed Krell to build both a forti- choose a course of action that slows them
all the while. For some time, a group of
fied manor house on a plateau overlook- down. Keep careful track of the number of
turns the party is delayed. The more the six black-cloaked horsemen has been vis-
ing the only pass through the mountains ible on the road about a half mile ahead.
south of Widdershin, and a gatehouse player party is delayed, the longer start the
As they ride behind the intervening
astride the main road at that point. As he evil party has to make its escape. Delays are
specified in the encounter key. It is impera- shoulder of a wooded slope, your obser-
controls the traffic, Krell also exacts a vation of them is suddenly interrupted
toll for passage. Some think his fees are tive that you keep an accurate tally of
by shrill cries from above.
outrageous, hence his second title. delays.
The seneschal has done very little to Time and Movement: The map is scaled so
hinder Krell in his business dealings, as that a character mounted on a light horse There is effectively no surprise here, as the
Krell has on more than one occasion can move 3 hexes in one game turn, while a two griffons are closing to the attack.
thwarted invasion attempts through the character on foot can move 1 hex in a game Griffons (2): AC 3; MV 12 "/30"; HD 7; hp
pass and has never molested a tax collec- turn. 27, 35; #AT 3; THACO 13; Dmg 1-4/1-
tor. 4/2d8
The purchase of these keys has been Horses: For tournament purposes, all char-
approved, and you are to go to Krell acters are assumed to be mounted on light The griffons are not in league with the evil
Manor to settle the matter by the time of warhorses. faction. This is simply an unfortunate
the new moon, a fortnight hence. The Warhorses, light: AC 7; MV 24"; HD 2; hp encounter for the players. The party has
keys, lost for centuries, are believed to be 12; #AT 2; THACO 16; Dmg 1-4/1-4 time for one missile attack (two if they don't
the ones used to seal Llywelyn's tomb; arm for melee). Anyone who attempts to
how Krell came by them is unknown, but Campaign note: Random wilderness ride in pursuit of the horsemen is attacked
it is obvious he does not know their value encounters occur only if the party wanders by a griffon in preference to other targets.
as he has asked the ridiculously low price off the main road, or takes more than a day
of only 10,000 gp for the set. According to to complete this adventure. 2. HAZARDS OF THE TRAIL
Gwydion, each key should be a foot long
and sparingly bejeweled, three of silver,
three of gold and three of iron. The mysterious horsemen are now out of
Gwydion has entrusted to you a small sight, and you continue your winding
chest containing the 10,000 gp in gems journey to Lord Krell's manor. The road
and jewelry. You are to time your jour- becomes rougher as you travel, and the
ney to arrive at Krell's stronghold at the lead horse shies away from a small slide
time of the new moon, seal the bargain of hand-sized rocks clattering down the
and return with the keys. steep slope to your right.

10
The trickle of rocks is the danger sign of an 3. KRELL'S GATE
impending rockslide trap. If the party halts leader strides to the center of the road
and sends a character able to find traps and stops, legs wide spread and sword
ahead, a trip wire is found mere inches in The road continues up into the moun- held firmly in front of him. "Greetings,
front of the lead horse. A dwarf can verify tains, climbing a little more gently now travelers. State your business at Krell's
new construction upon close examination of than before. As you crest a small rise, Gate."
the rocky slope. A ranger who looks for Lord Krell's manor is visible on a plateau
tracks notes that a horse with a broken shoe overlooking the pass. One hundred feet If asked if another party has arrived, the ser-
has recently passed here. below, a fortified gatehouse, much like a geant says that another group rode through
If the slide is triggered, the front two castle, spans the road and completely six hours ago. (If any players ask how far
ranks of the party are hit by the falling rocks fills the pass to a height of 40 feet. the other party was ahead, tell them the
and boulders. Each rider or mount involved Numerous men-at-arms can be seen other party should be less than an hour
takes 2d8 damage (9 points of damage in walking its crenalated battlements, and ahead.) This gatehouse is quite well forti-
tournament play). more wait before its oversized portcullis. fied.
The mounted group ahead of the charac- Gate Guard:
ters are representatives of an evil faction When the characters approach the guards
near the portcullis, read the following. Sergeant: AS 3; MV 6"; F4; hp 34; #AT 1;
that is intent on getting into Llywelyn's
tomb. Krell has agreed to meet with them THACO 15; Dmg 1-10+3; S 17; Int 12; W
today as well, figuring first come, first 11; Dex 15; Con 16; Ch 8
Ten men, clad in chain mail and tunics of The sergeant is in scale mail with a two-
served. While the party was engaged with black and crimson, each armed with a
the griffons, the evil party stopped and hast- handed sword +2
halberd and a club, and a large fellow Heavy footmen (10): AC 5; MV 6"; F0; hp
ily rigged the deadfall. toting a two-handed sword, stand guard. 6 each; #AT 1; THACO 20; Dmg 1-10 or
As the guards snap to attention, their 1-6

11
The footmen have scale mail and shields, OPTION 2: FOLLOW THE NPCS. The 7. Yard. Exercise and training area for both
halberd, and club. guards exact a toll of 10 gp per person and cavalry and foot soldiers.
open the gate. You may describe the interior
On the battlements: of the gatehouse to them (buildings 1 to 7). KRELL'S MANOR
Leader: AC 4; MV 9"; F3; hp 20; #AT 1; After leaving the gatehouse, the party
THACO 18; Dmg 1-6+1 should be told that they see no one ahead of All the action in this part of the adventure
The leader wears chainmail and has a them. If a ranger noted the broken horse- occurs in just a few rooms of the manor
military pick. shoe mark at the rock slide and checks house, though all rooms are detailed for
Heavy crossbowmen (20): AC 5; MV 9"; completeness. Likewise, the rest of the
again, tell him that no such mark is appar- buildings on the plateau are included to give
F0; hp 6 each; #AT 1; THACO 20; Dmg ent in the tracks on the road. Announce the
1-4+1 or 1-6 the party an idea of Krell's holding. Remem-
periodic passage of turns. Penalize the party ber, this is Lord Krell's personal property,
They wear chainmail and have crossbows one turn each turn they say they will pro-
and short swords. and visitors cannot simply wander around.
ceed with the chase. There is nothing at
At each portcullis: Point E at this time, as the evil party is still 8. Inner Barbican. Two 30-foot-diameter by
in the manor. When the player characters 30-foot-high towers connected by a 20-foot-
Leader: AC 4; MV 9"; F3; hp 17; #AT 1; decide to give up and return to the gate,
THACO 18; Dmg 2-8 wide by 30-foot-long by 20-foot-high build-
assess half the number of turns delay for the
The leader has chainmail, shield, and return trip. (If they decide to return after ing are set in the curtain wall that totally
broadsword. only one warning, they lose only one turn.)
surrounds Lord Krell's holding. This fortifi-
Light crossbowmen (20): AC 5; MV 9"; F0; cation, once serving the same function as
Rerun encounter 3.
hp 5 each; #AT 1; THACO 20; Dmg 1-4 the gatehouse, is manned by 20 heavy foot-
or 1-8 OPTION 3: SEE KRELL. The guards let the men led by a captain.
They have chainmail, light crossbows and party through the portcullis (you may Heavy footmen (20): AC 5 (scale mail and
military forks. describe the interior of the gatehouse to the shield); MV 6"; F0; hp 6 each; #AT 1;
Reserves: players, buildings 1 to 7), then open another THACO 20*; Dmg 1-10 (halberd) or 1-6
that opens onto a path up the mountainside (club)
Heavy footmen (30): AC 5; MV 6"; F0; hp to the wide plateau and the manor house
6 each; #AT 1; THACO 20; Dmg 1-10 or proper. Go to building 8. Captain: AC 3 (banded mail and shield);
1-6 MV 6"; F3; hp 18; #AT 1; THACO 18;
The footmen have scale mail, halberds, and THE GATEHOUSE Dmg 1-8 (battle axe)
clubs. They do not look for much trouble since the
1. Cavalry Barracks. These are quarters for
Light horse leader: AC 4; MV 9"/24"; F2; guards on the road do not allow anyone
the light horsemen (detailed in encounter 3)
hp 15; #AT 1; THACO 20; Dmg 1-6 or 1-8 when off duty.
access to the path without proper clearance.
The leader has banded mail, shield, javelins, The captain asks the party to state its
and longsword. 2. Stable. There are 40 light horses kept in
business. If the party decides to fight their
Light horsemen (20): AC 6; MV9"/24"; F0; way in, for some reason, go to OPTION 1;
the gatehouse. if they state that they are emissaries from
hp 5 each; #AT 1; THACO 20; Dmg 1-6
or 1-8 Horses (40): AC 7; MV 24"; HD 2; hp 9 the Council of Widdershin to see Lord Krell,
The horsemen have ring mail, shield, jave- each; #AT 2; THACO 16; Dmg 1-4/1-4 they are passed through the gate and
lins (3), and longsword. escorted to the manor house proper (9).
Twenty of them are stabled here at any
Horses: AC 7; MV 24"; HD 2; hp 9 each; given time.
9. Manor House. This is the most imposing
#AT 2; THACO 16; Dmg 1-4/1-4 structure on the plateau, and houses Krell
3. Corral. Another 20 light horses are kept
and his more intimate associates. It is a two-
The party now has three options: here, ready for immediate action. story stone building, and itself well forti-
OPTION 1: ATTACK. The description of 4. Smithy. The blacksmith is mainly occu- fied, reflecting Krell's military background.
the defenses at the gate area should be suf- pied with shoeing the horses, though he is After the party has cleared the barbican,
ficient to deter such action, but if they quite capable of making minor repairs to
they will enter the manor through the dou-
decide to fight anyway, have the gate guard armor and putting a keen edge on a sword. ble doors in the front. (See the Key to the
retreat into the gatehouse as the portcullis is Manor House for further details.)
lowered, while the bowmen pepper the 5. Storage. This building contains fodder
party with quarrels. Krell is expecting them, 10. Guard Barracks 1. The ground floor of
and tack for the horses. this two story building is a common area,
but he brooks no violence or high-
handedness from them, even if they are while the upper floor provides sleeping
6. Foodstuff Storage. Also, the sergeant- quarters for up to 20 men. Their com-
agents of the High Council. The sergeant of-the-guard maintains private quarters
tells them that he will deal with them when mander has a small corner of the ground
here and keeps a strongbox to hold the tolls floor to himself. All guards are presently in
they learn better manners. Assess three he collects. It presently contains 500 gp in
turns' delay and rerun encounter 3. the mess hall.
assorted coins.

12
11. Guard Barracks 2. See building 10. KEY TO THE MANOR HOUSE the face hard enough to draw blood, and
Carruthers delays the party as long as possi-
12. Temple of Dunatis. Hendrik, the local 9a. Foyer ble.
cleric, conducts organized worship of this
minor god once a month.
You are led up the graceful, curved steps After a minute, you hear shouting and
13. Armory. Weapons of all types may be to the double doors which open into a the sound of a blow. "You doddering old
found here, enough to equip 300 men. large chamber. There are two guards fool! I told you I was not to be bothered
here. Each wears a black surcoat over his now. Get out!" A thoroughly cowed
14. Armorer's Quarters. The forge and anvil armor with a crimson panther emblem Carruthers comes back into the foyer
dominates this small building. The armorer is on the left breast. The room is lit by six and says, "My lord respectfully asks that
capable of making any type of armor, though oil lamps, one on either side of each door you take the air in the garden and refresh
he specializes in chain and scale mail. and one in the center of the west and yourselves from your journey with meat
north walls. and wine. He is engaged in some urgent
15. Bowyer/Fletcher. Few of Krell's troops private matters, and will be with you
use regular bows, so this fellow is more shortly. Please follow me."
Guards (2): AC 5 (scale mail and shield);
adept at the making of crossbows and quar- MV 6"; F0; hp 6 each; #AT 1; THACO
rels. There are 30 light crossbows and 600 If the party follows Carruthers, go to the
20*; Dmg 1-10 (halberd) or 1-6 (club)
quarrels here now. garden 9b.
The party is met by Carruthers.
9b. The Garden. It is a beautiful place, with
16. Stable. Six heavy warhorses are kept Carruthers: AC 9; MV 12 "; F4; hp 30; #AT gravel paths running through a well-kept
here as mounts for Lord Krell and his com- 1; THACO 18; Dmg 1-4 (dagger); S 13, lawn and many rosebushes and flower beds.
panions. Int 16, W 15, Dex 15, Con 16, Ch 16 There are four stone benches, a finely
Warhorses (6): AC 7 (2 if barded); MV 15"; carved fountain, and four guards. There are
He is a man in his late 60's. His build is slim,
HD 3+3, hp 12,14,16,17,17, 20; #AT 3; windows in the south wall that allow the
though he sports a slight paunch. He wears
THACO 16; Dmg 1-8/1-8/1-3 his gray hair long, making no attempt to
characters to look into the mess hall (9f) and
cover his receding hairline. He is clad all in
see all the troops eating. The windows in the
17. Blacksmith. Normal smithy work is car- north wall looking into the Great Hall (9g)
ried on here, including all kinds of metal gray, with the crimson panther emblem
are covered by heavy crimson draperies.
repair (except to armor), shoeing horses, sewn to his tunic.
The party cannot see in here.
and making and repairing tack. Carruthers is Lord Krell's most faithful
Carruthers leads the party here, and
adviser, having been a member of Krell's
immediately a magnificent repast is brought
18. Corral. Four medium horses and four father's household. When Krell came into
to them. But the subterfuge continues. One
mules are kept here because of their brutish his own, he brought Carruthers along with
of the characters spots a piece of paper
nature. They attack anyone who comes up him. He is quite shrewd and totally loyal.
With strangers he assumes the mein of a
under a wine ewer. It says, "Krell means to
to the fence. sell you false goods, but I know where the
menial servant. He asks the party to wait
Horses, medium (4): AC 7; MV 18"; HD real keys are. Leave the garden by the west
while he announces their arrival to his lord.
2+2; hp 8, 9, 11, 16; #AT 3; THACO 16; door and I will take you to them, (signed)
If the party decides to wait for his return no
Dmg 1-6/1-6/1-3 Carruthers." Shortly after, the four guards
delay is assessed.
in the garden are summoned into the Great
Mules (4): AC 7; MV 12"; HD 3; hp 14, 15, The characters may try to force their way
Hall, leaving the party alone in the garden.
15, 17; #AT 1 or 2; THACO 16; Dmg 1- into Krell's presence at any time. The guards
There is no delay for this.
2/1-6 do not attack unless the party draws weap-
If the party chooses to follow these
ons or displays obvious hostile intentions. If
instructions, go to 9c; if they enter the Great
19. Vegetable Garden. the party is taking pains not to start a fight
Hall, go to 9g; if they decide to sit and wait,
they get in to see Krell (9g) this way with no
tell them a turn has passed and they are still
20. Storage. This building holds foodstuffs further delay.
waiting, though a servant comes in bearing
and normal clothing for the men. The party's arrival has placed Krell in an
more food and drink. Each turn they wait is
awkward situation, as he has just sold the
another turn of delay. After four turns, they
21. Storage. This area is for animal feed keys to another group (the black-clad horse-
are summoned to the Great Hall.
and bedding. men). Upon hearing Carruther's message,
they offer Krell an additional 5,000 gp to
9c. Hallway. This is simply a hallway
22. Livestock Pen. This area contains 40 delay the party while they make their escape
between the kitchen and the Great Hall. If
sheep. through a rear exit. Never one to turn down
they meet Carruthers here after eating (see
gold, Krell and Carruthers hatch this subter-
9b), he takes them into the kitchen (9d).
23. Servants Quarters. fuge.
Realizing that these adventurers cannot
9d. Kitchen. All the cooking is done in the
24. Guard Barracks 3. Same as building 10. be kept simply waiting for very long, it is
three fireplaces, and there are two tables
made to appear that Krell is enraged at
and two cabinets used for preparation and
25. Guard Barracks 4. Same as building 10. being interrupted. Krell cuffs Carruthers on
storage respectively. There is also a stairway

13
down to the cellar (9e); Carruthers leads the face, piercing blue eyes and a high, rounded If one of the characters is very astute and
party here if he is with them. The half dozen forehead underneath wavy, light brown inquires if they took their horses on the
servants in the kitchen know nothing of hair. He sports a thin, well-trimmed mus- path, Krell tells them, "No, their half-orc
value. tache the same color as his hair, though lackey took all the horses down to the junc-
sprinkled with gray. While witty and very tion to meet them there. The rest chose the
9e. Cellar. The party is led here by Car- charming, he is a rogue, constantly seeking mountain path once I told them of a small
ruthers (see 9b) to play out the charade he to better his position in life. He is dressed in cave thereon recently occupied by a young
and Krell have set up. Muttering vile epi- black and crimson, the colors of his house. dragon that I had not had time to deal with.
thets, Carruthers rummages around in an The wide sleeved tunic he wears hides the There is no cave or dragon, but apparently
endless jumble of boxes, crates, etc., in bracers of defense AC 2, which he always their greed got the better of them, as I
search of the keys, which, of course, are not wears when not armored. He wears a ring of thought it would. They will be some time at
here. Carruthers makes occasional exclama- telekinesis on the third finger of his right their search for it, so I have no doubt that
tions of triumph (every second box) and hand. you could catch them."
digs frantically in something, only to come If the party tries to cut their way in, or if The party now has two choices. If they
up empty-handed. Assess the party 1/2 turn fighting breaks out as a result of the negotia- decide to follow the evil party down the
for each box, crate, etc. they let him exam- tions, suggested tactics for Krell and his path, go to encounter 4; if they decide to
ine. Round up any fractional turns. When friends are given later. Otherwise, Krell ride to the junction, go to Point E of the
they leave, take them back to the garden addresses them: mountain path.
(9b).
Melee in the Great Hall
9f. Mess Hall. There are two fireplaces and "Greetings to you, emmissaries of the
Council of Widdershin. I am Lord Krell, ROUND 1:
four 50-foot-long tables. Presently there are
at your service. Please be seated and we The room guards interpose between Krell
50 guards (AC 5 scale mail and shield); MV and the party. The balcony guards fire at
6 "; F0; hp 6 each; #AT 1; THACO 20*; Dmg will talk."
enemy spell casters.
1-10 (halberd) or 1-6 (club)) taking a meal.
Make small talk as desired until someone Krell shouts for aid, using his ring of teleki-
brings up the subject of the keys (no delay is nesis to disrupt a party spell caster by rais-
9g. Great Hall. Immediately inside the
assessed here). ing him 20 feet and dropping him for 2-12
door is a 40-foot-long table, head end to the (2d6) points of damage. Doors open on the
west. Sixteen upholstered wing benches are
main floor and balcony. Laisir (room 1) and
spaced around the table, and three finely- "I am truly sorry you have journeyed so 5 guards (room j) emerge.
wrought gold candelabras sit upon it at 10- far for nothing. The antique keys have
foot intervals. The remains of a meal can be been sold to someone else who made a ROUND 2:
seen amidst the rich plates and silverware. more generous offer, which, as I am a The guards and Laisir fight.
Beyond the table, slightly left and right of man of business, I could not refuse. I Krell telekineses the shield +2 and spear +3 to
center are two 10-foot-square fireplaces. regret any inconvenience this has caused himself.
Each is covered by a chimney, hung by you and the Council. But stay and dine
chains from the ceiling and fitted with a 10- Hendrik (room q) arrives on the balcony
with me; you are welcome to stay at and casts a silence spell on an enemy spell
foot-square smoke collector. Between them
Krell Manor for as long as you'd like." caster.
hangs a circular, ironbound wooden chan-
Marbuul (room r) arrives on the balcony
delier, the light supplied by eight lit oil
lamps around its rim. A stairway up along The dinner offer should appear bogus to the and casts charm person on a different spell
party, as it is obvious that a group of people caster.
the west wall provides access to the second
floor rooms and balcony, and there are four has just finished eating. If they accept the
offer, penalize them three turns. If they ROUND 3:
shields (one a shield +2), 3 spears (one a The guards, Laisir, and Krell fight.
spear +3), a light crossbow, a case of four want to leave, let them; the only place they
can go is back to the road. If they refuse the Hendrik casts light in the eyes of the nearest
quarrels +2, a bastard sword +1 and a javelin
meal and press Krell for details concerning fighter threatening Krell. Marbuul slows as
+2 hanging on the walls.
who purchased the keys, he tells them that many of the party as possible.
There are six guards on duty, located at
the points denoted by "G." they were a group of five, all clad in black,
who arrived shortly before the party. He ROUND 4:
Guards (6): AC 5 (chain mail); MV 9"; Fl; does not tell how much was paid, though he Fifty guards arrive from the mess hall (room
hp 7 each; #AT 1; THACO 20; Dmg 1-10 laughingly tells the characters he was well 9f).
(halberd) or 1-6 (short sword) paid to delay them. For a small fee (100 gp) Krell, Laisir, and guards fight.
he tells the party which way they went. Hendrik uses hold person against a spell
Three more guards, armed with short sword caster.
and light crossbow (Dmg 1-4), stand on the If the party pays the bribe, Krell tells
them that their competition left hurriedly by Marbuul uses magic missile to advantage.
balcony.
a back exit that opens onto a rough moun-
Lord Krell (see the Major NPC section) sits tain path. This path eventually joins the Notes: If player characters get to the bal-
at the head of the table. He is a slim man, main road some distance to the east. cony, the balcony guards fight to protect
about 6 feet tall with a thin, aristocratic Hendrick and Marbuul. If hard pressed,
Hendrick fights to the death, but Marbuul
14
drinks his potion of polymorph self, turns Guards (5): AC 5 (chain mail); MV 9"; Fl; 9n. Guest Bedroom. This serves as the
into a bird, and flies out a window. hp 6 each; #AT 1; THACO 20; Dmg 1-10 quarters for VIPs who must spend more
If the party fights and loses, they are (halberd) or 1-6 (short sword) than one day doing business with Lord
delayed a total of six additional turns. If Krell. The room is furnished with a com-
They are clad in the crimson and black liv-
they win and either Krell or Carruthers is fortable, four-poster bed and an armoire
ery of their master.
alive, the penalty is two turns plus the time (standing closet). A small fireplace in the
spent fighting (round fractions up). 9k. Library and Study. A 12-foot-by-20- west wall provides heat.
foot crimson carpet covers the floor along
Private Quarters (for non-tournament use) the north wall. Upon it sits an oaken desk Second Floor
and chair of fine workmanship. The east
Rooms 9i through 9r are not entered by the and west walls are lined with 8-foot-high 9o. Krell's Bedroom. The accouterments
are similar to those in 91, only more opulent.
party during tournament play as the guards bookshelves, packed with bound volumes
A bed, a dresser, and a cabinet sit against
prevent such action. and scrolls.
the south wall, a fireplace in the west wall,
9i. Bathing Room. This area is dominated and an overstuffed chair in the northwest
91. Laisir's Room. The living quarters of
corner. A false bottom in the middle drawer
by two large pools, one 30-feet-by-15-feet the captain of Lord Krell's personal body-
of the dresser provides a hiding place for
filled with cold water and another 18-feet- guard, Laisir (see 9g). He is readying for
by-15-feet with heated water. Both are 3 Krell's chain mail +1, potion of heroism and
duty, so he is fully armored.
foot deep. Ten pegs to hold clothes are potion of invulnerability.
driven into the west and north walls, and 9m. Treasure Room. Here Lord Krell keeps
9p. Living Room. Krell privately entertains
there is a table stacked with crimson towels the most valuable goods liberated from mer-
set against the north wall. The room is chant caravans and private adventuring, important guests here, as well as Hendrik,
vacant. including bolts of silk, spices, craft work, Marbuul, and Laisir. A couch occupies the
southwest corner, a large table sits in the
manufactured goods and works of art.
northwest corner, and a desk, flanked by two
9j. Lower Guard Room. The room is fur-
large candelabras, and chair rest against the
nished with three tables, twelve chairs and
east wall. A 20-foot-long picture window
nine bunkbeds. There are five guards here
now. provides a stunning view of the barracks.

15
9q. Hendrik's Quarters. The room is lav- acter who is still in the tunnel when the fire- Setting Traps: If the evil party is inter-
ishly furnished with tapestries and draperies ball explodes takes 50 points of damage (25 rupted while setting a trap (including the
lining the west wall. Shelving and a cabinet, if a saving throw vs. spells is made). turn of completion), the trap is not set.
separated by a table and one chair, on the
east wall contain private papers and various The Pursuit Detecting Traps. The traps have multiple
books and scrolls of a religious nature. The evil party stops at Points A, B, and C to
tripwires. Each tripwire must be found and
There is no bed, but a pile of cushions in the set traps (detailed later) to slow the charac- removed independently, though for tourna-
northwest corner serves that purpose. ment purposes each such attempt is success-
ters. At this point, total the number of turns
ful (the point here is to discover if the
9r. Marbuul's Quarters and Laboratory. the party has been delayed. A party pursu-
ing along the mountain path is ambushed at characters are intelligent enough to try to
The sparse furnishings here consist of three Point D if it starts with 4 or more turns of avoid multiple trapping). A find traps spell,
long tables and a small bed. Shelving in the delay. A party taking the main road is properly used, gives away the game fairly
northeast corner holds many jars, bottles, quickly!
ambushed at Point D if it starts 7 or more
and boxes of ingredients for Marbuul's
turns behind. At 6 turns, both groups reach
experiments. Point D simultaneously; at 5 or fewer turns
Point A
delay, the player characters can set up an The party is moving through heavily
THE MOUNTAIN PATH ambush of their own. Party movement wooded hills. At this point, Ara Iligen has
The adventurers are fairly close to the NPC begins when they exit the tunnel or the used major creation from a scroll to create a
party if they have played well up to this north gate of the gatehouse. See the Delay combination of two "Malaysian mantraps"
point. Table for how long certain actions take in (scythe blades attached to bent saplings)
this pursuit situation. and a spiked-wall-and-snare trap. Note that
4. THE TUNNEL there are three trip wires beyond the man-
Delay Table traps themselves. The first rank of charac-
Action Turns ters must make three dexterity checks (roll
A guard party of 30 footmen, assigned their dexterity or lesson 1d20); if any of the
by Lord Krell, escorts you to the fortified checks are failed, the traps are triggered.
rear gate of Krell Manor. As the heavy Move 1 hex along path 1 The characters in the second rank are hit by
iron gates are unlocked and opened, Detect and remove a trap 1 the mantraps for 16 points of damage; those
ahead of you stretches a tunnel through Bypass trap by going off path 2 in the front rank are impaled on the spiked
the mountainside. The guards close the Set a trap (evil party only) 3 wall for 30 points of damage. No saving
gates behind you. Walking down the Triggering a trap 3 throws are allowed in either case.
tunnel, you see a glow ahead of you. The Use the Evil Party Table to determine the
light is not coming from the outside, position of the evil party on any turn. Point B
however. The door at the end of the tun-
The party has passed the crest of a hill and
nel is tightly closed and a small glowing Evil Party Table continued down a defile which climbs
orb hangs in midair before it. Turns another hill ahead. Ara Iligen, behind them
Delay Evil Party Position under improved invisibility when they pass,
The glowing ball is a delayed blast fireball. casts fog cloud. Describe it so that the party
The evil party (see the Major NPC section), 0 A; two turns left on trap thinks it is a cloudkill. The rest of Ara Ilig-
figuring that Krell would not be able to 1 A; one turn left on trap en's party have set an avalanche of rocks
delay the characters long, is covering its 2 A; trap completed this turn and logs at the top of the far hill, connected
own retreat. Pyros waited near the tunnel 3 1 hex beyond A to another set of three trip wires in the
exit until he heard the gates close at the 4 B; three turns left on trap defile. If the characters run down the path
other end and the approaching footsteps of 5 B; two turns left on trap away from the fog cloud, they have no
the party. He then cast the delayed blast fire- 6 B; one turn left on trap chance to avoid the trip wires and are struck
ball from a scroll, a wizard lock on the tun- 7 B; trap completed this turn by the landslide, each taking 24 points of
nel exit door, then a dimension door to 8 1 hex beyond B damage (12 if save vs. death is made, modi-
rejoin his group. 9 2 hexes beyond B fied by dexterity). If they ignore the cloud
10 C; three turns left on trap and look for traps ahead, they pass the trap
Tournament notes: The fireball explodes 11 C; two turns left in trap with the usual delay. They trip the ava-
four rounds after the party reaches the door, 12 C; one turn left on trap lanche if they do not look for traps.
and its blast entirely fills the tunnel (which is 13 C; trap completed this turn
15'x15'x140'). Running back to the manor 14 1 hex beyond C Point C
is futile, as the gates are now locked from 15 2 hexes beyond C
16 3 hexes beyond C The trap here is more devious than the pre-
the other side and no one can open them in vious two. Ara Iligen has used minor crea-
time. A detect magic reveals the door has 17 D
18 D; ambush prepared tion and major creation spells and Pyros has
been enspelled, and a knock or dispel magic used a dig spell. It starts as a simple pit filled
breaks the wizard lock. Once this is done, with spikes. When the victims step on the
the door opens on the first push. Any char- doors over the pit and fall in (taking
16
10 points of damage), larger spikes snap IF THE NPCs ARRIVE FIRST The evil hold person on the nearest character for
over from the sides to impale the character party stops here to set up an ambush, figur- Rendar to kill. Pyros casts fireball if a group
from above (doing 15 more points of dam- ing the characters are close behind. While of characters is available, otherwise he uses
age). Then three logs, their limbs roughly they are waiting, they open the bag they a magic missile against a spell caster. Ara
trimmed to 6-inch spikes, suddenly drop bought from Lord Krell. Examining their Iligen, under the cover of his invisibility,
from the overhanging trees to swing over treasure, they find they've been tricked— runs away, but Blackleaf casts haste on him-
the pit, making rescue very dangerous. A one of the iron keys is missing. Krell still has self and fire arrow on seven arrows to fire at
rescue fails if the rescuing character takes it, though the evil party will think he sold it the party at the rate of four per round. He
damage from the logs. The rescuing charac- to the player characters. They wait in continues firing arrows under the haste spell
ter must roll his dexterity or less on 4d6 for ambush for the party, figuring to kill them, until attacked. If victory seems a dim possi-
each log. Each log does 1-12 points if it hits. get the key, and go back to their masters. bility at this point, he also beats a hasty
Trapped characters cannot escape the pit by retreat into the woods.
themselves. The logs hang by ropes from IF THE PLAYER CHARACTERS ARRIVE If the party wins, they find a velvet bag,
branches above the pit. The ropes may be FIRST (by taking the road to the junction unopened, on the body of Ovak Nar. It is
cut if a character climbs or levitates up to point and working their way back): The heavy, and feels like it contains keys of the
them, and there is no limit to the number of party receives a description of the area, correct length. If the party doesn't open it
rescue attempts that can be made. along with a strong hint that this would be and look inside, the adventure is over. If
an ideal place for an ambush. If they decide they choose to see what they've won, they
Point D to do so, have them detail their plan of find that one of the iron keys is missing. Fur-
action. An ambush results in one free sur- ther searching does not produce the missing
Part of the hillside has fallen away, forming prise round and first round initiative for the key, of course, but they find a 5,000 gp
a rock slide across the path. It is possible to ambushing group. necklace around Blackleaf's neck, if he is
climb over it, though difficult. The hill The opposition appears on the path in the slain.
above the path is covered by large boulders following order: Rendar, Ovak Nar, and They might figure out what has happened
and trees. Anyone standing atop the hill has Pyros; followed four rounds later by Ara and go back to Krell Manor to get the other
a clear view of the path in both directions, Iligen and Blackleaf. The players must key. Krell is expecting one of the groups
but has good cover from anyone on the spring their ambush within two rounds. back in any case, and sells the remaining
path. In other words, this is a perfect After the surprise round, Ovak Nar casts key for an additional 20,000 gp, or 10,000
ambush spot! gp and two magical items.

17
The Ambush Area Lackey: AC 9; MV 24" (horse); F1; hp 7; Spells:
The hill has a steep, forested slope, scarred #AT 1; THACO 20; Dmg 1-6 (short First level: color spray (x3), wall of fog,
by the slide that has partially buried the
sword) change self
path. The top of the slope is strewn with Whether he is slain or allowed to escape is of
Second level: hypnotic pattern, mirror
image, blindness, detect magic
boulders and trees; the area of the, slide is lit- little importance. The party might guess
Third level: invisibility—1' radius, hal-
tered with large rocks and logs; the path from the horses that the evil party is still on
itself is clogged with boulders and rubble; the mountain path. lucinatory terrain, fear
Fourth level: minor creation, improved
and the lower slope continues the slide area.
Normal movement is one hex per 3 invisibility
MAJOR NPCS
inches—half this if moving off the path or Fifth level: major creation
Krell's Holding
through the slide area. The terrain affects
missile fire and saving throws as follows Blackleaf (elf): AC 4 (leather); MV 12 "; F6/
Lord Krell: AC 0; MV 12 "; F10; hp 71; #AT
(because of cover and concealment): 3/2; THACO 9; Dmg 1-6+4 spear +3; S M7; hp 35; #AT 3/2; THACO 12 bow,
16, Int 13, W 15, Dex 16, Con 15, Ch 17
14 sword; Dmg 1-6 (arrow) or 1-8+1
TERRAIN EFFECTS (longsword); S 17, Int 16, W 14, Dex 18,
He has bracers of defense AC 2 and a ring of Con 16, Ch 15)
In Forested Slope +2 AC — telekinesis on his person; chainmail +1, a
Stationary in Slide Area +2 AC +1 Save potion of heroism, and potion of invulnera- Spells:
Stationary on Hilltop +7 AC +3 Save bility in his room; and a spear +3, four quar- First level: shield, read magic, magic mis-
rels +2, javelin +2, shield +2, and bastard sile, charm person
The Evil Party's Ambush Plan sword +1 on the wall in the Great Hall. Second level: invisibility, magic mouth,
Rendar and Blackleaf are hiding in the boul- esp
ders above the path. Ovak Nar, Pyros, and Laisir: AC -1; MV 12"; F7; hp 60; #AT 3/2; Third level: flame arrow, haste
Ara Iligen are hidden in the rocks and trees THACO 10; Dmg 1-8+6; S 18/76, Int 11, Fourth level: wizard eye
above. Pyros has cast shield and Ovak has W 9, Con 17, Dex 16, Ch 12; plate mail
blessed Rendar and Blackleaf. Blackleaf has +1, shield +1, long sword +2 Ovak Nar: AC 4; MV 9 "; C9; hp 45; #AT 1;
hasted himself and Rendar. In the surprise THACO 16; Dmg d6+2 (footman's
Hendrik: AC 1 (plate mail and shield); MV
round, Pyros casts his best fireball spell to 6"; C4; hp 31; #AT 1; THACO 17; Dmg
mace); S 16, Int 14, W 18, Dex 13, Con
encompass as many as possible, especially 14, Ch 18
1-6+3; S 16, In 11, W 17, Dex 16, Con 15,
opponent spell casters. Ara Iligen casts a Ch 14; mace +1, scroll: protection from
color spray. Ovak Nar casts a prayer. Black- magic, wand of negation Spells:
leaf uses his flame arrow, firing four arrows First level: sanctuary, cure light wounds
per round at enemy fighters, while Rendar Spells: (x4), bless, detect evil
will not fire, but engages in melee with any- Second level: know alignment, speak
First level: bless, cure light wounds (x2),
one trying to break through. Once these ini- light, purify food and drink with animals, chant, hold person,
tial routines are completed, continue the find traps
Second level: hold person (x2), silence—
action as befits the situation. The evil party 15' radius, slow poison Third level: create food and water, dispel
gets initiative on the first normal round. magic, prayer, speak with dead
It is possible that the entire party may Marbuul: AC 9; MV 12"; M6; hp 17; #AT Fourth level: neutralize poison, cause
perish here. At this point, decide if and how 1; THACO 19; Dmg 1-4; S 8, Int 16, W serious wounds, detect lie
the adventure can be continued. At worst, 11, Dmg 12, Con 13, Ch 11; ring of pro- Fifth level: raise dead
the quest has failed, though new characters tection +1, wand of illusion, scroll: invis-
Pyros: AC 10; MV 12"; M6; hp 28; #AT 1;
can be hired to get the keys. On the other ible stalker, potion of polymorph self,
potion of extra-healing
THACO 19; Dmg 1-4 (dagger); S 10, Int
hand, Krell may have the characters 18, W 12, Dex 13, Con 15, Ch 13; scrolls:
returned to Widdershin for resurrection (for dimension door, fireball (7d6), dig,
a hefty profit!). The High Council might be Spells:
First level: charm person, enlarge, hold delayed blast fireball
able to secure the keys from the other inter-
ested party by other means. portal, magic missile
Second level: detect invisible, knock Spells:
Third level: dispel magic, slow First level: sleep, magic missile, burning
Point E hands, shield
If the party arrives here without first going Second level: web, wizard lock
to the manor, there is nothing here. If they The Evil Party Third level: fireball, dispel magic
have spoken with Lord Krell, you may tell Ara Iligen: AC 5; MV 12 "; I10; hp 28; #AT Rendar: AC 4; MV 12 "; half-orc F9; hp 64;
them that the mark of a broken horse shoe 1; THACO 19; Dmg 1-6 (quarter staff); S #AT 3/2; THACO 8, bow 12; Dmg 1-
can be seen in the dust enroute, if they ask. 9, Int 17, W 13, Dex 17, Con 14, Ch 16; 10+5; S 18/51, Int 10, W 9, Dex 15, Con
The party finds the evil party's half-orc ring of protection +2, scroll: major crea- 17, Ch 9; chain mail +1, two-handed
lackey with six horses at the road junction, tion, maze . sword +2, long comp. bow
waiting for his masters.

18
Scenario 3: The Perils of Symbolism
PLAYERS' BACKGROUND are gathered to outnumber the party, then
they throw them in the cells in the lair (room shaped leaves. She carries a large bag
11), hoping for ransom. filled with assorted roots and plants,
You have, by discovering the Wheel of some the same as the one she is holding.
Time in Loring's Wood, proved that this DUNGEON MASTER'S NOTES
is the time of the Prophecy of Brie. You If the party pries open the woman's mouth,
also recovered nine antiquated keys pos- The following random encounter tables are they find the well-chewed remains of some
sessed by Krell, the Robber Baron, find- used in campaign play only. Make morning type of plant root. The woman is an herbal-
ing out in the process that Krell's and evening encounter checks. ist who live in the woods nearby, and was
appellation was well-earned. attacked by a poisonous hydra a short dis-
King Llywelyn went to his grave with- DAMROSIL TRAIL tance from here. The poison is slow-acting,
out his trappings of royal power: his RANDOM ENCOUNTERS however, and the root she has chewed is an
crowned helm, scepter, and baldric. The An encounter occurs on a roll of 1 on 1d10. effective antidote. Many of these same
funeral procession from Widdershin to plants can be seen growing here. The
Dolmen Moor above Sky Lake had an woman can be revived by giving her liquids
accident while traversing the rapids in Die
or any curing spell. The root she has
the Damrosil River where the stream Roll Encounter
chewed, as well as the ones she is carrying,
from Loring's Wood joins it. The chest 1 1-3 black bears are unfamiliar to all members of the party. If
carrying the items was lost to the river, 2 1-12 wild boars the party discovers the chewed root, it
and the ensuing search proved fruitless. 3 2-20 ogres should not be absolutely clear whether the
About 50 years ago the scepter turned 4 2-5 owlbears root is a medicine or a poison.
up in Widdershin, sold by a bugbear 5 1 giant skunk The woman has become hysterical as a
chieftain for cash with which to buy food result of her ordeal. If the party revives her,
for its tribe. No one knew what the scep- DAMROSIL TRAIL she immediately flees into the woods. She
ter was until a scholar of the Brothers of ENCOUNTERS does not answer any questions. If the party
Brie, researching what few documents pursues her, she pulls a dagger from her dress
remained concerning the reign of Llywe- The adventure begins on a trail on the east and threatens to kill herself. If the party con-
lyn, recognized it from its description. bank of the Damrosil River. tinues pursuit, she kills herself unless the
Exhaustive research has now pinpointed party prevents it. If she is taken prisoner, she
the bugbears' lair. You are to journey to 1. THE HERBALIST becomes more and more hysterical, finally
the caves called the Eyes of Berta to becoming incoherent with fear.
recover the helm and baldric if they are
still there. You are traveling on foot along the east Herbalist: AC 10; MV 12"; Lvl 0; hp 2; #AT
The bugbears are known to be cunning bank of the Damrosil River, north of Wid- 1; THACO 20; Dmg 1-4
and treacherous. They prey on the river dershin. Your present position is a point Tournament Notes: In tournament play,
traffic, shutting down trade south of roughly two miles south of the Eyes. The the woman does not regain consciousness. If
Bergal. However, the remoteness of the weather is very threatening, with low, characters examine her, tell them that she is
area has prevented a large scale punitive scudding black clouds and the rumble of obviously dying and that her wounds are so
expedition. Surprising the bugbears is of distant thunder to the south and west. severe that she cannot be saved. She has
upmost importance, for it would be Rounding a bend in the river, you hear a been fatally mauled by some animal or
impossible to slay them all, especially if woman scream. She is crouched by the
monster; the bite and claw wounds are
they knew of your presence. A swift, get- river bank, waving at you weakly, then her clearly visible. She is carrying the pouch of
in-and-get-out raid is required. movements cease. Her clothes are simple herbs, and has chewed the antidote root, as
homespun, covered with dirt and leaves. described above. She dies five minutes after
the party finds her.
The characters must enter the bugbear cave This encounter is run differently, depending
complex without being seen. The success of on whether it is used in tournament or cam- 2. WILD BOARS
the adventure hinges on whether or not the paign play. Read the Tournament Notes. If
bugbears are alerted to the party's presence, the player characters investigate, proceed
and descriptions of certain areas within the with this encounter; if not, go to trail The journey continues up the east bank
complex vary if an alert exists. Party actions encounter 2. of the Damrosil. You have not gone far
that trigger the alarm are clearly noted in when you clearly hear some low-pitched
the DM sections of the encounters. grunting and high-pitched squeals some-
If the party alerts the bugbears, then The ground here is soft and lush with where close ahead.
retreats to the woods for a day until the vegetation. The woman is unconscious,
furor dies down, the bugbears return to but still alive. Her body shows marks of
The sounds are from the feeding activity of
their non-alert status. the bites of some large animal. Her
four wild boars (one male, one sow, and
Attempts by the characters may to bluff mouth and hands are encrusted with
two young). The encounter distance is 60
their way in, representing themselves as dirt, and her left hand holds the top por-
feet and the party has surprised the boars.
traders, etc., do not work. The bugbears tion of a small plant with arrowhead-
The party has two segments of surprise. The
play along with them until enough bugbears boars are cautious, but do not attack. The
19
boars defend themselves, as this is their home 4. THE APPROACH TO THE CAVES
ground and there are young to be protected as drifts out from this cave. Caves C and D
well. If the party uses a speak with animals show the most activity, in that armed
spell or skill, the boars are friendly and tell the The overgrown trail leads closer to the bugbears can be seen walking out of D,
party that there is a large group of bugbears river. High on the opposite bank is a then into C. Watching for several min-
living to the north. (These are the bugbears cave—the Eyes of Berta! A trail descends utes, you estimate that that there are at
living in the Eyes of Berta.) The boars do not from the cave to a landing with several least 70 of the creatures.
know how many bugbears there are, nor are boats. Pulled up on the shore on your side Cave A is set lower in the hillside than
they aware of the hydra's presence. of the stream, carelessly screened with the others, and an occasional bugbear
brush, is another boat that looks large with a full sack over its shoulder enters
Wild Boar: AC 7; MV 15"; HD 3+3; hp 20; enough to hold three people. The trail it, then leaves a short time later, the sack
#AT 1; THACO 16; Dmg 3-12 (ldl0+2) along the your bank continues upstream. empty. Caves A and B are not visible
Sow: AC 7; MV 15 "; HD 3+3; hp 16; #AT 1; from the other caves due to intervening
THACO 16; Dmg 2-8 The cave the party sees is Cave A. The party rocks and a heavy growth of brush. The
can cross here safely without alerting the caves are protected against a river-borne
Young Boars: AC 7; MV 15"; HD 2; hp 8, bugbears. If the party crosses here, go to attack; two large chains are visible just
11; #AT 1; THACO 16; Dmg 1-6 trail encounter 5. If they continue up the under the water at the narrowest parts of
trail, go to trail encounter 6. the river. The chains can be raised to
3. THE HYDRA'S LAIR block traffic up or down the river.
5. THE LOWER CROSSING While taking all this in, you realize
that below you, on your side the river
You have traveled half a mile north from bank, is a lone bugbear, busy with the
the encounter with the wild boars, and The river is easily crossed. This side of the mooring ropes of two 5-man boats that
the trail parallels the river. Proceeding river is marshy, and the smell of rotting have been pulled on shore. He appar-
further, it is apparent from the flattened vegetation is strong. The air seems electri- ently does not know you are here.
vegetation that some large, heavy body fied, and the storm that has been brewing
has passed here recently. A noxious odor seems ready to unleash its fury at any
hangs heavy in the still air. If the party attacks, they surprise the bug-
time. Traces of a trail can be seen plunging bear and have four surprise segments in
into the dense growth. Before you get to which to attack. If they act swiftly and with-
A poisonous 5-headed hydra lurks nearby. the cave you saw earlier, an even fainter out a lot of noise, the bugbear can be dis-
Hydra: AC 5; MV 9"; HD 5; hp 40; #AT 5; sign of a little used track can be seen head- posed of easily without alerting anyone on
THACO 15; Dmg 1-6; SA poison ing west, apparently around the hill. the other side. If captured, the bugbear
cooperates only enough to stay alive. He
The woman in trail encounter 1 barely If the party takes this new trail, go to the does not yell an alert, but attempts to escape
escaped after being attacked by this monster. description of cave entrance E; if not, go to as soon as an opportunity presents itself.
The hydra suddenly slithers from its hid- cave entrance A, encounter Al. If the party The party does not learn anything of impor-
ing place 20 feet from the party and attacks. has arrived here from trail encounter 6, go tance from the bugbear.
Anyone bitten by the hydra must save vs. to cave entrance A, encounter A2. The party is not able to see the entrance to
poison or become unconscious for one day.
Cave E from this vantage point. Cave E can
It is possible that a character could be bitten 6. THE UPPER CROSSING be reached only by taking the trail from trail
more than once in a single round; the char- encounter 5.
acter must make a saving throw for each
The trail beyond the small boat leads
If the party tries to cross here the bug-
bite. Healing spells cure physical damage bears see them. The bugbears give no sign
from the bite, but have no effect on the poi- you further north. After three quarters
that they are alerted, but one bugbear qui-
son. A slow poison delays the effects, while of a mile you find yourself directly oppo-
etly enters Cave B and reports to the chief-
a neutralize poison negates the adverse site the Eyes of Berta. Three more caves tain. The party does not notice
effects immediately. There are no perma- are visible in addition to the one you
this—proceed to the appropriate cave
nent ill effects from being poisoned. sighted earlier, set high in a bluff over-
entrance description. Remember, the bug-
The root of the plant the herbalist chewed looking the Damrosil. The river is wider
bears are alerted if the party crosses here, so
also neutralizes the poison. If the victim is and slower here, and there are two small
refer to the alerted descriptions in the BUG-
unable to chew, the sap may be squeezed coves in the west bank directly under the
BEAR LAIR.
out and dropped in his or her mouth. This Eyes. Three crude docks project into the
A party that asks if they can make a con-
root is useless if given more than two game river from the shore below the second
cealed crossing at this point should be told
turns after the bite. cave. North of the caves, the cover on
that it is not likely. However, the reeds here
both sides of the river thins rapidly.
are dense enough so the party may float the
Tournament Notes: If several characters From south to north, Cave A shows
boats downstream away from the bugbears
attack simultaneously, the hydra uses one no activity; the mouth of Cave B shows
and make the crossing without being
head to attack each character. If fewer than some signs of fortification, though the
observed. If the party decides to cross further
five characters attack, roll randomly to see crude construction is in disrepair. No
downstream, go back to trail encounter 5.
which characters suffer multiple attacks. guards can be seen, though some smoke

20
THE CAVE ENTRANCES The garbage is the home of a neo-otyugh. There are eight bugbears in this area.
Neo-otyugh: AC 0; MV 6"; HD 10; hp 45; Bugbears: AC 5; MV 9 "; HD 3+1; hp 10, 12,
CAVE A #AT 3; THACO 10; Dmg 2-12/2-12/1-3; 13, 15, 15, 18, 20, 21; #AT 1; THACO
If the party has bypassed trail encounter 6, SA disease 16; Dmg 2-8
use cave encounter Al. Otherwise, use The bugbears carry sacks of garbage here to Because of the layout of the trail, the party
encounter A2. Encounter Al is not shown feed the creature. The creature originally can burst upon the scene in close quarters
on the map of the caves. Encounter A2 is guarded an entrance into the caves, but the with the creatures. If the bugbears have not
shown. tunnel caved in long ago. The bugbears been alerted, the party has one segment of
keep the neo-otyugh around because it eats surprise, plus automatic initiative on the
Al. TAKING OUT THE GARBAGE their trash. following round.
Players asking about tracks should be If the bugbears are alerted, no surprise is
told that the footprints stop about halfway possible. These bugbears are under discipli-
Struggling up the steep hill, you reach
past the garbage pile. The neo-otyugh is nary action, and walk constant guard duty
the mouth of the cave. Suddenly, you are very quiet, waiting for the party to get close in a circle between the two caves. Gorsh,
startled to see a bugbear emerge from the or pass by. If the party comes within 20 feet, one of the chieftain's lieutenants, is respon-
brush, carrying a large sack slung over then turns to leave, the monster attacks. If sible for this. Fighting these guards raises
his shoulder. the party decides to continue on, the neo- the alarm.
otyugh remains hidden and still. Once the
The bugbear is surprised, and the party has party has left the area, heading deeper into CAVE E
one segment of free action. the hill, the creature moves to block the pas-
Encounter El occurs before the party enters
Bugbear: AC 5; MV 9"; HD 3+1; hp 15; sage. The party soon discovers that the tun-
the area shown on the map of the caves.
#AT 1; THACO 16; Dmg 2-8 nel is blocked, and the only way out is
Encounters E2, E3, and E4 are shown on the
through the monster. Fighting the neo-
The bugbear flees if possible, dropping the map.
otyugh alerts the bugbears.
sack. If the party allows him to escape, or if
the party makes an excessive amount of El. THE SECRET DOOR
CAVE B
noise in the process of stopping him, the
alarm is raised. Go to encounter A2. The
party learns nothing of value here, and the Most traces of the trail have disap-
The heavy growth of trees and scrub acts
bugbear tries to escape at the first opportu- peared, suggesting that this route is sel-
as a very effective screen, allowing you
nity, if captured. A faint trail back to cave B dom, if ever, traveled. You have come to
to gain the entrance of the second cave
is discovered if the party looks for one. The a rock wall against which rest several
without being seen. This entrance was
sack contains garbage that the bugbear was large boulders. From the dense growth in
once heavily fortified, though construc-
going to feed to the neo-otyugh in A2. the rock crevices, you surmise that no
tions here have now fallen in ruin. The
one has been here in years.
wispy smoke emanating from the cave
A2. LAIR OF THE NEO-OTYUGH mouth carries the distinct odor of roast-
ing meat. No one is in sight. There is a secret door to the bugbear lair
behind the largest boulder, which can be
After a short walk, you reach the cave moved aside by a combined strength of 36.
This is the safest way to enter the complex,
entrance. There is a scattering of trash However, it is also trapped with a rockslide
though it will be for naught if the alarm has
and bones on both sides of the opening. been raised through other party actions. Go
that does 40 points of damage to each char-
The smell of decayed meat and rotten acter attempting to move the stone (20
to encounter 3 in the KEY TO THE BUG- points if the character makes a save vs.
vegetation is particularly strong. The BEAR LAIR.
footprints of many bugbears are visible death.
in the dirt. CAVES C AND D
Triggering this rock slide alerts the bug-
bears, and seals up the cave for good. If the
The party may enter safely. If the characters The area in which this encounter takes place trap is triggered, the party must go back to
choose to go on, continue below. is not shown on the map of the caves. the river. Cave 2 is the only other entrance.
If the trap is removed, the rock can be
moved safely and the party may proceed if
The passageway twists its way into the hill. As you approach the caves, you hear they wish. The party must pass through the
The smell of garbage grows more pungent. bugbears. They are apparently unaware secret door before they can enter the tunnel
Soon after, you discover the reason why— of your presence, their speech being rude shown on the map.
the tunnel serves as a garbage dump. A jests and disparaging remarks concern-
large pile of rotten garbage is situated on ing someone named Gorsh. Tournament Notes: An elf or half-elf finds
the left side of a 20-foot-wide area of the the secret door if a search is made. The
passage. The tunnel continues on past the dwarf or monk automatically find the trap
rubbish heap, vanishing into the darkness if they search. If the trap is found, it can be
beyond. disarmed automatically.

21
E2. THE ARMOR TRAP small gongs in the main hall (room 15).
tion on the walls and puddles on the Raising the portcullis is noisy business
floor. The steady drip-drip of water can unless silence, 15' radius is used. A com-
Moving the boulder reveals a murky tun- easily be heard, coming from somewhere bined strength of 24 points or more is
nel leading into the hill. The air is very ahead. Flickering torchlight is reflected required to raise the gate. Pulling on either
stale and dank, making breathing diffi- by a small pool of water that spreads all rope sounds the gongs in room 15. Pulling
cult and causing torches to sputter fit- the way across the passage. Spanning on either rope or lifting the portcullis with-
fully, yielding only half the normal this obstruction is a decrepit-looking sus- out silencing it alerts the bugbears.
illumination (20' radius). A thick layer pension bridge. Crude bells have been
of dirt and fungus covers the floor. attached at 2-foot intervals along both
Patches of mold are visible on the walls. sides of the bridge. BUGBEAR LAIR
The tunnel appears to be natural rather Weather: Shortly after the party enters the
than man-made, as it twists and turns bugbear lair, the storm breaks. It is raining
seemingly at random. The bridge is 34 feet long (tell the party it's
"roughly 30 feet long," if they ask), and when the party emerges from the caves.
while rickety in appearance, it can hold up
At the point shown on the map, a net near to 700 pounds without collapsing. When the Tunnel Encounters: All the tunnels in the
the ceiling of the passage holds pieces of lair are smoky and very dark. If the bug-
rusted, useless armor. The trap is triggered bugbears used this tunnel, the bells were a
signal to the guards at the end of the corri- bears have not been alerted, there are no
by a tripwire three inches above the floor. tunnel encounters. If the bugbears have
dor to open the portcullis into the cave com-
The trap can be detected by the thief or the plex proper. Now they serve as an effective been alerted, the party has encounters at
monk, or by a find traps spell. A character Points A and B only.
warning device. Ringing any of the bells
who triggers the trap suffers 10 points of
alerts the bugbears.
damage from the falling armor (5 if a save Have the party detail its method of get- Area Descriptions: The encounter key con-
vs. poison is made). Triggering this trap ting past this alarm and allow it to work if it tains no boxed players' description because
alerts the bugbears. the encounters are variable. Some encount-
is plausible.
One possible solution to this dilemma is ers are different or do not occur at all if the
Tournament Notes: The dwarf or monk to cast silence, 15' radius, on an arrow and bugbear lair is unalerted when the party
automatically locates the trap if they are shoot it onto the bridge 15 feet from the far attacks. Describe each area appropriately,
actively searching the passage for traps. A end. This silences all the bells except for the depending on the results of the party's
find traps spell automatically locates the 4 feet closest to the party. This means that actions.
trap. Once found, the tripwire can be easily four bells (two on each side) must be very
bypassed. Point A
carefully and quietly removed before any-
one steps onto the bridge. If the bugbears are alerted, four bugbears
E3. THE COVERED PIT If the bridge is overloaded, it dumps the from room 2 and the cave bear from room 1
At the point shown on the map is a pit 30 characters into the lake. The water is only are waiting here to stop the party. The bug-
feet deep, covered by a thin stone slab. A three feet deep, but prevents the characters bear witch doctor has trapped a 10' x 10'
weight of 100 pounds or more breaks from taking any damage from the fall. The area at Point A with a glyph of warding cast
through the slab, dumping the victim into party members are able to climb out with from a scroll. If the glyph is triggered, it
the pit. The breakthrough is 5 feet from the difficulty. The bugbears are alerted if the causes 24 points of electrical damage, or 12
closest wall. Anyone falling in takes 3-18 bridge collapses. if the victim saves vs. spell. (The witch doc-
points of damage. The monk would be too tor left after casting the glyph, and is
far from the wall to break her fall, if she is E5. THE PORTCULLIS encountered elsewhere.) If the bugbears are
caught. If the trap is discovered, it can be not alerted, this four-way is vacant, and
bypassed easily. Triggering this trap alerts there is no glyph here.
the bugbears. Having crossed the bridge, you continue
down the tunnel. Some evidence of Bugbears (from room 2): AC 5; MV 9 "; HD
worked stone can be seen, and a dim 3+1; hp 18, 19, 20, 22; #AT 1; THACO
Tournament Notes: The dwarf or monk
light is visible ahead. Proceeding further, 16; Dmg 1-6 with spear or 2-8 with
automatically find the covered pit if they
are actively searching the area for traps a portcullis blocks further progress. The morning star
before anyone steps on the slab. Find traps light is stronger now, and the aroma of Cave bear (from room 1): AC 6; MV 12";
or detect snares and pits locates the trap in roasting meat overpowers the damp, HD 6+6; hp 40; #AT 3; THACO 13; Dmg
time for the party to avoid it. musty smell of the tunnel behind you. 1-8/1-8/1-12; SA hug for 2-16, fights 1-4
Hanging on each side of the portcullis is a rounds at 0 to -8 hp
E4. THE BRIDGE OF BELLS rope, which passes out of sight through
the wall. Point B
The tunnel widens somewhat, and extra If the bugbears are alerted, the eight bug-
moisture is evident from the condensa- The ropes have nothing to do with raising
the portcullis, though they are connected to bears from room 8 are here. Otherwise, this
area is empty.

22
Bugbears (from room 8): AC 5; MV 9"; HD behind. If there is no alert, this area is unde- 8. MESS HALL
3+1; hp 12, 14, 15, 16, 16, 18, 19, 20; #AT fended and the party may pass without
There are eight bugbears here eating an
1; THACO 16; Dmg 1-6 with spear or 2- trouble. unappetizing fish soup.
8 with morning star If the bugbears have been alerted, this
area is rigged for ambush. The 12 bugbears
Bugbears (8): AC 5; MV 9"; HD 3+1; hp 12,
1. ABANDONED BARRACKS ROOM from room 2 are in position to drop the nets
14, 15, 16, 16, 18, 19, 20; #AT 1;
on anyone in the tunnel between the stacks
Years ago these caves were filled with bug- THACO 16; Dmg 1-6 with spear or 2-8
of crates, immobilizing them. Characters with morning star
bears, but with the decline in trade from the under the net must save vs. breath weapon,
upper river region, caused by the piracy of with a -2 on the roll, to avoid being caught. If no alert exists, the party has two segments
these same bugbears, the colony has dwin- The characters do not receive any bonuses of surprise. If the party decides to leave, the
dled to a fraction of its former strength. This to the saving throw. (The save indicates the bugbears pursue them.
large cavern now contains mainly junk, If alerted, these bugbears are at Point B.
severity of the trap, rather than a magical
such as broken equipment, empty crates,
effect.) The bugbears take prisoners for ran-
rags, etc. som, rather than simply kill them outright. 9. KITCHEN
If the bugbears have not been alerted, the Dropping the nets takes one round, and the
cage in the southwest corner of the cavern This is the kitchen, and quarters for the only
bugbears are on the party in the next round.
contains a cave bear. three females in the caves. They are old and
Netted characters are able to attack, at -4 feeble, and can be easily subdued or killed.
Cave bear: AC 6; MV 12"; HD 6+6; hp 40; "to hit." The only spells a netted character
This cave is filthy, and the work areas and
#AT 3; Dmg 1-8/1-8/1-12; SA hug for 2- can cast are those that do not require
utensils have probably not been cleaned in
16, fights 1-4 rounds at 0 to -8 hp somatic gestures (spells with only "V" and
years. A large, very smoky fire is burning in
"M" components). Netted characters can
It starts to growl at the party's scent. This a crude fireplace. There is apparently no
cut themselves free in one round if they have
brings four bugbears from room 2 to inves- chimney, for the smoke is drifting out of the
edged weapons. Drawing a weapon takes
tigate, but does not alert the complex unless doors and down the tunnels.
one round for a netted character. Characters
the party initiates a fight. who are free can cut a netted character loose
If the bugbears are alerted, they take their 10. TREASURY CAVE
in one round. Netted characters receive no
cave bear to Point A to lie in wait for the dexterity or shield bonuses to their armor This is supposed to be a communal treasure,
party. class. The bugbears receive a +4 bonus "to though Kroker, the bugbear chieftain,
Bugbears (from room 2): AC 5; MV 9"; HD hit" against fighting characters; they auto- claims all for himself. There is a total of
3+1; hp 18, 19, 20, 22; #AT 1; THACO matically hit characters who are trying to 3,500 gp worth of coins, bolts of cloth, mar-
16; Dmg 1-6 with spear or 2-8 with free themselves. ble sculptures, gems and jewelry, in addition
morning star Bugbears (from room 2): AC 5; MV 9 "; HD
to three fine swords (non-magical), a suit of
banded armor +1, and a helm of underwater
3+1; hp 10, 11, 12, 12, 14, 14, 15, 15, 15,
2. BARRACKS ROOM action. The armor, helm, and one of the
16, 16, 16; #AT 1; THACO 16; Dmg 1-6 swords are hanging on the wall, and can be
Here reside 16 bugbears. with spear or 2-8 with morning star
clearly seen if the door to the treasury is
Bugbears (16): AC 5; MV 9"; HD 3+1; hp 4. STORAGE
open.
10, 11, 12, 12, 14, 14, 15, 15, 15, 16, 16, If the bugbears have not been alerted, the
16, 18, 19, 20, 22; #AT 1; THACO 16; This area contains mundane articles plun- door is open. When the party arrives, Kro-
Dmg 1-6 with spear or 2-8 with morning dered from merchants coming downriver. ker leaves by the opposite door carrying a
star Nothing of interest is here. small coffer, followed by a more normal-
sized bugbear who remains in the doorway,
If unalerted, they are asleep on their filthy 5. STORAGE standing guard. If the party can get past the
beds of rags and straw. The secret door in guard, they may take whatever they
this area is one way only. Same as room 4. choose, the idea being to make them think
If the alert has been given, the first 12 that the armor and helm are the items they
bugbears are lying in wait in area 3 to spring 6. CHAPEL
seek (they are not, of course).
the ambush there. The last four are at Point Formal worship of the bugbear god, Hrug- If the bugbears are alerted, the door is
A with the cave bear. gek, is performed here, as well as the sacri- locked. Two bugbears and a hyenadon from
fice of enemies or captives if no ransom is room 15 are standing guard.
3. WIDE TUNNEL forthcoming. The walls are lined with the
Kroker (bugbear chieftain): AC 2; MV 9 ";
This area is used to store looted crates and heads of past victims, and the east end of the
HD 4; hp 30; #AT 1 at +3; THACO 12;
drying fishing nets. The nets are hanging cave is dominated by a stained, crudely-
Dmg 8-15 (ld8+7)
from the ceiling over the entire 50 feet length hewn altar. There is no one here, regardless
of this area, while crates are stacked floor- of alert status. He wears a girdle of hill giant strength and
to-ceiling with a passage 10 feet wide King Llywelyn's Baldric, a baldric of AC 2.
between them. 7. STORAGE Kroker is armed with a longsword.
There is a passage 5 feet wide behind the
Same as room 4.
stack on each side for bugbears to hide

23
Kroker's Guard (from room 15): AC 5; MV 14. KROKER'S QUARTERS ner. His appearance is frightening; he is cov-
9"; HD 3+1; hp 19; #AT 1; THACO 16;
The private quarters of the chieftain Kroker. ered with feathers and beads and he wears a
Dmg 2-8 with spiked club or 1-6 with wooden mask carved to represent a contorted
The furniture is sturdy and practical, and
spear bugbear leer. The staff he carries has a jewel
includes a real bed and two chests. The
Bugbear Guards (from room 15): AC 5; chests contain clothing and spare bits of mil- on top (this jewel is similar to a stone of con-
MV 9"; HD 3+1; hp 15, 16; #AT 1; itary equipment. The real prize is under the trolling earth elementals, as described later).
THACO 16; Dmg 1-6 with spear or 2-8 mattress. Hidden there is correspondence Billigal (shaman): AC 5; MV 9"; C/M 3/1;
with spiked club between Gwydion, the seneschal of hp 23; #AT 1, as HD 4 monster; THACO
Pellham, and Kroker, arranging terms for a 15; Dmg 1-6
Hyenadon (from room 15): AC 7; MV 12 ";
cut of the bugbears' plunder in exchange for Spells:
HD 5; hp 24; #AT 1; THACO 15; Dmg 3-
the seneschal's influence preventing any mil-
12 (ldl0+2)
itary expeditions against the bugbears! The First Level: cause light wounds, detect
room also contains a small locked coffer magic, shield
11. FORGE containing 500 gp. Second Level: chant
Bugbear smiths repair equipment here, in He has cast shield on himself prior to enter-
addition to fashioning fish hooks, har- 15. GREAT HALL ing, and casts a chant spell to help the war-
poons, pots, etc. There are three forges in Dirty straw covers the floor of the bugbears' riors. If the chant spell is broken, he curses
the east alcove, the rest of the area contain- great hall. A long bench draped with ratty in bugbear, and strikes the cave floor with
ing raw metal, misshapen metal fabrications the jewel. An earth elemental appears the
furs sits against the north wall. Seated on
to be remelted, and coal to stoke the fires. In the bench are Kroker, the chieftain; Gorsh, next round and attacks the party.
the southwest corner are four cages, used as the sub-chief; and Trollbreath, Gorsh's
cells for captives. Hanging from the walls Earth Elemental: AC 2; MV 6"; HD 8; hp
brother. Lounging on the floor, gnawing on 45; #AT 1; THACO 12; Dmg 8-32; SD +2
nearby are instruments of torture. The cells bones, are five hyenadons, watched over by weapon or better to hit
are empty, the forge fires banked. No one is
four more bugbear guards.
here. The shaman does not know the power of the
Kroker (bugbear chieftain): AC 1; MV 9"; jewel, and thus is very surprised and terri-
12. ARMORY HD 4; hp 30; #AT 1, at +3; THACO 12; fied at what has happened. He is rooted to
Dmg 8-15 (ld8+7) the spot by his fear, but gestures and yells
New and repaired armor and weapons are
He wears a girdle of hill giant strength vile curses at the party (which might easily
stored here. There are 12 broadswords,
and King Llywelyn's Baldric, a baldric of be misunderstood as commands to the ele-
three short swords, 11 spears, five maces, AC 2. He is armed with a longsword. mental). The item is a special one; there is
six war hammers, and 15 spiked clubs.
Armor is scarce, only two large suits of Gorsh (sub-chief): AC 4; MV 9"; HD 4; hp
no chance that the elemental attacks the
bugbears.
studded leather are here. 23; #AT 1 at +1; THACO 15; Dmg 3-9
(2d4+l)
16. BILLIGAL'S QUARTERS
13. SMITHY Trollbreath: AC 5; MV 9"; HD 3+1; hp 19;
The walls are draped with animal skins, and
The bugbear armorer works here, manufac- #AT 1; THACO 16; Dmg 1-8 with bec de
corbin
a low table occupies the northeast corner.
turing and repairing the war gear of the
The table supports some religious articles:
tribe. Guards (4): AC 5; MV 9"; HD 3+1; hp 14, carved bones, little bags of beads, polished
Armorer: AC 5; MV 9"; HD 3+1, hp 14; 15, 16, 19; #AT 1; THACO 16; Dmg 2-8 stones, etc. There is also a large goblet
#AT 1; THACO 16; Dmg 2-8 with spiked club or 1-6 with spear shaped like an inverted dome on the table. It
is filled with burning oil. Hanging on a peg
He is puttering around at his workbench, Hyenadons (5): AC 7, MV 12"; HD 5; hp
near the doorway is a wet cloak.
fastening new metal plates to a well-worn 18, 19, 21, 22, 24; THACO 15; Dmg 3-12
suit of studded leather armor. He hasn't (ldl0+2)
The goblet is King Llywelyn's Helm, a helm
been very busy since the population decline, of telepathy, used now as a votive vessel by
If the bugbears are not alerted, the party has the witch doctor. The party must state that
and, being left here in his own little cave,
four surprise segments. If they have stirred they are examining the goblet carefully. If they
has made a little world of his own. Having
lost touch with reality, and being hard-of-
up some of the inhabitants while working ask if it looks like a helm, tell them that it does.
hearing from a lifetime of hammering on
their way through the caves, they have one A detect magic yields a positive result.
segment of surprise. On the west wall, concealed behind the
metal, he can give the party no useful infor-
If the bugbears are alerted, the bugbear skins, is a doorway that leads directly out-
mation. If questioned, he babbles about
forces have one segment of surprise. The side. This is the witch doctor's secret
gigantic river raids, the vast amounts of
hyenadons attack first, as the bugbears entrance. The wet cloak is a tipoff that there
plunder stored in these caves, and how Kro-
throw their spears or close, depending on is a hidden exit. If the party does not dis-
ker and 500 fearless warriors will descend the situation. In either case, two rounds
the Damrosil next week to sack Widdershin. cover this exit, they must fight their way
after the party enters the room, Billigal, the back to cave 2, encountering all warriors
He must get busy and finish all the armor
tribal shaman/witch doctor, enters from the left alive in the caves. The return to Wid-
and weapons.
hide-draped opening in the northwest cor- dershin is uneventful.
24
Scenario 4: Divine Wine
PLAYERS' BACKGROUND RIVER LUGGH 1. THE RIVER RAPIDS
RANDOM ENCOUNTER TABLE
All clues provided by the prophecy to An encounter occurs on a roll or 1 on 1d20. The peddler was right in his assessment
prepare for the lost king's resurrection of the danger, though you have managed
have been followed. However, King Lly- Die to get halfway through the rough water
welyn has been dead for at least three Roll Encounter and are now in a calm pool. A large
hundred years. Extremely powerful patch of weeds grows in this pool just left
magic is required to bring him back from 1-2 5 fishermen in a small boat of center, and another stretch of rapids is
the land of the dead. 3 2-20 wild cattle watering at riv- visible above it.
Sages, druids, alchemists and clerics er's edge
were consulted, until it was clear that no 4 2-8 giant frogs
one in the realm had the power to resur- 5 1-6 giant pike Privately tell whoever is playing Silevran
rect a man dead that long. Efforts to 6 1-3 black bears that apparently a charm attempt has been
enlist the aid of Diancecht, god of heal- 7 1 giant snapping turtle made, successfully fended off by the elven
ing, were unsuccessful. 8 Adventuring party, 4-7 (ld4+3) resistance to charm. The player probably
The Brothers of Brie knew not where NPCs warns the rest of the party, and they must
to turn when Glynnis (or an NPC bard) choose whether to continue on the river or
mentioned an ancient melody, remem- go back to the portage. If they stay on the
The fishing boat can carry six people, and is river, proceed with this encounter. If they
bered only by the bards, that spoke of equipped with a sail, four oars, and one
the power of immortal Caer, a mighty attempt the portage, go to encounter 2.
spear. The fishermen are typical Level 0
wizard and alchemist. Of all the lore characters from Ciron's Town. Each man There are 30 nixies and three giant pike liv-
known to man, only Caer could supply has a knife in addition to fishing gear. ing in the pool.
the solution to the problem now facing Each character in the NPC party is of 3-
Gwydion and the council as the people Nixies (30): AC 7; MV 6"/ /12 "; HD 1-4 hp;
6th (ld4+2) level. At least one magic-user hp 2 each; #AT 1; THACO 20; Dmg 1-4;
grow increasingly restless awaiting the and one cleric is in the group. NPCs have
return of their king. SA charm
normal equipment and magical items
The ballad gave little hint as to where to appropriate to their level (pp. 175-176 of the Giant pike (3): AC 5; MV 36"; HD 4; hp 20,
search for Caer. The only geographical 18, 16; #AT 1; THACO 15; Dmg 4-16
Dungeon Masters Guide).
clue was a phrase that made note of some- Fishermen and NPC parties almost
thing called "the Finger of the Good." The The remaining two charm spells are cast on
always travel in the direction opposite of Berta and Brutelle. If either or both fail their
mountain called Dagda's Thumb is the
the party's travel, and do not have useful saving throws, they attempt to jump over-
only landmark that fits the tale, so you information.
must seek the fate of the Kingdom of board, where the nixies are waiting for
Pellham in the wilds to the east in search of them. When they attempt to jump, allow
Caer. Dagda's Thumb stands in a great LUGGH RIVER ENCOUNTERS the party time to react. If anyone success-
bend of the River Luggh, a journey upriver fully casts dispel magic, or attempts to
START physically restrain the charmed characters,
from Widdershin. Two boats and the nec-
essary provisions have been provided by they are saved (the restraining attempt suc-
The journey upriver has been uneventful, ceeds automatically). The pixies do not
the council. You are to leave at once and and you have all become accustomed to
return with the Elixir of Life as soon as pos- leave the water, and do not attempt to over-
traveling in open boats. When you stopped turn the boats. They order the giant pike to
sible. for provisions at Ciron's Town, you attack any uncharmed character who dives
received an interesting bit of information into the water. If charmed characters are not
DUNGEON MASTER'S NOTES from a peddler who sold you fresh sup- rescued, they are enslaved by the nixies.
plies. He told you of a stretch of river Once the party has passed the nixies'
This is a wilderness adventure; player char- ahead that is composed of short stretches
acters are able to renew spells and rest pool, they travel safely through the remain-
of rapids separated by pools. It would be ing rapids.
between encounters, if they want to do so. possible to get your small boats through,
The map is marked with their expected though dangerous. This may prove the
campsites, assuming a journey upriver in Tournament Notes: If dispel magic is cast,
more prudent course of action, as the por- it automatically succeeds in negating the
small boats. An opposing current of 3.5 tage around this area is preyed upon by hill charm, regardless of whether the charmed
mph and the need for occasional rowing, giants. character has entered the water.
reduces their progress to 30 miles per day It is now midmorning, and you are at
under sail. If the party decides to leave their the foot of the rapids. The decision must
boats and travel overland, they cover 16 2. THE PORTAGE ROUTE
now be made.
miles per day.
The following random encounter table The portage route is a narrow uphill
should not be used in tournament play. In If the party chooses to remain on the river, track through a dry gorge. The edges of
campaign play, make encounter checks in use encounter 1. If they decide to use the the gorge are covered by a dense growth
the morning and evening. portage route, go to encounter 2.

26
attempt. The revenant is helpless if it is
of tangled brush. The sound of the rapids the darkness, "Du-u-u-ga-a-a-a-l-l! Du- reduced to zero hit points or less. It is not
can be clearly heard, but the ranger and u-u-ga-a-a-a-l-l! I am coming for you!" able to attack until its regeneration restores
the druid both note the lack of birds and You see nothing. it to a positive hit point total.
small animals. The party can use lighted torches as
The party has one round to take action weapons. A torch causes 1-6 points of dam-
Four player characters are needed to carry before the attack begins. The voice is that of age per hit. If used as a weapon, a torch
each boat, but they can carry it along the the revenant Gamrad Longlimb. burns out in six rounds, regardless of the
trail without difficulty. While the party is Gamrad Longlimb: AC 10; MV 9"; HD 8; number of hits scored.
climbing uphill they are attacked by two hp 33; #AT 1; THACO 12; Dmg 2-16;
giant lizards. SA paralyzation (Dugal only); SD can- 4. THE ATTACK OF THE PERYTONS
Giant lizards (2): AC 5; MV 15"; HD 3+1; not be turned, immune to all weapons,
hp 20, 16; #AT 1; THACO 16; Dmg 1-8; acid, gas, holy water, mind-affecting You have left the scene of last night's ter-
SA a hit roll of 20 causes double damage spells, regenerates 3 hp per round rors far behind you, and the next morn-
The lizards emerge from the brush at the top He has come to slay his killer. Dugal and ing you see the snow-capped peak of
of the gorge. Two rounds after they attack, a Gamrad were old enemies, and a few months Dagda's Thumb jutting high above the
hill giant enters the fray. ago Dugal was forced to kill Gamrad in self- river in the distance ahead. The river
defense. Gamrad's hatred and desire for runs close to the base of the mountain,
Hill giant: AC 4; MV 12"; HD 8+1; hp 35; vengeance enabled him to assume this undead and continues as far as you can see.
#AT 1; THACO 12; Dmg 2-16 state. When the revenant attacks, tell the per- The morning light is still dim, and as
He does not hurl rocks, as he might hit his son playing Dugal MacVey that the ranger rec- you look for a place to land your boat,
lizards. ognizes the attacker. you see four winged shapes leave the
The revenant bursts into the camp and mountain and fly toward you.
Tournament Notes: The party does not attacks Dugal, ignoring the other members of
spot any signs of the giant if they check in the party. Once the revenant has scored a hit, The party does not find a suitable spot to
advance. The lizards automatically gain he causes 2-16 points of damage per round land their boat before or during this
surprise and each receives one "free" attack. until Dugal is dead. The revenant disintegrates encounter. As the creatures approach, the
if it succeeds in killing Dugal. party recognizes them as four perytons.
3. DEATH IN THE DARK To add to the party's troubles, there are
Perytons (4): AC 7; MV 12"/21"; HD 4; hp
five shadows that attack the remainder of
24, 21, 18, 16; #AT 1; Dmg 4-16; SA +2 to
the party while Gamrad Longlimb is after
Shortly after you resumed your normal all hit rolls; SD +1 or better weapons to
Dugal.
journey upriver, you caught a glimpse of hit
some man-sized creature moving Shadows (5): AC 7; MV 12"; HD 3+3; hp
The party has two rounds to attack or make
through the brush along the riverbank, 11, 12, 17, 18, 19; #AT 1; THACO 16;
preparations before the perytons attack.
following your progress. From the river Dmg 2-5 (1d4+l); SA strength drain; SD
The creatures spread out while approach-
you cannot see clearly what, if anything, +1 or better weapons to hit
ing, so that no more than one is caught in a
is following you. As the afternoon wears Description B fireball, lightning bolt or other spell.
on these sightings occur less and less fre- On the third round of the encounter, the
quently. Nightfall approaches, and it has perytons increase their speed and attack;
been several hours since you last saw any Your party has stayed on the river, conduct a normal initiative roll. Each pery-
sign of pursuit. though night has fallen. Suddenly, from ton randomly chooses a single victim and
out of the darkness comes a hoarse, attacks until it or the victim is dead. If the
The party discovers nothing if it stops to wheezy voice saying, "Du-u-u-ga-a-a-a- chosen victim is killed, the peryton rips out
investigate. If they choose to camp for the 1-l! Du-u-u-ga-a-a-a-1-l! I am coming for the victim's heart and flies away. The pery-
night on shore, use Description A. If they you!" You see nothing. tons do not combine attacks against a single
journey upriver after dark, or if they stay in character, and do not attempt to capture
anchored boats, use Description B. The party has one round to act. After that party members.
the revenant of Gamrad Longlimb (see The lair of the perytons is near the sum-
Description A above) emerges from the water and boards mit of Dadga's Thumb, far above the cave
Dugal's boat, seeking to kill the ranger. At which is the party's ultimate goal. If the
the same time, five shadows attack the party deliberately climbs to the summit in
It is now dark, and your boats have been remainder of the party. order to find the lair, they discover only
beached on the sandy shore. Everyone is
some animal and human carcasses. These
beginning to relax from the day's ardu- Tournament Notes: The revenant always are captives recently taken for food.
ous events. Halfway through the first attempts to strangle its victim. The reve-
watch, a thin, hoarse voice wheezes in nant's hands are pried loose if characters
with a combined strength of 30 make the

27
5. THE ASCENT OF DAGDA'S THUMB He uses the ice blast only once. The ice blast
causes 3-18 points of damage. The dogs and vague shapes can be seen, dimly and
the frost man have been placed here by Caer infrequently. Once all are inside, the
Shortly after the battle with the pery- as a final test for any who would seek him. rock opens its eyes and, with a bemused
tons, you sight a narrow beach suitable If the players search the frost man, they expression on its stony lips, it speaks.
for landing your boat. The peak of find a map (FROST MAN'S MAP) hidden "My congratulations to you on your
Dagda's Thumb towers above you. You inside his clothing. triumph, for few men or elves pass all the
land the boat and prepare for the ascent There is no door in the cave opening, and tests placed between Caer and the out-
of the mountain, a climb that will obvi- the interior of a small, apparently heated side world. With what purpose have you
ously take several hours. room can be clearly seen. There is no furni- journeyed to see me?"
ture, but there is a full-length mirror on one
Give the party as much time as they need to wall and an animal hide tacked to the wall The party should realize that this boulder is
prepare for the climb. There are no moun- next to it. The opening is not trapped or Caer himself. His quest for immortality
tain paths visible, but the party can climb barred. ended in his being transformed into stone,
easily if they use ropes and spikes to anchor If anyone examines the mirror, it is obvi- for few things last longer. Caer is of genius
themselves. When they are ready to climb, ous that the mirror is a door. Another map intelligence, though he does not give the
proceed with the next encounter. (CAVE MAP) is hidden behind the animal party any additional information. He can-
The party does not have any accidents hide. not be damaged in any way. Once the party
while climbing the mountain, as it is not has stated their mission, Caer continues.
sheer enough to cause a fatal fall. However, 6. THE MIRROR MAZE
the party does not know this. If the party
does not take reasonable precautions, ask "Indeed, Caer may be of assistance, and
each character to roll his dexterity or less on Opening the door reveals a corridor the price will be naught. I have but three
d20. Those who fail stumble while climbing. beyond. The floor, ceiling, and walls are simple questions to ask, and if all are
Give them other hints if needed. totally covered with mirrors. answered correctly, the elixir you require
will appear as beads of sweat upon my
The party must travel through the mirror brow. There is but one restriction, that
The temperature drops as you climb, maze to reach Caer. Each 'G' on the map only one of you may respond at any
until the air is freezing cold. You hear the represents a gargoyle hidden behind magi- given time, and this person must place
howling of wolves above you. The cold cal one-way mirrors. his palms flat against my body while giv-
intensifies while you clamber over the ing the answer."
icy rim of the sixth in a series of ledges. Gargoyle: AC 5; MV 9"/15"; HD 4+4; hp
Twenty feet away are four large, white 22 each; #AT 4; Dmg 1-3/1-3/1-6/1-4; +1 Caer proceeds to ask the following riddles,
dogs, facing you with bristles raised and or better weapons to hit and the first must be answered correctly
teeth bared. One in the middle is much They always attack the rear of the party, before he gives the second, etc. He ignores
larger than the other three. Behind the shattering the concealing mirror when they any answer, even a correct one, unless the
dogs stands a man lightly dressed in ani- attack. At the 'X' on the map are the remains person uttering it has stated he is holding his
mal skins, with a patch over his left eye. of a dead adventurer. palms flat to the stone.
Behind him, a carved opening in the If the party follows the mirror image of Caer makes no mention of a penalty for
mountainside emits a warm glow. the CAVE MAP (assuming they found it) an incorrect answer, and does not tell them
they have little difficulty getting through the even if asked. The penalty is that the
The encounter does not begin until the maze. responder is absorbed into the stone. This
entire party has reached the ledge. The dogs If the party follows the FROST MAN'S process cannot be halted, and once com-
are four devil dogs. MAP, it is likely they become confused and pleted the victim is visible through the sur-
lost. The dead adventurer at Point X carries face of the boulder, a grotesque expression
Devil dogs (4): AC 6; MV 30 "; HD 6; hp 15,
a map like the FROST MAN'S MAP. on his face as he presses futilely from the
17, 30, 21; #AT 1; THACO 13; Dmg 2-8;
inside. This happens each time an incorrect
SA Howl causes fear, throat attack answer is given. The only response that
7. THE RIDDLES OF THE STONE
The largest dog (the one with 30 hp) can counts is the one from the character touch-
cause fear in characters sixth level and ing Caer while giving the answer.
below. The usual -4 applies on character Having successfully passed the maze, Each time a correct answer is given, Caer
saving throws. If any devil dog scores a hit you enter another small room. It is says, "Well said!" and one previously
roll of 20, or a roll four higher than needed totally bare of furnishings, but in the entrapped character is set free, none the
to hit, the victim takes double damage and center of the room is a boulder 3 feet in worse for the experience. This restoration
is comatose for 2-8 turns. diameter at its base, tapering to 1 foot only occurs if one or more characters have
The man is a frost man. diameter at the top, and 5 feet high. A already been absorbed, and correct answers
human-like nose and mouth are evident, do not accumulate. In other words, if the
Frost man: AC 5; MV 12"; HD 4; hp 19; and eyes as well, which are closed. The first two riddles are answered correctly and
#AT 1; THACO 15; Dmg 1-6; SA ice surface of the stone is translucent, and the first guess on the third one is incorrect,
blast
28
that person is absorbed, not to be released ENDING THE SCENARIOS
until the riddle is correctly answered. Obvi-
ously, 10 incorrect answers on the same rid- At this point, the adventure can be ended.
dle results in the entrapment of 10 With the keys, the symbols, and the elixir,
characters. Lywelyn can be successfully brought back
from the land of the dead and the characters
Riddle #1: "What is deaf, dumb and blind can receive their final compensation. The
and always tells the truth?" sequel to this adventure The Bane of Lywe-
lyn presents a more arduous completion of
Riddle #2: "What is always in front of you this quest. If a break is required in this
but cannot be seen?" adventure, the Brothers of Brie can have dif-
ficulty deciphering the remainder of the
Riddle #3: "What does man love more than prophecy.
life, hate more than death or mortal strife;
that which contented men desire, the poor Scoring System
have, the rich require; the miser spends, the
spendthrift saves, and all men carry to their Each major encounter is worth 100 points.
graves?" Modify this amount if the players do not
resolve the scenarios. For a specific objec-
The answers are #1 "a mirror," #2 "the tive, award 500 points. This will eliminate
future," and #3 "nothing." Once all three rid- the possibility of one team earning many
dles are properly solved, Caer, true to his points, but not completing the objective.
word, sweats the elixir onto the surface of
the stone, where it may be easily collected
into a container. Caer then says, "I have
enjoyed your company immensely, and
wish you godspeed on your journey home.
To save you a dangerous descent, allow me
to place you at your camp by the River
Luggh." The party is teleported back to the
riverbank.
Once the party has been teleported back
to their boat, they are able to return to Wid-
dershin without danger or difficulty. If they
have acquired the elixir, they have success-
fully completed this part of their adventure.

30
TOURNAMENT CHARACTERS FROM GEN CON® XVI CONVENTION

CHARACTER Lyman Silevran Jenelle Tremblaine Arwyn Brutelle Dugal McVey Ringo Glynnis Berta
NUMBER 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
RACE H E H 1/2E 1/2E H H Dw H H
SEX M F F M M F M M F F
Cls/Lvl M6 M5 C6 C4 Dr4 F6 Rngr 6 T6 Bd 5/5/3 Mk6
HT 5'11" 4'8" 5'8" 5'4" 5'5" 6' 6'3" 4' 5'10" 6'
WT 150 lbs. 80 lbs. 125 lbs. 110 lbs. 115 lbs. 140 lbs. 180 lbs. 150 lbs. 125 lbs. 150 lbs.
AL LN CG N LG N LG NG NG LN LG
HP 28 25 39 22 30 47 46 32 35 22
MV 12" 12" 12" 9" 12" 12" 12" 9" 12" 20"

STR 9 11 10 14 13 17 17 12 16 15
INT 17 18 11 9 10 9 13 10 12 10
WIS 10 10 16 17 15 11 15 11 15 15
DEX 15 16 14 16 14 15 16 17 17 16
CON 15 16 15 14 16 15 15 15 14 14
CHR 12 17 18 12 16 15 13 11 16 11

SAVING
THROWS*
PARALYSIS 13 12 9 9 7 11 11 8 11 12
PETRIFY 11 11 12 12 10 12 12 11 11 11
RODS 9 9 13 13 11 13 13 8 12 11
BREATH 13 13 15 15 13 13 13 15 13 15
SPELLS 10 10 14 14 12 14 14 9 13 13

ARMOR Bracers None Chain & shield Scale & shield Leather Chain Ring & shield Leather Leather None
ATTACK ADJ 0 0 0 0 0 +1 +1 0 0 0
DAMAGE ADJ 0 0 0 0 0 +1 +1 0 +1 0
MISSILE ADJ 0 +1 0 +1 0 0 +1 +2 +2 0
OPEN DOORS 1-2 1-2 1-2 1-2 1-2 1-3 1-3 1-2 1-3 1-2
BEND BARS 1% 2% 2% 7% 4% 13% 13% 4% 10% 7%

Find/
THIEVING Pick Open Remove Move Hide in Hear Climb Read
ABILITIES Pockets Locks Traps Silently Shadows Noise Walls Language
Ringo 60% 67% 60% 52% 42% 20% 82% 25%
Glynnis 55% 52% 40% 45% 36% 20% 90% 25%
Berta — 52% 45% 47% 37% 20% 92% —

*Ringo's CON bonus included. Arwyn's cloak bonus included. ®1985 TSR, Inc. All Rights Reserved.
CHARACTERS' EQUIPMENT
Character Weapons Magical Items Equipment Brutelle Battle ax, longsword + 1, battle ax, 2 hand axes,
Lyman Dagger bracers of defense AC dagger, 2 oil flasks, longsword chainmail + 2, boots longsword, 6 torches,
5, potion of fire 50' rope, rations, 50 of levitation tinderbox, backpack,
resistance, scroll (at gp, spell books, 3 iron spikes, rations,
L7): dispel magic, components 35 sp
extention 1 Dugal Broadsword, broadsword +1, 3 broadsword, hand ax,
Silevran Q. staff, ring of protection q. staff, 12 darts, hand ax, arrows + 2, ring mail 2 daggers, shortbow,
darts + 2, potion of backpack, 50' rope, 2 shortbow, + 1, shield + 1 quiver/20 arrows, 3
healing, wand of water flasks, rations, dagger torches, tinderbox,
lightning ( 8 charges) 5 ep, spell books, cloak, rations
components Ringo Short net of entrapment, short sword, club,
Jenelle Mace, hammer + 1, mace, 2 hammers, sword, potion of healing dagger, leather armor,
hammer chainmail shield, holy symbol, club, thieves tools, large
+ 1, potion of pray beads, lantern, 5 dagger sack, 50' rope, extra
extra-healing oil flasks, silver, robes, rations, 30 gp
mirror, 30 gp, gem
components Glynnis Longsword, longsword + 1, 2 javelins, dagger,
Tremblaine Q. staff, mace + 1, shield + 1, mace, q. staff, scale javelin, leather armor +2 sling, 5 sling bullets,
mace potion of mail, wolfsbane, extra daggers, Fouchlucan bandore theives' tools, 2 song
extra-healing trousers, rations, 20 sling books, rations,
gp gem, components 4 x 15 gp gems,
components
Arwyn Spear, spear +2, cloak of spear, sling, leather
sling protection + 2, dust armor, sandals, silver Berta Club, jo necklace of missiles club, jo stick, 2
of appearance (1) bowl, rations, stick, (5-3-3) daggers, thieves'
components dagger tools, extra pants,
rations

SPELL LIST
Magic-users Druid/Bard
First Level Second Level Third Level First Level Second Level Third Level
Affect Normal Fires Continual Light Blink Detect Magic Barkskin Call Lightning
Burning Hands Detect Invisible Dispel Magic Detect Snares/Pits Create Water Cure Disease
Dancing Lights Invisibility Feign Death Entangle Cure Light Hold Animal
Detect Magic Knock Fireball Faerie Fire Wounds Neutralize Poison
Feather Fall Levitate Flame Arrow Invis. to Animals Feign Death Protection/Fire
Hold Portal Magic Mouth Gust of Wind Pass without Trace Heat Metal Snare
Magic Missile Shatter Hold Person Predict Weather Obscurement Tree
Push Wizard Lock Prot/Norm Missiles Purify Water Produce Flame Water Breathing
Read Magic Lightning Bolt Shillelagh Trip
Shield Water Breathing Speak with Animals Warp Wood
Shocking Grasp
Sleep
Spider Climb

Clerics
First Level Second Level Third Level

Bless Chant Create Food and


Command Detect Charm Water
Create Water Find Traps Cure Blindness
Cure Light Wounds Hold Person Cure Disease
Detect Evil Resist Fire Dispel Magic
Detect Magic Silence 15 'r. Feign Death
Light Slow Poison Prayer
Prot/Evil Snake Charm
Purify Food/Drink Spiritual Hammer
Remove Fear
Resist Cold
Sanctuary

9107XXX1S01

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