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Expert Game Adventure

CITY OF THE GODS


By David L. Arne80n & David J. Ritchie

Table of Contents

DM BACKGROUND .... .. .......... ....... .. .. ...... . . .. ..... .. . . . .. . . ....... 2


The Kingdom of Blackmoor .... . .. ... .. • .. . . .. . . ... ..... . . .. . . ... .. ... ...... ... 2
The Fall of the Sky City .. ... .. ... . . .. .... ... ....... .... . . .... . ... ..... ........ 3
The War of the Gods . ... ... .. ..... . . .. .. ......... ... . ...... ....... . ........... 3
The R eturn of the Frog . . ..... . ... ... ...... . . ..... . . ... ....... ............ .. . .. 4
BEGINNING THE ADVENTURE ...................... .. ..... . .. . .. ... ........ 5
The Heroes Out of Time . .......... • ........ ...... . ...... .... ............. .... 5
The Chance of a Lifetime .......... .. ...... . ...... .. . ........ ...... . ....... . ... 6
RUNNING THE ADVENTURE ....... ............ . ... . .. ...... .... .. .... .. . ... 9
CREDITS B.ENBOW'S HECTARE .. .. .......... . . ..... .. ........ ........ .... .. ...... ... . 10
Editor: Deborah C. Ritchie The Arrival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Cover Art: Doug Chaffee The Tour .. .... ......... .... ........ ..... ........ .. ... ...... ......... ....... 10
Interior Artist: Jim Holloway The Battle .. .. ... . . . ... . • .. .... .. .... . • . . .. ..... .... .. ..... ... . ...... .. . .... 11
Cartographers: Dennis Kauth and
Dave Sutherland DA·N.EL'S CAMP ........... . .... . . . .... ..... ............. .... .. ... ... .. ...... 13
Typographer: Kim N . Lindau The Desert Ambush .............. .. .............. ........... ..... .. ......... 13
Keyline: Stephanie Tabat The War Chiers Camp ....... . ...... . . ..... . ................. .... ....... . .... 14
The Visit With Da-Nel . ...... ..... ................... ........ ................ 15
Special Thanks: Mike Mornard and THE CITY OF THE GODS . .... ..... . ...... . . .. .. . ........... ... . . .. ......... 17
Mike Bakula The Approach to the City . . .. . ...... .... . ..... .. ..... .. ..... .. .... . ........... 17
Dittributcd to the book trade in the United State• by Random
The Conditions Inside the City ........... .... .... .. ...... ..... .......... .. .. .. 18
Houac, Inc. and ln Canada b y Random Hou.ac of Canada. Ltd. Dis• The City Exploration Procedure .. . . ... ... .. ............. .. ..... ..... .. .... .... 21
1ributcd ro 1he toy and hobby trade by regional di.ttribu 1u~. Oittrib-
uted in the United Kingdom by TSR UK Ltd. .ENDING THE ADVENTURE . . . ... .. .. . . . ...... . ............. ...... .......... 24
DUNGEONS & DRAGONS, O&O, BLACKMOOR, GEOGRAPHY OF THE SOUTH ..... ... ..... ...... ............ ......... ..... . . 25
PRODUCTS OF YOUR IMAGINATION, and the TSR logo are
trademvka owned by TSR, In<.
The Eastern Hak ....... ..... .. . .. .. . ...................... .. . ...... ...... . .. 25
The Valley of the Ancients .... .. .... ........ .. ............. ................... 26
11 Copyri1h1 1987 TSR, Inc. All righu rc,....cd. The High Hak ........... .... .. .... ................ .... ...... ..... .......... 26
Any quctliooa on thU mate rial should be xnc, along with a tclf·ad· The Thonian Rand .......... .. .. ... .. .. ..... . ............ . . . .... . ........... 27
dreued, l'f.ampcd return envelope, to "D&.IJI' Came Ql.lation1," at The Steppe Encounter Table ......... ..... ... ...... . . . ... .... . . ... .......... . . 28
the addreu below:
The Forest Encounter Table . ..... .... ....... ... . .............. ..... .. . ........ 29
The Dragon Hills Encounter Table .. ... ..... ... ... .... ... ...... ....... . ........ 30
TSR Inc. TSR UKud. The Badlands Encounter Table .. .... ..................... ... .. .... ....... .. . . . 30
POB 756 The M ill, Rathmore Road
Lake Geneva, Cambridge CBl+AD
The Kerman Peaks Encounter Thble .... . . . .... ... ..... .. ....... ..... ........ ... 30
WI 531 47 United Kingdom The Valley Encounter Table ........ . . . . . . .... ... .............. .... ...... ...... 31
ALIEN DEVICES ..... .. . .. ... .... .. .................... .. ... .. . ....... ...... 32
MONSTERS & FOES ......... . .... ... ..... ... ............. . .. . . ........... .. . 36

~- TISR, Inc,
ROBOTS .. ... .. .. .... .. .. . . ... ..... . . ... ... .... ... ..... ... . .... ........ .. ... 39
ROGUES, REGENTS & RASCALS . ..... .. ... .. .. . . .... . ... ...... ........ ..... . 41
-..OOUCt9 Of' YOUR IMAO•ATIOfl'• PR.EROLLED CHARACTERS ... .. ... ........ .. ...... . ....... . .... .... ... . .. . . 47

Printed in rhe U.S.A.


ISBN 0·88038-389·5 9191
DM BACKGROUND
This module is the third in a series of ad- Nonplayer characters (NPCs) are intro- tioned agents were sent to all comers of the
ventures set in the mythical kingdom of duced throughout the text where they are kingdom to strengthen the order's network of
Blackmoor. Blackmoor was the first cam- most likely to be encountered. When intro- recruiters and spies. The heavy cost of the or·
paign setting ever created for use in a fantasy duced, their statistics are shown in an abbre- der's far-flung operations was paid from the
role-playing game. The Blackmoor presented viated form with combat and movement rich proceeds of slave raids that finally drew
in this module is a substantially revised and adjustments already computed. the attention of King Uther.
expanded setting based on material devel- And now-welcome to Blackmoor. When Rissa Aleford (the Baroness of the
oped for that venerable campaign. In view of Lakes-one of King Uther's most important
this fact, it is perhaps fitting to note that the The Kingdom of Blackmoor lieutenants and the woman he secretly loved)
events, places, and characters resident in was captured by the order while pursuing one
Four millennia before the present age, the
Blackmoor exist some 3000 years before those of its slaving bands, Uther sent agents into
fabulously rich and powerful Empire ofTho-
described in any other D&D~ fantasy role- Frog Swamp to locate and rescue her. In the
nia ruled much of the civilized world. During
playing game material . process of doing so, these agents triggered a
the reign of the decadent Emperor lyx I, the
The adventure in this module is designed chain of bizarre events that resulted in the
Thonian Northlands were invaded by a bar-
for a party of five to eight player characters partial destruction of the City of the Frog and
barian people called the Afridhl, who sought
(PCs) of the 10th to 14th levels of experience. its citadel, the Temple of the Frog. The story
nothing less than the conquest of all of Tho·
A balance of character classes will be needed of the mission to the City of the Frog is told in
nia. The cowardly response that this invasion
since the PCs will face many problems, each the second module in this series, DA2 (THE
elicited from the emperor was the cause of the
of which may be most easily and effectively TEMPLE OF THE FROG).
Great Rebellion by which the Northlands
solved by a character of a different class. A In the two months since the events de·
gained its freedom from Thonia and the
number of prerolled characters are included scribed in DA2 occurred, Blackmoor's politi-
Kingdom of Blackmoor was brought into be·
for use in the event that there aren't enough cal and military situation has only worsened.
ing.
PCs of the correct levels and classes available. The kingdom's old enemies are gathering to
The leader of the Great rebellion and the
Read this entire module before playing. west, north, and southeast. Throughout the
first king of Blackmoor was U ther Andahar.
There are some plot elements that won't be land there are rumors of war. The Skanda·
The tale of Uther's rebellion and of the vile
fully developed until late in the module, but harian raiders are troubling Blackmoor's
plot that nearly cost him his new-won crown
for which the groundwork must be laid much northern coast. The agents of the bizarre and
is told in the first module in this series, DA1
earlier. If you are not already aware of these evil superbeing that calls itself the Egg of
(ADVENTURES IN BLACKMOOR). It
elements before play begins, you won't be Coot are active throughout the land. From
has no place here. Suffice it to say that Black·
able to plant clues or build drama as effec- west of the broad Misauga River, the expand·
moor fought and won a prolonged war
tively. In addition, the Geography of the ing Afridhi Empire sends larger and larger
against the Thonian Empire and a host of
South, Alien Devices, Monsters & Foes, and raiding parties into the Barony of the Lakes,
other enemies. In the aftermath of that war
Rogues, Regents & Rascals portions of the the barony that guards Blackmoor's western
and even as his old enemies prepared for a
module contain detailed information that is frontier. Away to the southeast, the Iron
new assault on the fledgling kingdom, King
merely referred to in passing earlier. Duke, ambitious military governer of Tho·
Uther set about ending the lawlessness that
Study the maps before trying to run the nia's northernmost province, birthed plots
had grown up in the land during the terrible
module. Also read over the boxed material. within plots, all designed to weaken Black-
fighting just past.
Boxed information should be read aloud to moor. Should his plots achieve their aim, a
One of the prime culprits in the reign of
the players at the places indicated. Unboxed new Thonian invasion cannot be far away.
terror that held postwar Blackmoor in its grip
information is provided only as a guide for Blackmoor has two important resources
was the so-called Order of the Frog, a vicious
you, the DM; it is not read to the players. with which to meet these threats: the King's
and eccentric religious order whose fanatical
While every effort has been made to provide Companions and The Fetch.
followers (called Froggies) were dedicated to
all information needed for play, you may Among those who serve Blackmoor are a
the total destruction of human civilization
want to add extra details to the boxed descrip- few remarkable individuals called the King's
and the creation of a new dominant species
tions for atmosphere. Companions. Knights, mercenaries, rogues,
bred from-frogs. Under the leadership of a
These abbreviations are used in the mod- idealists-the Companions include some of
shipwrecked alien named Stephen Rocklin
ule: the best generals and warriors in the North;
(Saint Stephen), the order prospered during
and all are devoted to Uther and his cause.
AC • Armor Class; MV • Movement the Great Rebellion when the attentions of
Many now rule new baronies created for
Rate; HD • Hit Dice or Level; hp - cur- Blackmoor's leaders were elsewhere. The or·
them by a grateful king. They are Black·
rent hit points; I AT • Number of attacks; D der's secret headquarters (the City of the
moor's main bulwark against the enemies
• Damage; AL - Alignment; F - Fighter; Frog, located deep in Frog Swamp on Black·
gathering on its borders.
T - Thief; M • Magic User; C • Cleric; moor's southwestern frontier) was trans·
Blackmoor's second resource is an dderly
OL - Open Locks; FT - Find 'Il"aps; RT formed by Saint Stephen into a power base
gentleman named Fletcher William and an
• Remove Traps; PP • Pick Pockets; MS from which he planned eventually to mount a
organization of 40 full-time bailiffs and 40
• Move Silently; CW - Climb Walls (Sheer campaign of conquest. From al.I over Black·
student auxiliaries whose salaries are paid by
Surfaces); HS - Hide in Shadows; HN - moor, the order's agents sent recruits to Frog
the University of Blackmoor. Only a few of
Hear Noise; cp • copper pieces; 1p • silver Swamp, where Stephen used his alien tech-
these individuals are actually employed keep·
pieces; gp • gold pieces; ep - electrum nology to condition them to fanatical loyalty
ing the peace at the university. Most operate
pieces; pp - platinum pieces. to the order. From Frog Swamp, these condi-
under Fletcher William's direction as under·

2
DM BACKGROUND

cover agents ofUther and his Regency Coun- accident was not suppoM!d to happen. In fact, of action. They wanted to contact the locals,
cil. Fletcher William and his two score agents the engineers flatly maintained that it was establish cultural ascendency over them, and
are highly successful in thwarting the ene- impossible. Nevertheless, a power plant ex- mobilize them to create an industrialized civ-
mies of the realm, and those few persons in plosion destroyed the ship's spatial discontin- ilization. Using Beagle's technological re-
the know refer to the elderly Keeper of the uity field and even damaged its conventional sources and with an entire planet to draw
Peace as The Fetch in tribute to the seem- drive. As a result, the crew of FSS Beagle from, it would be possible to establish a com·
ingly supernatural skills he exhibits as Black- found itself in a decaying orbit around a fortable colony on the planet that would re-
moor's chief spook. primitive world in a ship that was never main viable even if rescue was delayed for
During the past two months, the King's meant to enter atmosphere. Fortunately, 500 years! The local sand folk, who occupied
Companions and The Fetch's agents have Captain Bork Riesling found what appeared the desert surrounding Beagle, were already
been stretched exceedingly thin guarding the to be a dead sea bottom and managed to overawed by the aliens, calling them gods
frontiers, spying on Blackmoor's enemies, bring his ship down on it by badly abusing his and their ship the City of the Gods. If the
rooting out hostile agents, and doing all that conventional drive. other planetary cultures were as easily
they can to confound those who plan the Riesling's maneuver saved both ship and swayed, control of the globe might be estab·
kingdom's demise. It is thus fortunate that crew, but Beagle's propulsion pods were so lished within a few short yean and a global
Blackmoor has one more resource known to badly damaged that the vessel would never industrial base built within two decades.
only a few-and seldom used by those who lift again-at least not without a new drive It was a compelling argument, but one that
are aware of its existence. Secreted in the and power plant. Following the standard op· Captain Riesling rejected. Regulations, he
lower cellar ofBJackmoor's Comeback Inn is crating procedure, the captain sealed the ship felt, could not be so easily flouted. When the
a temporal discontinuity-a gate in time and sent out survey robots to examine surface rescue mission did show up, he would be ac·
formed by the harnessing of the wild magic conditions. When their data was processed, countable for all action taken; and the last
that permeates Blackmoor. Through this gate there could be but one unhappy conclusion. captain to flout the nonintervention regula-
have come heroes from the future who have Beagle was stuck on a Class 9 pretechnologi· tion had been cashiered and shipped to the ice
been recruited to aid Blackmoor in its hour of cal world inhabited by a number of sentient mines of Freya as an involuntary colonist. So
need. species, of which the dominant species FSS Beagle would adhere to regulations.
Twice before those heroes have braved seemed to be genetically related to the princi- Most of the crew would be placed in stasis.
danger in order to come to Blackmoor's aid. pal species on the Federation Board of Gover- The robots would utilize the time to gather
Now, they are about to face their greatest nors. In fact, the members of Beagle's crew, specimens on this world (thus impressing the
test. For south of the kingdom, war is brew- who were drawn from that principal species, superiors who would eventually review Ries·
ing in an unexpected quarter. In the desolate could easily be mistaken for the dominant Iing's performance). A watch crew would run
Valley of the Ancients, a new power is about sentients of this planet except that their skin the ·ship until the rescue mission arrived.
to become a factor in the counsels of Black· appeared to have a slight greenish cast under
moor. the light of the local sun. It would have been The War of the Gods
extremely easy for the aliens to mix with the
One of the crewmen who opposed Ries·
The Fall of the Sky City locals and gain global dominance within a
ting's decision was Security Officer Stephen
few decades. But the very backwardness of
Far from the sun that gives light and life to ("the Rock") Rocklin. As a senior line offi-
the planet was its protection. Federation reg-
Blackmoor, almost a third of a galaxy away, is cer, Rocklin was part of the watch crew,
ulations clearly prohibited cultural interven-
the seat of the so-called Galactic Federation, charged with establishing groundside de-
tion in Class 9 worlds.
a loose confederation of planets and peoples fenses against the natives. During the course
Of course, regulations can be bent; and
dedicated to the preservation of internal or- of his duties, Rocklin became aware of some
this was an emergency situation. The Beagle
der and peace. Within the vast bureaucracy very strange aspects to Beagle's new home.
could not repair itself, and it could not lift.
that governs this federation is a small bureau Many of the species captured by the ebots
There was enough power to keep the ship op-
that is a tiny part of a big department that is (ecology robots) used as scouts displayed re-
erational for decades, for perhaps as long as a
but a fraction of a huge secretariat. This mi- markable characteristics never encountered
century with a reduced crew. And, in a few
croscopic organization, the Galactic Survey anywhere else in the galaxy. At first, it was
years, the vessel would be missed, and a Fed-
Bureau (GSB), is charged with the long-term thought that these were manifestations of
eration rescue mission would begin back-
mission of exploring and mapping the galaxy, unique parapsychological talents, but further
tracking its planned itinerary. Any vessel that
obtaining specimens of its flora and fauna, investigation showed that they were related
came within a light year would almost cer·
and maintaining a comprehensive directory to a strange energy field permeating the
tainly pick up Beagle's poweful distress bea-
of known planets. One of the ways the bureau planet, but strongest just north of where the
con. There always the chance, though, that
accomplishes its mission is by sending forth Beagle was grounded. Some of the aspects of
some combination of events would delay the
hundreds of Federation Survey Ships to visit this energy field were so bizarre that Rocklin
rescue. Budget cuts in 2946-2958 had delayed
and catalog the stars and their planets. and others took to referring to them as
the rescue mission that was to search for FSS
A little over five years before the events re- "magic;' (which, of course, is what they are).
Foxglove, and the ship ended up being for-
lated in this module, one of those survey ves- After months of exposure to the bizarre
gotten for almost 50 years until a minor bu-
sels, the FSS Beagle, suffered a serious phenomena of this world, Rocklin reached
reaucrat noted that the vessel was still
malfunction in its drive pod while in orbit the conclusion that Beagle's crew absolutely
reported overdue.
around the sole inhabited world in a minor had to explore the planet further. The power
In weighing these factors, there were those
and heretofor uncataloged star system. The represented by its energy field was a unique
in Beagle'screw who favored a radical course

3
DM BACKGROUND

treasure that could change the lives of count- even sent a cyborg to terminate his enemy, Soldiers of the Frog on a successful raid that
less billions of yet unborn sentients through- but Rocklin escaped the attentions of the as- netted them many blasters and suits of battle
out the galaxy. It must be studied and sassin. annor, Riesling changed his policy of nonin-
understood. RockJin did not escape the attentions of tervention in local affairs and made a treaty
Knowing that the captain would never al- King Uther and The Fetch. As related above, with the sand folk that bound them to help re-
low the cultural contact needed to accomplish agents of Blackmoor wrecked his base in Frog sist the Froggies. In addition, he has estab-
this end, RockJin recruited others to his cause Swamp, and the kingdom's leaders assumed lished Jong-range patrols of robot scouts
and plotted a mutiny. Some crewmen joined that the Order of the Frog was destroyed. programmed to locate and destroy potential
because they agreed that what they had dis· They were very wrong. enemies before they can even get close to the
covered on the planet justified breaking any City of the Gods. Finally, since a crewman re-
and all regulations. Most, though, were sim- The Return of the Frog cently fled in a stolen scout, Riesling has or-
ply scared that they would never be rescued. dered that all crew members undergo
During the past two months, Rocklin, who
As so often happens, the mutiny failed be- conditioning similar to that used by Saint
escaped the holocaust that destroyed the
cause it was betrayed. When Riesling was in- Stephen to create his fanatical following of
Temple of the Frog, has been rebuilding the
formed of the plot, he tried to arrest the Froggies. So far, almost all of the crew mem-
Order of the Frog along slightly different
ringleaders. Rocklin and his people fought bers have been put through the first stages of
lines. While the work has started on the re-
back. It was touch-and-go for awhile, but the conditioning (and have thus gained an im-
construction of the temple, the order's alien
captain eventually regained control of the munity to the effects of charm person, sleep,
leader has personally concentrated on build-
ship. Opening all of the envio pods in order to ESP, hold person, and confusion spells.) This
ing a new army for a special purpose.
create a diversion, Rocklin and a handful of preliminary conditioning has not yet put a
After much agonizing over his failure to
mutineers managed to escape in a stolen life- stop to the widespread disaffection among the
anticipate the destruction of the temple,
boat. Though most of the loyal crew mem- crew that has resulted from Riesling's para-
Rocklin has come to the conclusion that he
bers were occupied rounding up the noid behavior.
cannot go on without more help and better
specimens who had wandered out of the open All of this unexplained military activity on
equipment. Much of the alien technology
envio pods and into the ship's corridors, one Blackmoor's southern frontier had already
that he scavanged from his wrecked lifeboat
gunnery officer noted the lifeboat's departure drawn the attention of King Uther and his re-
was destroyed when the temple was wrecked,
and sent a hel/bore missile winging after it. gency council when something happened that
and all of his companions were slain. He
The missile eventually caught up with the caused them to plan an immediate expedition
can't hope to operate even the machinery
lifeboat and sent it plunging into Frog to locate and explore the City of the Gods.
that remains without the help of either aliens
Swamp, where Rocklin and the survivors Once before, a party had penetrated the Val-
or robots. The locals just aren't sophisticated
made contact with the Order of the Frog, ley of the Ancients and entered the city, but
enough to do the necessary work. Since the
which he eventually took over and turned had been turned back before it could obtain
only source of aliens, robots, and high·tech
into a personal power base. any really useful information. It was known
equipment on the planet is the grounded
Meanwhile, back aboard the Beagle, order that the city's residents had strong magic, but
Beagle, Rocklin has decided to put together a
was restored only after much expenditure of it was unclear how strong.
commando force and capture the ship.
blood and sweat. The specimens gathered on Then, one day, a "magician" in a flying
One of the most important pieces of tech-
other worlds had mostly died when the envio "egg" landed at a remote outpost of the
nology that Stephen salvaged from the tem-
pods were opened. Those gathered since the realm. The magician was killed, but his egg
ple was a device that allows him to condition
crash were recaptured and confined. More was captured intact. Soon, the area was
the minds of his followers, making them fa-
crew members were brought out of stasis to crawling with Froggics, and Froggie agents
natically loyal to himself and the order at the
replace those who had mutinied or been were heard to be asking questions about it
same time that it makes them immune to the
killed. Thus ended what the sand folk, who throughout Blackmoor. When the Regency
effects of charm person, sleep, ESP, hold per-
observed it from a distance, called "the war Council learned about the egg, its contents,
son, and confusion spells. Though all Frog-
of the Gods." and the interest of the Order of the Frog, un-
gies are exposed to the device, Rocklin has
The ship soon resumed its routine. But raveling the mystery got a high priority.
been using it most often to condition a new
something was now different. The captain When The Fetch's agents reported that the
cadre of fighters, called the Soldiers of the
was sick-not in his body, but in his mind. Froggies knew of some connection between
Frog. By raiding the City of the Gods for
Emotionally shattered by having part of his the egg and the City of the Frog, planning for
equipment, he has armed and armored his
crew tum against him, Riesling slid into the an expedition to the Valley of the Ancients be-
cadre with the finest alien gear. Once the
grip of a paranoid psychosis. He began to ex· gan. Since most of the King's Companions
cadre is large enough, he plans to attack. In and all of The Fetch's regular agents were al-
press distrust of the crew, making wild accu-
the meantime, he has posted scouts all
sations, often accompanied by excessive ready tied up, it was decided to once again
around the Beagle and established a picket
punishments for minor infractions that had seek the help of the heroes from the future .
line to keep anyone else away from the prize.
been blown out of proportion in his mind.
Riesling, for his part, is not unaware of
The crew reacted by shunning their captain
Rocklin's interest in Beagle. Though he is not
until, increasingly, Riesling became a man
sure what exactly Rocklin intends, he knows
alone, more convinced with each passing day
that the Froggies arc gathering around his
that some of the mutineers had remained on
ship and has taken steps to protect it from
board Beagle and were in contact with his
them. After his old shipmate led some of his
nemesis, Rocklin. In desperation, Riesling

4
BEGINNING THE ADVENTURE
This adventure begins with a meeting in time may have passed since the PCs who did play this one by using this section to intro-
the Comeback Inn at which The Fetch re- not stay in Blackmoor returned to their own duce the PCs to Blackmoor. However,
cruits the PCs for the planned expedition to time. No matter how long it's been for the once a character is used in this module, it
the City of the Gods. However, before this PCs, two months have passed in Blackmoor. can't be used in previous BLACK-
meeting can take place, you must first bring Those PCs who left Blackmoor after play- MOOR,. modules.
the PCs together in the same room of the inn. ing the previous adventure and those PCs
• In the unlikely event that all of the PCs
Each of the PCs can arrive at the inn in one of new to the BLACKMOOR,. campaign have
who played DAl and DA2 were killed or
three ways, depending on whether you have encountered one another on a trail in the Bro-
remained in Blackmoor at the end of those
played previous modules in this series and ken Lands and have agreed to travel together
adventures, use this section to bring new
how those modules ended. Each method of to the city of Corunglain. But, after joining
PCs to Blackmoor.
arrival is detailed in the section below entitled forces, the PCs have run afoul of a large band
The Heroea Out of Time. You may need to of brigands (outnumbering the PCs by at At the start of this adventure, all of the new
use more than one of method in order to least 15 to one) and, having failed to elude PCs are together in what appears to be an
bring everyone together. Once the PCs arc all their pursuers, have fled to the Inn Between abandoned inn located high atop a rocky
in the same room, use the section entitled the Worlds. Read the following passage to all chimney in the middle of the Broken Lands.
The Chanc:e of a Lifetime to conduct the PCs not presently in Blackmoor. As in the case of option 2 (sec above), the PCs
meeting with The Fetch. have been pursued to this building by brig-
Instead of using charactcn of their own in- Away behind you in the distance, you can ands. However, thinking that they have
vention, your playen can, if they want, play hear the sounds of sword hilts hammering eluded their pursuers, they have failed to bar
one of the prcrolled characters in the Pre- at the timbers of the stable doors that you the inn's doors, allowing the brigands to en-
rolled Characters part of this module. These recently shut and barred to defeat your ter the inn when they stumble upon it after
are the same characters found in previous pursucn. You arc safe now from the brig- having all but abandoned their search for the
BLACKMOOR,. modules, but they have ands who have chased you for 20 miles PCs. Once inside, they have unexpectedly
been substantially "fleshed out" in this mod- across the Broken Lands ever since you encountered the PCs and trapped them in the
ule. Note, however, that their characteristics fought your way out of their ambush on lower cellar of the inn with their backs to a
have not been adjusted to reflect any changes the road to Corunglain. The powerful en- fog-shrouded stone archway. Badly outnum-
resulting from earlier adventures. If the play- chantments on this place will prevent bered, the PCs take the one escape route open
cn use the same prerolled characters played them from breaking in. The problem is, to them-they step into the arch. When they
in DAl or DA2, you must make any appro- those aamc enchantments will alao keep step out again, they are in the Comeback Inn
priate change• in their level1 and po11c11ions you from leaving-except through one in the town and kingdom ofBlackmoor 3,000
before using them in thi1 module. exit. There it stands before you-the gate years in the past-and the gate behind them
in time that leads to Blackmoor. Smoke is shut. Read the following passage to the
The Heroe1 Out ~f Time billows from its maw and sinister lights PCs.
The PCs can arrive for the meeting with flash within the smoke. It is not a comfort-
The Fetch in one of three ways. ing sight, that gate. But it is now your one The room before you seems to be the same
hope for salvation. Loosening your weap- as the one you just left. But there arc no
1. AN INVITATION FllOM THE on• for easy access, you .step into the brigands, and the faint odor of decay is
FETCH pearly fog. gone. Instead, the room is clean and neat
If you played previous module• in this se- and is occupied by a troop of aix soldiers.
rica, any Pea who aurvived and atayed in The PC1 atep through the fog and into the There ia a baJTCd iron gate between you and
Blackmoor an now rcaidenta of that land. lower cellar of the Blackmoor Comeback Inn the aoldien, one of whom runs out of the
For the lut two months, alnce the events de· at the very time that The Fetch is planning to room just as you arrive. The other soldiers
tailed in module DA2 (TEMPLE OF THE acnd his expedition to the City of the Goda. aim cocked and loaded croaabows in your di-
FROG), they have been enjoying themselves Blackmoor'a chief sleuth immediately works rection, but don't actually attack you.
at crown expense. During that time, they the newly arrived PCa into his plans. After
have been gucsu at Blackmoor'a famoua beina admitted to Blackmoor by the soldiers The soldier who ran out of the room re-
Comeback Inn. One glorioue midaumrner'a guarding the gate in time, they are quartered turns in 3-6 rounds with the wizard Jalla-
morning, the inn's portly proprietor, Fredi· in the Comeback Inn and told to expect a pierie, the cleric Brother Richard, Marfcldt
gar Cripps, inform• them that The Fetch haa gueat for dinner, which will be served in their the Barbarian, The Fetch, Scotty Dcbclfry,
requcated that they make thcmaelvca availa· rooms. If there are other PCs staying at the and six more soldiers (making a total of 12 in
ble for a private dinner in their rooma that Comeback Inn, the two groups arc brought the room). The PCs then face:
very evening. together.
Jallapicric: AC 8 (ring of protection + J);
2. AN ESCAPE TO BLACKMOOB 3. A LEAP INTO THE UNKNOWN HD 17; hp 44; MV 120' (40'); #AT 1; 02-
If you have played a previous module in There are two situations in which you will 12 (staff of striking) or 3-6 (dagger + 2) or
this acriea (DAl or DA2), and one or more of need to use this method of bringing PCs to by spell; Save Ml 7; ML 10.
the PCs who ia participating in thia adventure Blackmoor. Brother Richard: AC 2 (plate mail and
returned to his own time at the end of hia last shield); HD 11; hp 38; MV 120' (40');
adventure in Blackmoor, then anywhere be- • If you have not played any previous
#AT 1; D 3-8 (mace + 2) or by spell; Save
tween two days and two years of subjective BLACKMOOR,. modules, you can still
Cll; ML 11; ALL.
BEGINNING THE ADVENTURE

Marfeldt: AC 5 (leather armor); HD 16; hp then explains to them where (when?) they are
77; MV 120' (4-0'); #AT 1; D 3-6 (dagger and what the gate is. He also informs them away to the south, on the open plains we
+2) or 1-6 (hand axe) or 3-10 (sword that the gate is now sealed behind them, but call the Eastern Hak. Not much there.
+2); Save F16; ML 12; AL C. that he and his "associates" have found a way One of our people, a fellow called the
The Fetch: AC 3 (chainmail + 2); HD 14; hp to reopen it, and will do so when the PCs are Peshwan Na Shepro has a dominion in the
56; MV 120' (40'); #AT 1; D 3-10 (sword ready to leave. However, since they are here, vicinity called the Barony of Dragonia.
+ 2); Save F14; ML 10; ALL. he would like to speak with them and make Miserable little fief. More a military out-
Scotty Debelfry: AC 4 (leather armor); HD them an offer of employment. He keeps talk- post than anything else. Anyway, the bar-
16; hp 24; MV 120' (40'); #AT 1; D 3-8 ing until he gets the PCs to agree to accept the ony ends at the Wurm River. Beyond that,
(mace + 2); Save T16; ML 10; AL N. hospitality of the Comeback lnn ("directly the land is claimed by a bunch of nomads,
Soldiers (12): AC 5 (chainmail); HD 5; hp 25 above your heads") and to sup with him in the Horsemen of Pcshwah. Nasty folk.
each; MV 120' (4-0'); #AT 1; D l -6(cross· their rooms that evening. Very fond of collecting other people's hair,
bow) or 1-8 (sword); Save F5; ML 10; AL If the PCs insist on fighting, the NPCs and I understand.
L; XP 175. guardsmen present should have little trouble "Anyway, there is one old gentleman
subduing them, but if the fight Jasts more who has managed to settle in that country
The soldiers are elite guardsmen, and each despite the Peshwah. Scoundrel by the
than six rounds, then two more soldiers ar-
wears black armor and a black tunic with a name of Garney Benbow-used to be a
rive on each succeeding round until the PCs
silver Hawk of Andahar. Each carries a case sergeant in the guards. Now he runs a
are subdued. These new arrivals have the
of crossbow quarrels containing 16 normal small trading post name of Benbow's
same characteristics as the soldiers already
quarrels and one each (total of four) of the fol- Hectare. Not much there-sod station
present, but don't carry crossbows.
lowing magic missiles: house and a corral just about does it. But
Once any fighting is over, the NPCs have
1 Quattel of Charming: The victim must it's a good listening post. Our man the
some local clerics care for anyone who was se-
make a Saving Throw vs. Spells or be Baron of Dragonia pays old Benbow for
riously wounded and raise anyone who was
charmed by the user (as the charm person or any information he manages to pick up.
killed. The Fetch then fills the PCs in on what
charm monster magic user spell). That's oneofthewayswe keep tabs on the
has happened to them, arranges for them to
1 Quarrel of Diaarming: This missile has no Peshwah.
be guested in the inn, and makes a dinner en·
effect unless it strikes a victim holding a "Benbow's reports are usually routine.
gagement in their rooms.
weapon or other item . The victim must make But not many weeks ago he had some-
a Saving Throw vs. Spells or drop whatever thing land in his lap-and it was anything
he is holding. A dropped item can normally
The Chance of a Lifetime
but routine. Imagine, for a moment, a big
be recovered in one round (unless it falls into Before their dinner engagement with The silver egg about the size of this room and
a pit or chasm, or someone else grabs it). Fetch, all of the PCs are brought together in hollow inside. Now imagine that the egg
1 Quarrel of Diapelling: When this missile their rooms in the Comeback Inn. lf some flies-flies with people inside of it-up to
hits, it creates a dispel magic effect centered (but not all) of the PCs are new to the land of a dozen, maybe. Now, once you have that
on the point of impact (a 20' cube), as if cast Blackmoor, give the old hands a chance to fill image in your minds, imagine that you're
by a 15th level caster. the new people in on the situation (the poli· an old man alone in the wilderness, sur-
1 Quarrel of Stunning: The victim hit by tics, geography, recent events, etc.). rounded by enemies. And one day your
this missile must make a Saving Throw vs. On the first evening that all of the PCs are crockery starts to rattle, and your house
Spells or be stunned for 1-6 rounds. A gathered at the Comeback Inn, The Fetch starts to shake. So you run outside to sec
stunned victim cannot concentrate, and suf- dines with them. Over a hearty dinner of what's happening, and there, falling like a
fers a ·2 penalty to saving throws, a -4 penalty roast mutton, pork pie, and venison ragout stone onto the hill behind your home, is
to Hit rolls, and a + 4 penalty to Armor laid out in their quarters, the spymastcr ex- our big silver egg.
Class. plains the current situation. If all of the PCs "Personally, if it happened to me, I'd
The NPCs indicated above are described arc new to Blackmoor, he first discusses the be hiding under the bed with my skinny
in the Rogues, Regents & Rascals part of this material presented in the section of this mod- shanks all aquiver muttering pleas for
module. Both NPCs and guardsmen want to ule entitled The Kingdom of Blackmoor. mercy. But Benbow's made of sterner
avoid a fight. If forced to fight, their objective Otherwise, he assumes that the PCs already stuff. Realizing that he had a tiger by the
is to subdue rather than kill. They are mainly understand the campaign's background and tail, he determined to hang on and ride
interested in preventing unauthorized entry begins discussing the events leading up to this the beast. By which I mean, he got his
or exit via the gate and in detaining in· dinner. crossbow and went to investigate. He got
truders. Thus, they try to capture the in- to the top of the hill just as a very agitated
truders instead of killing them. In combat, "As to why I wanted to speak with you individual came staggering out of the egg
the guardsmen use their magic quarrels first. tonight-well, I would like to retain you to with something glittering in his hand.
Only if a foe continues the struggle after all make a short journey. I'll not lie to you. It's "Well, no sooner does this intruder see
magic quarrels have been fired do they fire going to be a very dangerous journey. There Benbow than he aims at him whatever it is
normal quarrels. Even then, they avoid kill- is a chance that you'll all come back hale of that he is holding. Benbow, being no fool
ing the PCs. heart and sound of limb, but that's not an and recognizing a hostile act when he sees
If the PCs negotiate, The Fetch invites eventuality about which I am optimistic. one, promptly buries a quarrel in the gen-
them to enter the room and has one of the "I suppose the best place to start is tleman's forehead. End of intruder."
guardsmen open the iron-barred gate. He

6
BEGINNING THE ADVENTURE

The "intruder" was an alien. Until a few about its find and whether he would now
hours before his encounter with Benbow, the have to compete with them for the technologi- transportation, good advice, and com pan·
young crewman (one Rikart Betz) was a jun- cal wealth of the City of the Gods. ions who know the territory. Really, I'm
ior rating aboard FSS Beagle and one of those sure you'll agree that it's the chance of a
chosen to stand watch while most of the crew lifetime. Any questions so far?"
"I'm sure that I don't need to tell you
were in stasis. When the paranoid Captain about the Froggics. Except to say that
Riesling falsely (and quite without grounds) they're active again. Their temple is being At this point, The Fetch answers questions
accused the hapless Betz of having stolen rebuilt. Worse, they're looking for new from the PCs (if any). Of The City of the
some fruit earmarked for the captain's dinner talent, this time for some special opera- Gods he remembers only fleeting impressions
and then hinted that Betz had perhaps smug- tion. We don't know for sure what, but we of metal corridors stalked by metal warriors
gled the missing fruit to "mutineers," the boy do know that the new recruits arc all called (cbots and dbots). He can describe the route
panicked. Fearing for his life, he "requisi- Soldiers of the Frog and that they're being his party took to the city from Robert the
tioned" a small scout (the "egg") and fled the armed with magical weapons. No matter. Bald's tower (Cloudtop, their point of depar·
Beagle, but not. before ground fire fatally Regardless of what they have planned, we ture) south through the Axmouth Gate. If the
damaged his craft. When he made his crash can be sure of one thing. With the Frog- PCs question him about the journey through
landing at Bcnbow's Hectare, he was still in a gics in this, it's going to get nasty. the Valley of the Ancients, he illustrates his
state of blind panic, which may be why he "As for the City of the Gods-that may answers by showing them a map of the region
aimed his hand blaster at Benbow with such take some explaining. About four years south of Blackmoor. If they think to ask more
fatal results. ago, we began to hear stories about a sky· general questions about the area, he provides
sailing city that had come to earth in a des- them with information drawn from the Geog-
"With the intruder no longer in any posi- ert called the Valley of the Ancients, south raphy ofthe South part of this module. If they
tion to exercise his property rights and no of Blackmoor. At that time, we were look- think to ask about sand folk and camarillas,
ing for allies in our war against Thonia. A he describes these species in detail.
one else about, old Benbow laid claim to
the egg. Knowing that we would be inter- party of us made a trip into the desert to If, at this point, the PCs dicker over
ested, he sent word of his find to Baron find the city and try to form an alliance. money, The Fetch increases the sums offered
Shcpro via a passing patrol. The baron, in Less than a third of the expedition re· by up to 50% . When the dickering is done
turn, contacted me, and I arranged for turned. and the PCs have asked a reasonable number
some of our people to look at the item-in "What killed us? Thirst, heat, trolls, of questions (or as many questions as they
exchange for which I had to pay a large sand folk, dragons-the usual. But also seem interested in asking), The Fetch elicits
sum to Garney Benbow. other things. We got to the city, you scc- from each a commitment to participate in the
"One of our people is still there, and got inside and tried to contact the Gods. expedition. When everyone is on board, read
every day he's learning more. I don't But it was no good. All we saw were mon· the following passage.
know what his final report will be like, but sters and metal warriors. The metal war·
what he's told us so far is both intriguing riors killed more of us than the dragons. "Much of what we have discussed I don't
and disturbing. The egg and all of the In the end, we ran from there like think you'll need. You sec, we intend to
items in the possession of the dead in· whipped dogs and were glad for the privi- provide you with some companions. One
truder appear to be highly magical- but lege of showing our heels. of them is none other than the Baron of
of a type that we have never before en- "That's what I know of the City of the Dragonia, himself. Which should tell you
countered. Our man on the spot and oth- Gods-and the City of the Gods is where just how important we believe this matter
ers who have vi.sited the place believe that you're going. Assuming of course that to be. The baron knows the south as well
this new magic is potentially as powerful you're willing to do some traveling on our as anyone in Blackmoor, and he will be
as anything we know today. What is truly behalf. Your objective is to either contact your guide. He is also, by the way, one of
frightening is that it may, in fact, prove to these "gods" and talk them into receiving the deadliest swordsmen in Blackmoor.
be more powerful . a diplomatic envoy that we will send-or, "We're also sending along a rather col-
"That's not the only reason that we arc failing that, to steal whatever magic you orful character who might be useful. A
frightened-and curious. In recent weeks, can that might be of use in the coming wizard by the name ofBoscro-dccent fel-
our agents have become aware of others wars. low, but with a bit of a drinking problem.
asking questions about the egg, trying to "Needless to say, we'll make it worth I doubt that that will matter where you're
find out what we know about it and what your while. Say, 5,000 gold pieces just to going, and Bosero has been examining the
we plan to do. Those others have been make the trip, another 5,000 if you ar· egg for us, so he knows about as much as
identified as agents of the Order of the range for our envoy to be received, and anyone about this new magic. Inciden·
Frog. We've also learned from back street we'll give you a generous price for any tally, Boscro 's brother, Richard, is also go·
gossip that our old foes, the Froggies, new magic items you acquire. All of these ing along. In fact, he's outside now."
have somehow linked the egg with the sums payable upon your return-or upon
City of the Gods." conclusive proof of your deaths, as appro· At this point, The Fetch introduces
priatc. For our part, we're also making Brother Richard, who is to accompany the
In fact, as soon as Stephen Rocklin heard the entire expedition possible, remem ber, expedition to the City of the Gods. If you feel
about the egg, he knew what it was and set his by providing you with food, equipment, that the PCs are too weak to tackle the city by
agents to find out what Blackmoor knew themselves, then Marfcldt the Barbarian and

7
BEGINNING THE ADVENTURE

Scotty Dcbclfry arc also introduced to them


as members of the expedition. If there arc
eight PCs participating in the adventure,
then either Marfeldt or Scotty (not both) may
be included in the expedition. All of these
NPCs arc described in detail in the Rogues,
Regents & Rascals part of this module. Once
The Fetch has made appropriate introduc-
tions, he produces an 8" x 8" x 2" ebony
box, and opens it to reveal 12 plain gold rings
nestled in tiny slots in a black velvet cushion.
The Fetch now gives each character except
Brother Richard one ring. Brother Richard
gets three rings, two of which he tucks away
in his purse. These two arc for Boscro and the
Pcshwan Na Shcpro.

"These rings are magical, of course. They


arc also part of a set, so do your best to
bring them back safely. Each ring can hold
up to three telcport spells. At present, they The Fetch now gives the PCs the map of made arrangements withjallapicric and Ro-
each hold two. The first spell takes the the lands south of Blackmoor that he used in bert the Bald to assist the PCs, but what he
wearer to Benbow's Hectare. The expedi- answering their previous questions. As long has not told them is that both wizards have
tion will depart from there once each of as the PCs possess this map, let them sec Map agreed only with great reluctance to help and
you has had a chance to examine the egg. 1: The Lands South of Blac1cmoor. To pre- will do so only if the PCs very existence is be-
The second spell brings the wearer back to vent the PCs from seeing the map of the City ing threatened. Jallapicric is needed in
this room. You use that one to make your of the Gods on the same sheet, fold the sheet Maus, and Robert simply doesn't want to
return journey once you've attained your in half. If the PCs lose their map, they can no leave his tower, where he is in the midst of
objective or decided that there is no hope longer look at the map of the south included some tricky research. But both will keep their
of doing so. in this module and must instead rely on ques- word and watch the PCs through their crystal
"Do be careful not to get the spells tioning NPCs (especially the Baron ofDrago- balls. If the PCs are in danger that they can't
mixed up, won't you? We went to a lot of nia) in order to find out where they are at. handle themselves, one or both of the wizards
trouble to have Robert the Bald cast them. After giving the PCs their map, The Fetch may use a helm ofteleporcation to pop in and
You'll find that, unlike most telcport makes one final speech. lend a hand.
spells, these are practically foolproof. You Of course, you need not use the wizards as
simply can't end up anywhere except the "Now, I've got to be a bit grim. We're a deus ex machina to save the PCs, but the
dc1tination that Robert picked-unless, sending you on this expedition in hope of City of the Gods is a dangerous place, and
of counc, you trigger the wrong spell. important results. But what we fear is an- they may need some extra help to survive in
"Let me impreas one more thing upon other disaster not much different from certain situations. If the playe.rs have not ac·
you. Thc1c rings are a loan. Of course, we what happened the first time we sent peo- tually earned death by playing badly, this
truat you to return them. But, should you ple into the Valley of the Ancients. So help may be especially important. If you feel
try to keep them, you will find that your we've made some special arrangements. uncomfortable making this decision yourself,
steps arc dogged by a rather nasty curse." Two of the best wizards in the the North- then use the dice to determine if one or both
lands will be watching you in their crystal of the wizards intervenes in a situation. In
The Fetch refuacs to specify the nature of balls. Both have agreed to come to your each instance in which one or more PCs ia in
the curse. In fact, It is a gcas laid on the rings aid if they sec that you are in trouble. clear danger of being kill~d, roll !d8. On a re·
by their maker, a 36th level wizard. Anyone Since they arc needed elsewhere, we hope suit of 1·5, the wiza.rds arc unaware of the
who trie1 to keep any of the ring• from their that you won't get into trouble. Remem- PCs plight or don't believe that it is all that
rightful owner (King Uthcr and his hcin) suf- ber also that each wizard can sec you only serious and so refuse to intervene. On a result
fers bad luck until such time as he takes active three times per day, so you can't count on of 6, Robert the Bald appears. On a result of
1tcp1 to right that wrong. In thia caac, "bad their help. Nonetheless, it might make a 7, Jallapierie appears. On a result of 8, both
luck" consi1t1 of adding 3 to all saving throws difference. Robert the Bald and Jallapieric appear.
and To Hit die rolls. If the character is a thief, "With that, gentlemen, I must leave Whenever the wizards appear, they help
his percentage chance of succcaafully using you. You'll have plans to make, I'm sure, the PCs out of their immediate danger, and
his various thieves' abilities is reduced by 10 and I recommend an early start tomorrow then use a teleport spell to return to their re·
percentage poinu. Characters who don't re- morning. Remember that we'll be watch· spective towers. Each wizard appears only
turn their rings also earn the enmity of King ing and hoping for your safe return." once per day.
Uthcr, The Fetch and Blackmoor's Regency
Council. Exit The Fetch, smiling. He has indeed

8
RUNNING THE ADVENTURE
Once the PCs have been recruited and Set Rules are detailed in the Monsters & Foes is designed to let you design your own adven-
briefed by The Fetch as described in The part of the module. The alien artifacts carried tures set in the city, using this module as a
Chance of a Lifetime, they are ready to play. by some of the foes encountered are treated as model.
The NPCs who are going to be part of the ex- magic items. They are detailed in the Alien At some point in their exploration of the
pedition to the City of the Gods join them in Devices part of the module. city, the PCs will probably decide that it is
their rooms early on the morning after the When the PCs reach the Valley of the An- time to gather up their booty and head for
dinner with The Fetch. After a brief breakfast cients, they continue to have random en- home. The Ending the Adventure part of the
of cold roast, bread, cheese, and ale laid on counters. However, they also have one module explains what happens when they do
by Fredigar Cripps, the characters use their preplanned encounter, a sand folk ambush so. It also includes some plot twists that can
rings to travel to Benbow's .Hectare. Their that can result in their becoming guests of the be used to nudge the PCs toward that deci-
arrival and the subsequent events at that lo- sand folk war chief, Da-Nel. This encounter sion, if necessary.
cation are described in the Benbow's Hectare and its possible outcomes and complications Finally, the PCs will meet a number of im-
part of this module. are detailed in the Da-Nel's Camp part of the portant NPCs in this module. Some of them
From Benbow's Hectare, the PCs, now module. It is possible for the PCs to avoid this (Brother Richard, Bosero the Drunkard, the
joined by the Peshwan Na Shepro, Baron of encounter altogether, but this is not recom- Baron of Dragonia, Marfeldt the Barbarian,
Dragonia, should proceed across the Eastern mended. and Scotty Debelfry) may accompany the
Ha.k to the Valley of the Ancients. The PCs At the end of their journey, the PCs reach PCs on their adventure. Others (Stephen
may choose to disregard the advice of their the City of the Gods. Once there, they must Rocklin and Captain Bork Riesling) are im-
guide (the baron) and travel by a different find a way to enter the city, try to make con- portant foes who will keep trying to foil the
route, but they will find that the direct route tact with the aliens, obtain as many alien de- PCs in future modules in this series. A few
favored by the baron is easiest and safest. Us- vices as they can by diplomacy or theft, and (The Fetch, Robert the Bald, andjallapierie)
ing the map of the lands south of Blackmoor finally escape. The City of the Gods is not de- are only peripherally involved in the events of
that is included in this module, trace the PCs' scribed in detail because it is far to large to ex- this module, but are continuing characters in
journey to the City of the Gods, following the plore in a single adventure. However, The any BLACKMOOR,. campaign. All of these
outdoor travel and encounter routines ex- City of the Gods part of this module includes NPCs are described in detail in the Rogues,
plained in the D&D® Expert Set Rules. a general description of the city and a system R egents & Rascals part of this module. If
These routines are slightly modified to re- for "randomizing" its layout, contents, and possible, you should avoid killing off any of
flect the increased chance of having an en- denizens. That part of the module also con- them (at least permanently) since, even if you
counter in some areas shown on the map. tains a number of plot twists you can use to are not playing this module as part of a
The Encounter Chance Table on this page make the players' limited exploration of the BLACKMOOR,. campaign, you may want
lists a number of geographical areas in its city an exciting experience. Since the city can to see these NPCs again if your players return
right-hand column. The middle column never really be fully explored, this approach to the City of the Gods.
shows the number of encounter checks made
each day that the PCs spend traversing those
areas. The left-hand column shows the num-
ber that must be rolled on 1d6 for an en-
counter to occur. Use this table for the areas ENCOUNTER CHANCE TABLE
named instead of the Chance of Encounter
table on page 42 of the Expert Set Rules. NUMBER OF
Make one check per day and use the table in AREA BEING CHECKS EACH ENCOUNTER
the Expert Set Rules for any areas (other than TRAVERSED ... EACH DAY... OCCURS ON .. .
the City of the Gods) not named on the En-
counter Chance Table on this page. The Eastun H ak 6
The Geography of the South part of this The H u~h Hak I 6
module describes the most important areas rhe Coombe- - - - - - - - - - - - -2- - - - - - - - - - - - 4-6
shown on the map of the lands south of Black- Tht Dngon lftll~ 2 4.5
moor. It also contains six encounter tables The South Dragons 2
-------~~- 5-6

used for different areas and terrain types rhc Spine of the
shown on that map. Each table has an expla- Dragon 2 5·6
nation of when it is used. In general, the ta-
bles in the Geography of the South are used 1 he Kerman Peak
==-
~ --~~--------"2-~~--------~ H>
The Ash H ills 2 4-6
instead of the standard encounter tables in- The Badlands 2 5·6
cluded on pages 30 and 35 of the Expert Set I'he Bl~ted Wood-s ~--------·-2c ------------ 5-G
Rules. Use the tables in the Expert Set Rules Tht" Blue HiJlg 3 5 -6
only when a given area is not covered by one The Valley of the
of the encounter tables in this module. Ancients 3 5-6
Many of the encounters listed on this mod-
ule's encounter tables involve monsters or
alien devices new to the PCs. Those monsters
not described in the 0&09 Basic and Expert

9
BENBOW'S HECTARE

The Arrival 1-4 (dagger) or by spell; Save F14; ML ney Benbow. When the party from camp ar-
11; ALL. rives, read the following to the players:
A flash of light, a whiff of ozone, and you Garney Benbow: AC 7 (leather armor); HD
are there- " there" being a wooded hum- 4; hp 32; MV 120' (40'); llAT 1; D 1-8 You are still staring at the metal egg when
mock surrounded by a vast expanse of (sword) or 1-6 (short bow); Save F4; ML a gravelly voice barks, "You. Stand clear
grass that rolls in the wind like the waves 10; AL N. o' the egg an' identify yerselves." The
of some green sea. Just 150 feet northwest In a corral built into the northwest face of owner of the voice is a burly man with a
of where you now stand is a Jong, low Benbow's sod house are 14 riding horses and sergeant's insignia stitched to the nubby
timber-and-sod house flanked by half a a pack mule. The mule is intended for the use gray cloth of his tunic and a cocked cross-
dozen gaily striped umbrella tents. An of the expedition to the City of the Gods. bow aimed at you. Before you can comply
overgrown and rutted track winds be- Each member of the expedition also gets one or the man with the crossbow can say
tween you and the house before disap- riding horse. more, one of his companions, a short fel-
pearing to the west. Sharing the hill with low in a patched traveling robe, shouts the
you are three soldiers dressed in chain Riding Horses (14): AC 7; HD 2; hp 12 each; word "Richard" and leaps forward to em-
mail and gray livery emblazoned with a MV 240' (80'); llAT 2 hooves; D 1-4/1-4; brace the flying monk. After a lengthy
bright green dragon. As soon as you ap- Save Fl; ML 7; AL N. bout of affectionate hugging and enthusi-
pear, one of the soldiers hails the nearby Mule (1): AC 7; HD 2; hp 14; MV 120' (40'); astic back-pounding, punctuated by a
camp where four mail-clad men can be llAT 1 kick or 1 bite; D 1-4 or 1-3; Save babble of inane comments from the short
seen attending to routine chores. Normal Man; ML 8 ; AL N. fellow in the patched robe, the two broth-
As soon as the PCs orient themselves, they ers (for, clearly, that is who they must be)
The soldiers are members of the household discover the scout immediately behind them. part self-consciously and turn their atten-
guard of the Baron ofDragonia, and a green tion to the others occupying the hill with
dragon on a gray field is his livery. They are them .
About 20 yards east of where you stand is
part of a detachment of 18 guardsmen, two a large, smooth, ovoid metal object. One
guards sergeants, and a guards captain who end of the metal object is slightly crum- At this point, Brother Richard introduces
have been assigned to guard this site. pled as if it had struck something, and a the PCs (any NPCs in the party already being
Jong furrow of plowed earth behind it ap- known to those on the hill). Then Bosero in·
Guardsmen (9): AC 4 (chain mail and
pears to mark where the object skidded to troduces first himself and Garney Benbow
shield); HD 2; hp 10 each; MV 120' (40');
a stop. A closer examination reveals that and then the Baron of Dragonia.
I/AT 1; D 1-8 (sword) or 1-6 (spear); Save
F2; ML 11 ; ALL. the surface of the object is not as smooth as
Guardsmen (9): AC 4 (chain mail and it at first seemed. At one point, the base is "And this, friends, is our guide into black-
shield); HD 2; hp 10 each; MV 120' (40'); bl-oken by an etched circle three feet in di- est danger, his lordship the Peshwan Na
#AT 1; D 1-8 (sword) or 1-6 (Jong bow); dmeter. The surface of the circle is de- Shepro, King's Companion and, by grace
Save F2; ML 11; ALL. pressed except where it is bisected by a of his majesty King Uther I, Baron of
Guards Sergeants (2): AC 5 (chain mail); 6-inch wide undershot bar. Beside the Dragonia."
HD3; hp 15; MV 120' (40'); #AT 1; D 1-8 etched circle is a legend written in red With that introduction, Bosero makes a
(sword) or 1-6 (crossbow); Save F3 ; ML runes. sweeping bow to his companion, a dark,
11; ALL. slim individual of medium height clad in
Guards Captain (1): AC 5 (chain mail); HD The etched circle is a hatch. The bar is a blued plate armor and unadorned nubby
4; hp 20; MV 120' (40'); #AT 1; D 1-8 handle that turns the entire hatch to the right silks of the same silvery gray as the sol-
(sword); Save F4; ML 11; ALL. or left. Turning to the right opens the hatch. diers that surround you. At first, you are
Turning to the left, closes it. T he runes are a not completely sure of the person's sex.
Southwest of where the PCs stand are two The figure is almost girlish, and the an-
set of irlstructions written in Galactica and
more soldiers guarding a grazing remuda of drogynous face before you might be that
mounted on a decal. They can be read using a
21 riding horses belonging to the guardsmen. of a famous courtesan or an innocent choir
read languages spell. They say:
Riding H orses(21) : AC 7; HD 2; hp 12 each; boy. Certainly, the hand that the baron of-
MV 240' (80'); #AT 2 hooves; D 1-4/1-4; fers each of you in turn is soft as that of a
Warning! Authorized personnel only.
Save Fl; ML 7; AL N. maid. But beneath the velvet skin are
Entry to this vehicle is restricted . To
muscles and tendons like steel bands, and
The Peshwan Na Shepro (Baron of Drago- open manually, grip handle and tum all
the eyes in that painfully beautiful face are
nia) and the wizard Bosero the Drunkard the way to t he righ t. Pull hatch out.
the flat dead eyes of a killer.
each occupy one of the tents. Garney Benbow
(the trader who discovered the alien scout) A party of men from the camp arrives on
lives in the house. the scene before the PCs can open the door
(but after they have had a chance to decipher
THE TOUR
Peshwan Na Shepro: AC 2 (chain mail); HD the runes, if they so desire). The party from When all appropriate introductions have
13; hp 52; MV 120' (40'); #AT 1; D 3-10 the camp consists of six guardsmen, a guards been made, Bosero suggests that the PCs take
(sword +2); Save F13; ML 12; ALL. sergeant, the Peshwan Na Shepro (Baron of a look at the scout. The baron dismisses all of
Bosero the Drunkard: AC 6; HD 14; hp 42; Dragonia), Bosero the Drunkard, and Gar- his men except for three guardsmen armed
MV 120' (40'); #AT 1 dagger or spell; D

10
BENBOW'S HECTARE

with spears and swords. The rest of the vates the beacon, six dbots that have been scout's computer and sensors. In this case,
guardsmen return to their camp along with searching for the missing scout start to head the alphanumeric code groups used in the
Benbow. When all guardsmen are gone and for Benbow's Hectare. runes printed on the control panel and dis·
the watch is in place, the baron signals Bosero played on the screens are unreadable, even
Dbots(6): AC -2; HD24"; hp 120each; MV
to open the scout, which he does, following with a read languages spell. The numbers
120' (40'), flying480' (160'); #AT 2 weap-
the directions on the decal by the hatch. and most of the words can be translated, but
ons; D variable; Save F 16; ML 12; AL L;
local languages lack such concepts as Thrust.
XP 6,000 each.
Gripping the bar in the middle of the Atd. Cntrl. Over(Thruster Attitude Control
etched circle, Bosero twists it to the right. Among the other wonders that Bosero Override), which might be translated in
There is a soft sigh and what had seemed shows the PCs are a suit of batc/e armor, a Common as Direction Change Spell or, with
to be a thinly etched circle becomes the glow wand, a communicator, a hand blaster, equal validity, as Spell of Rudder Control,
outline of a door. When Bosero pulls out a medkit, a translator badge, and a set of depending on who casts the read languages
on the bar, the door swings open. And snoopers. All of these devices are described in spell.
here is a marvel. For, even though the the Alien Devices section, and Bosero uses
door is at least a foot thick, it swings the names for those devices that are shown in Bosero shows you what he believes to be
lightly as a feather. parentheses after their alien names. Bosero the controls that make the egg rise into the
Inside, the egg is brightly lit by milky, also shows the PCs the bloody jump suit that ai r and change d irection. The egg doesn't
glowing panels set in the walls and ceiling. the magician was wearing when he died. By move when he touches protrusions and le-
All surfaces are smooth and hard, and the time that Bosero shows them to the PCs vers, but the glowing green runes do
many of them are canted at odd angles. he has completely figured out the purpose change, informing you, according to Bo-
The walls don't stand true and straight, and functioning of the battle armor and the sero, that the egg is damaged and can no
but wander off in all directions, making hand blaster by applying what other Black- longer fly.
the small egg seem much larger inside moorian agents (the PCs?) reported of their
than it really is. experiences during the adventure narrated in The wizard's assessment is correct. He has
The interior of the egg is a single large module DA2 (TEMPLE OF THE FROG). figured out the vessel's controls, but is getting
chamber with ample room for all of you . He has also completely figured out on his own an error message indicating flight control and
Padded benches run along the sides of the how to operate one other item of your choice, power plant malfunctions that prevent the
egg from the end where you entered al- and he shows the PCs how to operate the craft from operating. As a result of this tou r,
most to the front or top where Bosero now items that he understands. The remaining the PCs should be able to fly a scout the next
stands facing you between two padded items are a mystery. Once the PCs have been time they encounter one, though they will
chairs. Strangely, you can look directly shown the items worn or carried by the magi- have no idea how to navigate.
through the walls making up the top half cian, read the following passage to the play-
of the egg as if they were cut from the fin· ers. The Battle
est glass in Blackmoor. As you r eyes dart
from one wonder to the next, Bosero de- Indicating 'the items that he does not yet While Bosero has been conducting his tour
lightedly explains what he has learned of understand, Bosero explains that he of the alien scout, the six d bots have been
the egg's magic, first showing you the hasn't had time to get to everything yet, homing in on the signal being emitted from
especially since he has been occupied ex- the distress beacon. They are programmed to
strange devices removed from the body of
the magician who was flying inside it. amining the egg itself. The wizard then identify and rescue (or<>.capture) whoever is
One of the first items in Bosero's cata- turns toward the front wall of the egg, in- wearing 'the beacon and' to bring the scout
log of magic devices is a small pin or viting you to crowd a round so as to see back to the ship, if possible. If they can't cap·
badge, which at first does nothing. But, better. Beneath the point at which the ture whoever is wearing the beacon, they are
when Bosero presses a stud in the face of walls become clear is a canted shelf stud- to kill the individual. If they can't bring the
ded with all manner of levers, studs, and scout back, they are to destroy it.
the device, it begins to emit a strangely
haunting melody. Bosero pins the device protrusions. Bosero touches one of the
to his robe and leaves t he music on protrusions, and at least two dozen others The wizard is just fi nishing his lecture on
throughout the rest of his demonstration. light up like so many bejewelled lightning the egg when one of the rectangular areas
bugs. Some of the colored lights are steady that has been blank until now suddenly
The "pin" is actually a distress beacon. like the sun. Others pulse or blink. All lights up. Bosero is extremely agitated by
The "music" is a chain of coded mnemonics have tiny runes written beneath them. this phenomena since he has never seen it
designed to place a properl y conditioned Glowing green runes appear on several before and did not touch any studs or pro-
wearer in a trance state in which previous large indented rectangular surfaces. trusions that could account for it. Etched
survival training is retrieved from his subcon- into the rectangle is a bewildering array of
scious so that he can use it in what is pre- Bosero has hit the Power On button. This glowing green shapes, most of them
sumed to be a crisis situation. The ''music" is the first step in using the scout. The canted straight lines. There are six pulsing lights
also has the effect of letting the wearer know shelf is the scout's control panel. The colored in the upper left-hand corner.
that the pin is functioning properly and that lights are indicator lights showing the status
the beacon is emitting a distress call on which of its various systems. The indented rectan- What the PCs are seeing is the readout
rescuers can home in. As soon as Bosero acti- gular surfaces are the output screens for the from the scout's airborne alert radar. The

11
BENBOW'S HECTARE

green lines are a map grid. The various damage equal to half its hit points. Then, you have anything to add to the baggage,
shapes are terrain contours. The pulsing they change programs and start using see him. My plan is to cross the Eastern
lights are airborne objects (in this case, the gamma and sonic grenades and blasters. Hale, moving down the Salt Road to the
dbots). Once Bosero is gone, the two remaining East Gate. I'd like to avoid having tone-
debots from the group that attacked the camp gotiate the Dragon Hills or the South
join the three that are attacking the hill. This Dragons, and I don't want to have to
Bosero is still trying to figure out what
r~info~ced party fights its way into the egg, climb down the escarpment or take to the
caused the rectangle to glow when the
d1sablmg defenders as necessary. Once in- air. Either of those methods of entering
?aron shouis and points northward. High
side, they immediately determine that the the valley is likely to get us spotted while
m the sky, you can see six flying objects.
scout can't be flown back to the ship, use we were still days away from our destina-
You stand transfixed for a moment, then
sonic grenades and blaster fire to wreck the tion. Considering what we've seen today
Bosero cries with dismay, "Men. They' re
interior, and fly away. I think our best bet is to enter by the Eas~
flying men. And they're made of metal."
Gate and keep hidden as much as possi-
As you squint in their direction, you can
ble. Travel by night; stay undercover dur-
now see that they are indeed flying men As the metal men disappear into the dis-
ing the day. Once we're through the gate,
whose glossy black bodies gleam like bur- tance, the you tum to survey the damage.
there's a trail that will take us north in the
nished steel in the bright sunlight. As fast The area is littered with downed soldiers
general direction of the city. From there,
as roes, they speed toward you, and the most of whom seem to be paralyzed. Th;
we'll have to see what happens. Any ques-
baron is now clearly disturbed. Both he egg that they were sent to guard is no
tions?"
and Bosero dash from the egg and raise longer worth the effort. Smoke drifts
the alarm. through large rents in its shell and fire
licks at the magic doorway. If anyone objects to this plan, a grim-faced
Brother Richard steps in to support the
By the time the dbots arrive, Bosero, Ben-
baron, pointing out that the PCs don' t know
bow, one guard sergeant, and three guard- The scout is completely wrecked. None of
the territory, while Shepro does. Any other
men with crossbows, and six guardsmen with its devices are salvageable, and the PCs can
NPCs in the party also support Shepro. If the
spears are in position to defend the camp be- learn nothing more from the melted plastic
PCs still won' t take the hint and follow their ·
side Benbow's sod house. The baron, the and twisted metal that is all that is left of the
guide, then they will just have to find out for
other guards sergeant, the guards captain, six controls. However, if any character examines
themselves that Shepro's direct path is the
guardsmen with crossbows, and three the interior, be finds the alien translator
safest.
guardsmen with spears are dispersing them- badge and one other alien device carried by
Similarly, the PCs may.have to learn from
selves atop the hill where the egg is located. the scout's dead magician (pilot) to be still in
experience that the City of the Gods and its
working order. Roll ld6 to determine which
metal warriors have special means (radar) of
When the metal men reach Benbow's device still works.
detecting and identifying flying bodies, and
Hectare, they split into two groups. While Result Devices in Working Order automatically responds to large unidentified
three dive on the camp, the other three 1 Battle armor flyers. Each time any member of the party
race for the hill. As soon as they are in 2 Hand blaster takes to the air (by flying or by levitating to a
range, the crossbowmen go to work, but 3 Medkit height of more than 10 feet) while outdoors,
the bolts harmlessly clatter off their metal 4 Glow wand that action draws the attention of two dbots
skins or shatter on impact. Suddenly, 5 Snoopers per an 8 result on the Valley Encounter Table.
something shoots from the hand of one of 6 Communicator Regardless of alterations in the plan, the
the metal men, and a billowing green NPCs in the party insist on leaving Benbow's
cloud forms in the midst of the soldiers de- The baron, Brother Richard, and Benbow
Hectare early the next day. The pack mule
fending the camp. As the soldiers begin to all survive the fight and are in reasonably
that Garney Benbow has ready for them at
drop to the ground, another of the metal good condition. Taking charge in the after·
dawn carries enough rations to last the mem-
men swoops down and snatches Bosero. math of battle, the baron first sees to his men bers of the expedition one month. It also car-
Cradling the wizard in his arms like a then gets the PCs together to plan their nex~
ries three extra water skins per character
small child, he flies off to the southwest be- move. Brother Richard helps tend the
since the only potable water in the Valley of
fore anyone can react. You hear a cry of wounded, then disappears for a couple of
the Ancients is found in secret springs known
despair nearby as the flying monk realizes hours into a secluded clearing in the trees
only to the sand folk and camarillas.
that his brother is gone. Then the metal atop the hill. He rejoins the company just as
Once the PCs leave Benbow's Hectare,
men are upon you. the baron is explaining what he intends to do
their trip is routine except for random en-
next.
counters until they reach the Valley of the An-
The green cloud is the gas cloud from a cients.
neuron grenade. Since their orders don't "My men will remain here to await our
specify killing bystanders, the dbots are fol- return. We'll get a good night's sleep to-
lowing standard procedure for this type of op- night, then start out early tomorrow
eration and using neuron, tangier, and morning. Benbow already has orders to
opacity grenades to paralyze and confound prepare our horses and baggage. If
the defenders. They continue to use these
weapons until one or more dbots sustains

12
DA-NEL'S CAMP

The sand folk who inhabited the Valley of Mounted Sand Folk ( 12): AC 6; HD 6; hp 24
the Ancients Jong before FSS Beagle came to enough, but the Jumpy, slate-gray skin each; MY 120' (40'); #AT 2 fists or 2
ground are a tough race of nomadic warriors and four arms mark him as one of the sand weapons; D 1-6/ 1-6 or 3- 12/3- 12
who proudly follow both the golden rule (Do folk . In one hand he holds a metal object (swords); Save F6; ML l O; AL N; XP 275
unto others first) and the eleventh command- that looks very much like the item that Bo- each.
ment (Don't get caught). They have consist- sero called a wand of sun/lame. In an- Camarillas (12): AC 3; HD 6°; hp 18 each;
ently applied these rules for living to their other, he holds a sword. Neither weapon is MY 120' (40'); #AT l bite or breath; D 1-
new neighbors in the City of the Gods and to raised. The remaining two hands are held 10 or 3-18; Save F3; ML8; AL N; XP650
the Froggie scouting parties that have re- forward and open in the universal sign of each.
cently invaded their desert. Though the no- peace.
All around you, sand is gently falling There are an additional 25 camarillas iden-
mads now have a treaty with the City of the
from the robes of similar figures who have tical to the first 12 hidden just the other side
Gods, this does not prevent them from raid-
risen from holes dug in the desert floor. of the rocky slope where the mounted sand
ing the city for whatever they can steal. In-
You are now surrounded by up to two folk are stationed. They don't enter the fight
variably, sand folk elders blame such raids on
dozen of the sand folk. Twelve more sand unless the sand folk retreat to their side of the
"renegades who are shunned even by their
folk riding camarillas quickly top the crest slope (in which case, they charge the PCs).
own kind."
of the rocky slope behind the speaker. If the PCs don't immediately attack, then
One of the most persistant raiders is an old
Some bold wands or staves of sun/lame or the sand folk stand stock-still as if carved
rascal named Da-Nel. This war chief of the
weapons that look like them. Others are from stone whileja-Min speaks again.
Ngumalakka ("merry throat cutters") tribe
has led the fight against the Froggie intruders armed with matched pairs of big, heavy
since they first appeared. He has also led nu- looking swords. Most are green-skinned, "Greetings, travelers in the land of
merous forays into the City of the Gods to ob- but a few have the slate-gray hides of ma- blessed sun. Ja-Min am I, warrior of the
tain alien weapons with which to fight the ture sand folk. Ngumalak.ka. Welcome I bring you from
better•armed Soldiers of the Frog. But the the mouth of our war chief, Da-Nel.
City of the Gods is a very dangerous place. Map 4: The Ambush shows the situation. Come with us, you will. To the camp of
Da-Nel has lost many fine warriors in his Surrounding the PCs are 24 dismounted Da-Nel, you will come, and there be
raids, almost as many as in his skirmishes sand folk and 12 mounted sand folk . They are guested, you will."
with the Froggies (who have quite correctly led by Da-Nal's lieutenant, Ja-Min, who has
decided that Da-Nel is an implacable enemy been ordered by his chief to bring the PC Ja-Min is more than willing to negotiate
who must be destroyed). party into camp-as honored guests, if at all with the PCs. He will even let them keep their
Da-Nel is camped near the City of the possible-otherwise as captives. Ja-Min's weapons. But he insists that they ride to Da-
Gods, contemplating a new raid, when his band includes: Nel's camp immediately, and that they do so
scouts inform him that a party of humans is inside a ring of wary sand folk mounted on
Ja-Min: AC 4; HD 6; hp 42; MY 120' (40');
traveling toward his camp. At first, he thinks fierce camarillas. His reasoning is hard to ar-
#AT 2 fists or 2 weapons; D 1-6/1-6 or 3- gue with. ·
that the humans might be Froggies, but the 12 (swordy6-36 (hand blaster); Save F6;
scouts swear that its members neither look ML 10; AL N; XP 275. Ja-Min wears a
nor act like the enemy they have come to ring ofprotection +I, 5' radius. "Come you must, because this be Da-
hate. Curious, Da-Nel orders the party way- Dismounted Sand Folk With Grenades (6): Nel's desert. Yes, yes, all this wealth be
laid and brought to camp as "guests." Time AC 5; HD 6; hp 30 each; MY 120' (40'); Da-Nel's, and none can come or go except
enough later to kill them if they tum out to be #AT 2 fists or 1 weapon; D 1-6/ 1-6 or 6-36 by his leave. Is it otherwise in your own
Froggies. And, if they aren't Froggies, then (hand blaster) or grenade; Save F6; ML land? You know 'tis not. So come. Hospi-
they may be of help in the next raid on the JO; AL N; XP 275 each. Each of these tality the war chief offers. Rude it would
City of the Gods! sand folk carries one neuron grenade and be to refuse him. Rude, yes. And foolish.
one tangier grenade. Have we not many weapons? Could we
The Desert Ambush Dismounted Sand Folk With Hand Blasters not force you? Yes, I think.
(6): AC 6; HD 6; hp 30 each; MY 120' "Yet, in peace we come. Open be our
Read this passage to the players whenever
(40'); #AT 2 fists or 2 weapons; D 1-6/1-6 hands and pure our hearts. Like gentle
they first move to within 50 miles of the City
or 6-36 (hand blaster)/3-12 (sword); Save rabbits we open our homes to you. Yes,
of the Gods.
F6; ML 10; AL N; XP 275 each. like veriest hoppy bunnies, we trust you in
Dismounted Sand Folk With Heavy Blasters our camp. Can you not then put aside dis-
You are moving through a broken patch of trust? Can you not embrace us as good
rocky desert when a voice softly hisses at (6): AC 6; HD 6; hp 30 each; MY 120'
(40'); #AT 2 fists or l weapon; D 1-6/1-6 friends?"
you from somewhere nearby.
"Oh my, yes. No sudden moves please. or 8-48 (heavy blaster); Save F6; ML 10;
AL N; XP 275 each. If the PCs insist on fighting, Ja-Min and
Softly, softly. Keep hands in sight and no the 24 dismounted sand folk try to capture
one is hurt in unintended scuffie." Dismounted Sand Folk With Swords (6): AC
6; HD 6; hp 30 each; MY 120' (40'); #AT them, using the Oats of their swords and aim-
A few feet in front of you, a robed, ing their blasters to wound instead of kill.
2 fists or 2 weapons; D 1-611-6 or 3-12/3-
masked, and hooded figure steps from be- The sand folk with grenades use those in pref-
hind a rock. The individual looks human 12 (swords); Save F6; ML 10; AL N; XP
275 each. erence to blasters in an effort to stun or en tan-

13
DA-NEL'S CAMP

gle the PCs. Thus, all damage inflicted by the Except for personal weapons and equip- this greeting is considered a binding promise
sand folk using weapons other than greandes is ment, the sand folk hold all property (includ- of safety that is never broken except when
halved during the first 2-5 rounds of combat. ing the tribe's camarillas) communally. Each dealing with non-sand folk (and then only
After that, the sand folk hit for full damage. As of the tents except for the guest tent and Da- rarely).
long as the sand folk are hitting for half damage, Nel's tent hold sleeping furs and rugs for the The baron automatically recognizes the
the 12 mounted sand folk and their camarillas 10 sand folk who dwell there. The guest tent greeting and offers the appropri~te words of
try to stay out of:l he fight, attacking only when doubles as a store room, and is partly filled acceptance ("Let heart be true as salt is sa-
they, themselves:; are attacked. with sacks of particularly tasty rocks and sand cred"). If the PCs have thought to ask about
If the PCs agree to come lO Da-Nel's camp, plus three small chests holding tools for work- the sand folk dl!ring their briefing in Black-
they air. treated as guests. If they fight and ing leather, shoeing camarillas, forging moor, then they are aware of the proper re-
the sand folk subdue them, they are stripped blades, and cutting tent poles. Only Da-Nal's sponse and of the meaning of Da-Nel's offer.
of weapons, clothing, and equipment and tent holds any treasure, a brass chest in one Otherwise, they are left in the dark until
carried to Da-Nel's camp as captives. If the corner holds 200 gold pieces, six spare power briefed by the baron (at the first opportu-
PCs kill or drive off all of the sand folk, then packs, two gamma grenades, and a commu- nity). If they haven't asked about the sand
they never meet with the sand folk war chief. nicator. If the PCs are disarmed or stripped of folk and don't have the baron with them, they
As soon as his scouts report the deaths of his their possessions, the items taken from them fail to offer the appropriate response; after an
people, he moves his camp away from the are swred next to this chest. expectant silence, there is some mumbling
City of the Gods. Read the following passage when the PCs among the sand folk, but no other sign that
arrive at Da-Nel's camp. something is wrong.
The War Chiefs Camp If PCs are brought to Da-Nel's camp as
You have been riding for several hours prisoners, but offer the correct response to
A few hours after the ambush, the PCs
when your escort leads you down a steep, the chiefs ritual greeting, their weapons are
reach Da-Nel's camp. The camp contains
twisting ravine, hardly. visible from the returned to them. Otherwise, the rirual has
Da-Nel, Na-Jir, Da-Nel's six bodyguards, 18
desert floor. Da-Nel's camp is located at no immediate effect. Regardless of whether
other sand folk, and 36 camarillas:
the bottom of the ravine, which is bisected or not the PCs respond correctly, Da-Nel or-
Da-Nel : AC O; HD 6; hp 48; MV 120' (40'); by a thin stream of water. On one side of ders hides fetched and spread on.the ground
llAT 2 fists or ceremonial glave or I the stream are a dozen large tents made before his tent. Sand folk food is poisonous to
weapon; D 1-6/1-6 or 1-10 (glave) or 6-36 from some indefinable hide. Three dozen humans, but he offers them meats and beer
(hand b/aster)/3-12 (sword); Save F6; ML camarillas doze atop flat rocks or roll in that are appropriate to their systems, while he
10; AL N; XP 275. Da-Nel wears a spe- the dust on the other side. ingests a gruel made from sand. He also
cially made suit of alien battle.. armor, a As you draw up to the cluster of tents, shares salt with them just as if they had spo-
gift from Captain Riesling on the occasion one of the sand folk steps from the dark- ken the required words of greeting and be-
of the signing of the treaty of alliance that ness of a tent that appears in no wise any come his protected guests.
Da-Nel has been ignoring. He also wears different from the others in the camp ex- Over their meal, Da-Nel questions the PCs
a ring of spell turning with 6 charges. cept that a heavy glave is set in front of it. as to their purpose in the Valley of the An-
Na-Jir: AC 5; HD 6; hp 42; MV 120' (40'); This newcomer is a huge brute, almost cients. If the PCs answer honestly that they
#AT 2 fists or 2 weapons; D 1-6/1-6 or 6- eight feet tall with skin as black as night, are bound for the City of the Gods to steal
36 (hand blaster)/3- 12 (sword); Save F6; encrusted here and there with small red magic, Da-Nel is impressed. To the sand folk
ML 10; AL N; XP 275. Na-Jir is a re- crystals. A livid scar runs across a bony war chief, this is a good answer, indicating
spected warrior and chief rival to Da-Nel. brow and down a gnarled cheek, leaving a that the PCs are warriors and equals. If they
He is also something of a hothead. Na-Jir dent in the jaw before it disappears under mention the diplomatic goal that they are
wears a girdle of giant strength. the warrior's robe. The right eye is cov- seeking, this response seems less good to him,
Da-Nel's Bodyguards (6): AC 5; HD 6; hp 42 ered by a green leather patch. The leader but it is still an acceptable thing. T here is no
each; MV 120' (40'); #AT 2 fists or 1 of your escort greets the newcomer with dishonor for being messengers for one's el-
heavy blasteror 2 swords; D 1-6/1-6 or8- an upraised fist and a stream of sand folk ders. If the PCs try to lie, there is a 90%
48 (heavy blaster) or 3-12/3-12; Save F6; talk in which the name "Da-Nel" is prom- chance that Da-Nel detects the lies and is se-
ML 10; AL N; XP 275 each. inently featured . The newcomer looks you cretly distrustful of his guests, thinking them
Sand Folk With Swords (12): AC 6; HD6; hp over for a moment before speaking in to be disguised Froggies. If the PCs make any
24 each; MV 120' (40'); #AT 2 fists or 2 Common. mention of trading for magic or engaging in
swords; D 1-6/1-6 or 3-12/3-12; Save F6; "Greetings, friends. Dismount and be other "dishonorable" activity, Da-Nel con-
ML 10; AL N; XP 275 each. welcome. As my nestling be, and I as cludes that they are not warriors, but victims
Sand Folk With Hand Blasters (6): AC 6; thine. Let blade be sheathed and bow un- ripe for the plucking. Da-Nel's attitude,
HD 6; hp 30 each; MV 120' (40'); #AT 2 strung. And cursed be he who blood does formed at this first meeting, helps determine
fists or 2 weapons; D 1-6/1-6 or 3-36 spill upon the salt." the course of the PCs visit.
(hand b/aster)/3-12 (sword); Save F6; ML Regardless of how Da-Nel evaluates his
10; AL N; XP 275 each. . This, of course, is the ritual greeting of- guests, he insists that they stay the night and
Camari.llas (36): AC 3; HD 6• ; hp 18 each; fered to a guest. It commits whoever speaks it installs them (and their equipment) in the
MV 120' (40'); #AT 1 bite or breath; D 1- to protect that guest at risk of life and limb guest tent, while their horses are penned in a
10 or 3-18; Save F3; ML8; ALN; XP 650 and to do no harm to him. Among sand folk, small corral near the camarilla herd.
each.

14
DA-NEIJS CAMP

folk chief. On the night that the PCs are visit-


ing Da-Nel's camp, a Froggie party attacks
with this purpose. While 12 Soldiers of the
Frog and 12 Froggie lay brothers led by one
of the Order of the Frog's few surviving
monks snipe at the camp from the north side
of the ravine, a party of assassins drawn from
a new corps called the Teeth of the Frog enters
the camp from another direction and tries to
kill Da-Nel. This situation gives the PCs the
option of saving Da-Ncl's life or escaping in
the confusion .
The Froggic raiding party includes:
Inner Circle Monk (1): AC 0 (battle armor);
HD 5; hp 30 each; MV 120' (40'); llAT 1;
D 6-36 (hand blaster); Save C5; ML 12;
AL C; XP 175. The monk knows the
cleric spells detect evil, protection from
evil, bless, and hold person.
Soldiers of the Frog (12): AC 0 (battle
The Visit With Da-Nel interfere, and doesn't permit anyone else to
armor); HD 3; hp 12 each; MV 120' (40');
interfere. However, the challenged party
From this point, you and the PCs deter- llAT 1; D 8-48 (heavy blaster); Save F3;
(only) can designate a willing friend as a
mine what happens. Any or all of the events ML 12; AL C; XP 35 each.
champion to fight for him, and Da-Nel scru-
detailed below can occur, depending on what Lay Brothers (12): AC 5 (chain mail); HD 2;
pulously informs the PCs of this fact if one of
the PCs do and what plot twists you decide to hp 10 each; MV 120' (40'); llAT 1; D 1-6
them is challenged.
introduce at Da-Nel's camp. Possible events (crossbow) or 1-8 (sword); Save F2; ML
Sand folk trial by combat consists of two
arc detailed below. antagonists jumping into a 20-foot square, 8- 12; AL C; XP 20 each.
Na-Jir'a Challenge: Na-Jir is a powerful Teeth of the Frog (6): AC 0 (battle armor);
foot deep pit dug in the ground. Neither an-
warrior who firmly believes that he should HD 5; hp 40 each; MV 120' (40'); llAT 1;
tagonist can take a missile ~capo~ into ~c D 1-8 + poison (envenomed sword); Save
hold Da-Nel's place. The elders have never
pit, but any other weapons (mcludmg magic
agreed with this idea, thinking Na-Jir a bit F5; ML 12; AL C; XP 175 each.
items that can be used for purposes other
slow on the uptake. Under sand folk law, Riding Horses (31): AC 7; HD 2; hp 8 each;
than firing missiles) are allowed. Once inside
which recognizes trial by combat as a means MV 240' (80'); IAT 2 hooves; D 1-4/1-4;
the pit, the antagonists fight until only one is
of settling disputes, Na-Jir can't challenge Save Fl; ML 7; AL N; XP 20 each. All of
alive. The survivor wins the dispute and
Da-Ncl to a duel, but Da-Nel can challenge the Froggies have riding horses, but at-
gains ownership of the loser's worldly pos~c~­
him. Knowing that Da-Nel is interested in tack dismounted. During the melee, their
sions. There are no rules except for proh1b1-
profiting from the PCs' presence in the area, mounts arc picketed behind a rock forma-
tions against using missile weapons (which
Na-Jir decides to anger Da-Ncl by threaten- tion near where the Soldiers of the Frog
might endanger innocent bystanders) and
ing his guests as much as he can within the arc positioned.
magic spells (which arc considered unwar-
law. riorlikc). Anyone who violates these prohibi- Since the sand folk have sentries posted
If the PCs make the appropriate response
tions is attacked by the entire tribe and killed. around their camp, they have a few minutes'
at the ritual of welcoming, Na-Jir can't chal-
If a trial by combat takes place, the out- notice of the attack and are not surprised, de-
lenge them outright. He can only be rude to
come affects Da-Nel's attitude toward the spite the fact that the Froggies have crept up
them in hopes that Da-Nel will take offense
PCs. If a PC loses, and Da-Nel isn't overly on them in the night. The PCs, on the other
and issue a challenge. If the PCs don't make
impressed with them anyway, he has his men hand, discover that the camp is under attack
the appropriate response, Da-Ncl isn't
strip them of their clothing and other posses- only when one of the sand folk noiselessly
bound to defend them, and others are free to
sions and dump them in the deep desert with- slides into their tent and tells them to quietly
challenge them as equals. There must be
out food or water; the visit to Da-Nel's camp get up. If the PCs retain their weapons, he in-
some cause for the dispute, though. A per-
is over. If the PC wins and the PCs arrived in forms them that they arc expected to join Da-
ceived insult or the death of a comrade at the
the camp as captives, Da-Nel returns their Nel by his tent during the fight. If they are
hands of one of the PCs (during the ambush,
weapons and treats them with new respect. In disarmed, they arc expected to stay in the
for example) is good cause.
any other situation, there is no immediate guest tent (though they aren't guarded). Map
IfNa-Jir issues a challenge or provokes one
disccmablc change in Da-Nel's attitude, but 5: Da-Nel's Camp shows the dispositions of
of the PCs into hitting him (which is consid-
he is more obviously friendly toward them if the two sides at the start of the melee and the
ered a form of challenge). then a trail by com-
the PC wins and seems thoughtful if the PC movements of the assassins.
bat occurs. The challenged party can't
loses. The main body of Froggics keeps firing at
decline to fight. To do so merits instant death.
The Froggie Attack: Stung by Da-Nel's the camp until the assassins attack. Then
Knowing what Na-Jir is doing and wanting
recent victories over his Soldiers of the Frog, they jump on their horses and ride away. The
to test the mettle of his guests, Da-Nel doesn't
Saint Stephen tries to assassinate the sand suicide squad sneaks into the camp while the

15
DA-NEL'S CAM P

sand folk arc too busy to notice them. When who faiJ the saving throw sustain 1-4 points of He allows the PCs to leave the camp in peace
they locate Da-Nc l, they charge at him at- damag e. Those who make their saving throw but then lo.catc~ h~s communicator, a gif;
tacking with their enven omed blades. Much are unaffected. · from Capta in Riesling, and uses it to warn
to the assassins' surprise, the poison on the the captai n .of their possible arrival (having
Da-N d'• Death: If Da-Ncl is killed while
blades has no effect on sand folk (since their ~essed .the~r purpose even if they don' t tell
the PCs are visitin g the sand folk, Na-Jir
chemistry is so different). Da-N el can still be him). R1eshng then has six dbots waiting for
takes tempo rary control of the camp. If Na-
killed by the sword s, howev er. the PCs in the first of Beagle 's tubes or pods
Jir is dead, Ja-Mi n takes control. If both lieu-
The sa~d folk meet the attack by hiding in that they enter. Under the terms of the treaty
tenants arc dead, the camp breaks up. In any
the rocks m the bottom of the ravine and trad- between Riesling and the sand folk 0 Da-Nel's
event, ifDa- Ncl is dead and the PCs haven 't
ing shots with the Froggics. They are un- tribe not only gets the possessions of those it
been adop~ed , his. successor has them strip-
aw.arc of events in the camp behind them. ped of their clothing and other possessions betrays but also a reward of a heavy blaster
W1th the possible exception of the PCs Da- and three power packs.
and dump ed in the deep desert without food
Ncl is ungua rded. The PCs' moun ts, ~uip­
or water. If there is no successor, the band . Da-N d't Rai1: If Da-Ncl doesn ' t engage
ment, and weapons are also ungua rded, and
spontaneously attacks the PC as soon as no m treach ery, then he asks the PCs to join his
the southe rn. mouth o~ the ravine is guard ed
other dange r threat ens. people on a raid into the City of the G-Ods
only by a pa.tr of sen tnes still on duty.
and promises them half of any alien devic~
If the PCs try to escape , Da-Ne l concludes Da-N el'• Treac hery: On the morning of
captured. Refusing to join this raid is consid -
that they are Froggie spies and kills any of th~ PCs' _second day in Da-Ncl's camp, the
ered to be the height of bad manners and re·
them who faiJ to get away. If the PCs stay in c~1ef ~cc1des what to do with them (if he is
sults in the sand folk attacking the PCs with
camp and fight, they arc engaged by the sull ahve). Ifhe doesn ' t adopt them, he may
murderous intent on the spot. This hostile re-
Teeth of the Frog; ifDa-Nel is alive at the end attem pt some act of treachery against them.
of the melec, he recognizes their assistance action is especially strong ( + 1 to the morale
There is a 10 % chance that he attempts
(and the ~act that they proba bly saved his life) some form of treach ery. Add 10 to this chance ?fall sand. folk) if the PCs have been adopted
mto the mbe, since refusal to fight in such cir-
by adopti ng them into his tribe. fo~ each memb er of the PC party killed in a
cumstances carries a connotation of treason.
tnal by comba t. Add 10 if the PCs have lied
The Adop tion: Adopt ion into Da-Ne l's T he raiding party consists of 9-18 of the
to Da-N c.1 or have indicated to him that they
tribe takes place on the morni ng after the best-armed sand folk, including Da-Nel and
are not his equals (by saying that they might
fight with the Froggies. The cerem ony is very any of his remai ning bodyg uards. The sand
trade for what they want instea d of taking it
simple. First the spons or (Da-Nel) and the folk move by night to within a few miles of the
for example). Add 30 if none of the part;
adopte e each slice open a thumb to draw
made the appro priate response to Da-Nel's City o~ the Gods before makin g a secret entry
some blood. They then rub their thumb s to- at a pomt of your choosing. The raiders have
greeting. Subtra ct 20 for each trial by comba t
gether to make the blood mingle. Finally, no rando m encounters during their march
each eats a pinch of salt and a handf ul of won by a PC. and are not detected by the Beagle's defensive
Da-Ne l's treachery can take one of two
sand. There after, they arc " nestlings;' obli- sensors.
~on_ns. If the PCs failed to accept his hospital-
gated to fight beside each other and sworn to Th~ sand folk stay inside the city until half
aveng e each other' s deaths . T he adoptc e is ity m the correct mann er, he simply has them
of their numb er arc killed, have fled , or have
s~ripped of their clothi ng and other posses
al~o a full-fledged memb er of the spons or's - lost more than half their hit points or until
sions and dump ed in the deep desert without
tnbc. Make a Savi ng T hrow vs. Poison for they captur e six alien devices (in addition to
food or water. If any memb er of the PC party
eac~ charac ter who under goes adopti on to
correctly responded to his greeting, then th~se devi~es claimed by the PCs). They then
see 1f the charac ter is poisoned by mingling ex1~ the city the same way they slipped in,
gross trc.achery of this sort would borde r on
his blood with that of Da-Nel. Those who taking the PCs along if they are willing.
the dishonorable, so Da-Nel is more subtle.

16
THE CITY OF THE GODS

The City of the Gods (FSS Beagle) is far ers are within a few feet oflock CH08 and in- Each unsuccessful use of the remove traps
too large to describe in detail in one module. side Beagle's defensive perimeter. Here, ability causes a sensor to detect the PCs.
This part gives its general configuration and Da-Nel presses some buttons in the lock that Alien implants and robots automatically
explains how to run an adventure within the cause it to cycle open. The lock responds to broadcast a code that makes the security field
city. Map 2 shows an overhead view of FSS Da-Nel only because he pressed a sequence of ignore them. Thus, aliens other than Saint
Beagle and the surrounding terrain. It in- keys that he once saw used by an unwary Stephen (whose l.D. code has been canceled
cludes an outline of the shape of Beagle's alien crewman when he was part of a visiting by Beagle's computer) can cross security
decks and the location of locks and similar sand folk delegation. This sequence is the fields without being detected. Invisibility has
features. In addition, a separate network of current activation code recognized by the no effect on detection.
red lines shows the pattern of tubes and pods ship's computer (and due to be changed in There is one point at which the security
on one of Beagle's three decks. three months). Were it not for his use of this field perimeter around Beagle is notably
FSS Beagle is two miles long and 3/• of a code, the lock would not have opened. The weak. Due to a lack of material, the string of
mile across. Its two upper decks are high se- raiders are now inside the vessel; conduct the security fields in front of the ship is broken for
curity areas where the auxiliary power plant, rest of the adventure using the City Explora- 120 yards around a jumbled pile of boulders.
the computer, the fire control center, the tion Procedure. An intruder stealing through this hole could
main bridge, the main control center, and the An Unassisted Approach: If the PCs try then crawl along a line of boulders to a sand
senior ratings and officers' quarters are lo- to enter the city unassisted, they must check ridge in front of the docking bridge. He could
cated. The docking bridge and worry hole for encounters during their approach. When hug the outer slope of this ridge and crawl to
and the lifeboat pods (LBPC through within six miles ofFSS Beagle, modify the en· another line of boulders near lock CH 14.
LBPH ) on C Deck are also security areas. counter check die roll by adding the following From this point, the intruder could try to en·
The PCs lack the necessary access codes and numbers: ter the city by magically opening either lock
implants to enter these areas. Only robots 2 .. .if it is day. C H14 or lock CH12 .
and aliens with valid implant I.D. codes can 1 . . .if it is night. Autoblaatera: In order to ensure the safety
enter them. 1 .. . if the characters aren' t trying to conceal of his grounded vessel, Captain Riesling has
The network of red lines on Map 2 shows themselves. deployed portable autoblasters to guard the
the pattern of tubes and pods on C Deck, All encounters within six miles of Beagle approaches to hull breaches and exposed
where the PCs will operate. This deck alone is are with two dbots (per an 8 result on the Val- locks. Over 20 of these devices (similar to
the size of a small city and contains FSS Bea- ley Encounter Table). those found in DA2, but with additional ca-
gle's utility areas and its junior crew quar· Upon reaching Beagle, the PCs encounter pabilities) are scattered around Beagle's hull.
ters. It offers ample opportunities for explo· security fields. These are 60-yard square net- A like number have been placed on the desert
ration during this adventure. works consisting of a microcomputer brain, floor in front of hull breaches and air locks. In
12 sound-and-motion sensors, and 48 mines. order to ensure better fields of fire, those on
T he Approach to the City When a field detects an intruder larger than the desert floor have been mounted atop 20-
one foot in its largest dimension, it alerts foot ramparts of fused sand.
Da-Nel's Raid: If the PCs join Da-Nel's
Beagle's computer and detonates two mines Autoblasters don' t use power packs; they
raid on the city, read this passage aloud.
within 3-30 feet of the intruder. get energy from the ship via a cable. They
Security field mines are actually grenades look much like standard heavy blasters, but
Leaving your mounts in a narrow ravine with special fuses that make them explode if are swivel-mounted on a wheeled carriage.
about a mile south of the city, you make they are disturbed or ifthe field's brain deto· The autoblasters guarding Beagle have their
the last leg of your approach by slipping nates them. Each field has 24 light grenades own brain and sensor that tells them when
quietly from one rock formation to the and 24 sonic grenades; one of each type ex- and where to shoot. Once activated, they
next, keeping under cover as much as pos- plodes each time a sensor detects an intruder. shoot twice per round as long as they have a
sible. As you scuttle between boulders, When Beagle's computer is alerted to the target, automatically swiveling to track the
you catch fleeting glimpses of a silver· presence of intruders, it dispatches four dbots target's movement. They are programmed to
walled monolith whose gleaming towers to the vicinity. shoot anything that comes within range that
rise almost 200 feet above the desert floor. is larger than one foot in any dimension, that
After much scrambling and crawling, you Dbots (4): AC ·2; HD 24; hp 120 each; MV
isn' t a robot, and that doesn't have an im-
reach the forward slope of a small rock- 120' (40'), flying480' (160'); llAT 2 weap-
plant with a valid l.D. Each autoblaster does
strewn rise within 200 yards of the city ons; D variable; Save F16; ML 12; ALL;
8-48 points of damage at a range of 320 feet.
where Da-Nel bids you halt. Here, Da- XP 6,000 each. The dbots arrive in 1-4
Though autoblasters weigh only 300 pounds
Nel's men roll a boulder away from the turns via the nearest lock. While one dbot
apiece and could be easily carried off, they
mouth of a low, narrow, sandy tunnel that guards the open lock, the rest search the
won't fire unless plugged into a compatible
leads under the desert to within a few feet area. They are programmed to kill in·
power source.
of the city walls. truders. If they don't find the PCs after 1-
H ull Plating: Beagle is plated in a foot of
4 turns, they return to the ship.
duralloy sheathed in a two-foot sandwich of
The party has no random encounters dur- Treat security fields as traps. A thief can exotic fibers and super-tough ceramics. The
ing its stealthy approach and avoids the city's clear a path through a security field by suc- external surface is armored with two inches of
defenses by means of the tunnel. When they cessfully using his remove traps ability once collapsium. Neither alien weapons nor any
finally roll away another boulder and emerge for each 10 yards of the security field tra· items available in Blackmoor can damage
from the tunnel beside the city walls, the raid· versed (e.g. six times to cross an entire field). this hull. Where it is ruptured, it took the in-

17
THE CITY OF THE GODS

tense heat and pressure from a power plant exposed to radiation with the effects listed in chance that he releases the magician as a ges-
explosion to do it. Even Beagle's big bubble the description of green-lined areas below. ture of good will toward Blackmoor. There is
domes are made of a translusccnt duralloy Demanding Guest Rights: Instead of also a 50% chance that he instead claims no
compound that can't be damaged by nonma· sneaking into the city like the thieves and ras- knowledge of Bosero's whereabouts, having
gical means, and these are now covered most cals they are, the PCs can attempt to speak decided to hold onto the magician and pump
of the time by their duralloy shutters that with the Lord of the City (Captain Riesling) him for information about Blackmoor. Ri-
aren't affected by alien weapons or by any· and explain their diplomatic mission. Their chard does not believe the alien's denials.
thing found in Blackmoor. Since the hull chances of actually talking with Riesling de- Regardless of the outcome of negotiations
can't be breached, the PCs can enter Beagle pend on the method used. with Riesling, there is nothing to keep the
in only one of two ways: through an air lock If they use a communicator, there is a 50 % PCs from subsequently breaking into the ship
or through a hull breach. chance that they make contact with Beagle's and committing a bit of free-lance burglary.
Each of Beagle's 26 exterior air locks con- computer, but only a 10% chance that they
sists of a decompression chamber with an in- can get the computer to grasp their purpose The Conditions Inside the City
ner door and an outer door. Locks CHOl , and put them in touch with the captain. If
To natives of Blackmoor, the City of the
CH02, CH03, and CH04 are 60-foot cubes they present themselves at an exterior lock
Gods is a strange place indeed. They sec the
with doµble doors 30 feet high and 60 feet (without getting blown up or shot by dbots or
wide. The other locks are 30-foot cubes with commonplace wonders of technology on
autoblasters), they may have better luck.
every side as a new form of magic. The very
doors 10 feet high and 20 feet wide. Each in- Beagle's intercom system has outside speak-
structure of the place is intimidating. Beagle
ner and outer door has a small view port at ers and pickups at each exterior lock. The
is constructed of prefab 60-foot wide by 180-
eye level next to a 6-inch square alphanu- PCs can communicate with the ship via inter-
meric keypad used to punch in the access com with an 80 % chance per hour of contact- foot long by 60-foot high modules manufac·
turcd from exotic substances that can't be
code that opens all of the ship's locks. The ing a crew member who relays a request for
damaged by any nonmagic;U means at the
outer door also has a collapsium blast shield communication with Riesling. Finally, the
that blocks the doorway (and the exterior PCs disposal. Some modules are linked to
PCs can stand in front of the monitoring de-
form large areas; others arc partitioned into
view port) when the outer door is closed. The vice that scans the ground outside each lock
blast shield has its own keypad for access. much smaller areas. Each area formed by the
and try to communicate by sign language.
modules is called a pod and is sealed by an in-
All locks are tied into Beagle's computer, This has a 10% chance per hour of resulting
ternal lock consisting of a single pressure
which electronically seals them. Locks on C in contact with Riesling and a 90% chance of
door. Linking these modular areas is a system
Deck (Cl-CH) unseal and open their doors causing the computer to dispatch dbots to de-
of circular tubes designed for use by air cars
when the appropriate access code is punched stroy the PCs just as if a security field had de-
(which the sand folk call steel dragons).
into the keypad. Locks on B Deck (Bl-BIO) tected them.
There is no provision for pedestrian traffic
are scaled both manually and electronically, If the PCs do get to talk to Riesling by in-
between pods. The vast size of Beagle's pods
and can't be opened by access code. Lock tercom, there is an 80% chance that the cap-
and tubes and especially the 60-foot height of
doors can't be forced. They can be opened by tain thinks that they are Froggie spies and
all areas gives the ship the appearance of hav-
magic. For this purpose, treat C Deck lock sends six dbots (stats, page 17) to kill them.
ing been built for giants.
doors that don't lead to high security areas as There is a 20% chance that Riesling in-
The atmosphere inside the vast, cavernous
if they were wizard Jocked by a 7th level stead agrees to receive a Blackmoorian diplo-
ship is one of emptiness and desolation, but
magic user; treat B Deck lock doors and those matic mission. He will not, however, ~ceive
(except in green-lined areas) not one of ruin
Jock doors in high security areas on C Deck as the PCs. Instead, he has the six robots deliver
or disuse. There is also a feeling of indefin-
if they were wizard Jocked by a 20th level to the PCs two items. The first is a light
able menace as the PCs encounter the fear-
magic user. All uses of exterior locks are saber-a gift for King Uther. The second is a
some steel dragons and hear ghostly voices
logged by Beagle's computer, and there is a small pin that is to be worn by the head of
over the intercom speaking in an odd tongue
5% chance that each use attracts the atten- Blackmoor's diplomatic mission. When the
(Galactica). This sense of something mysteri-
tion of a crewman who checks the lock via mission is ready to talk, its head has only to
ous and dangerous behind the echoing empti-
monitor and raises an alarm. twist the head of the pin. This causes a tracer
ness is heightened now and again by sudden
The accident that grounded Beagle also similar to that in the pin Rosero found to be-
terror as the PCs encounter some fear.some
tore numerous rents in its hull. These hull gin emitting a signal that alerts Riesling to
monster confined in an envio pod, or meet
breaches are now sealed in bubbles of foam send a vessel to pick up the delegation and
cyborgs, robots, or crewmen.
insulation that contain the radiation leaks bring it to Beagle. The pin does not emit
While the PCs may legitimately expect to
from the damaged power plant. The PCs can "music." Once these items are in the PCs'
meet many horrors inside the City of the
enter the ship via a hull breach by chopping hands, Riesling bids them depan.
Gods, there is one factor in the situation of
through the thin ceramic skin around a foam If Brother Richard is still with the PCs, he
which they are unaware. Disturbed by his
bubble. Only magic and magic weapons can immediately recognizes the robots as being
spies' reports of recent events at Benbow's
damage the skin. Intruders must inflict 36 identical to those that abducted his brother
Hectare and in the Valley of the Ancients,
points of damage on this skin in order to chop (Rosero), and insists on questioning Riesling
Saint Stephen (Rocklin) has stepped up his
a man-sized hole. They must then take one as to the whereabouts and condition of the
plans for a raid on Beagle. In fact, he has
turn for every 10 feet of foam to chop a tunnel magician. Richard refuses to leave until he
picked this very time to lead a scouting p~ny
through the thick layer of protective foam rescues him. Richard's probing makes Ries·
into the ship. Shortly after the PCs enter the
(which can be cut by normal weapons). As ling aware for the first time of the connection
ship, Stephen's scouting pany manages to
soon as the ceramic skin is cut, the PCs are between the PCs and Rosero. There is a 50%

18
THE CITY OF THE GODS

slip through the perimeter around Beagle and independently) so as to be poisonous to the temporarily halt the workings of all parts of
force its own passage through one of the hull characters, doing an extra 1-4 points of dam- the intercom within range.
breaches. age per round. Finally, the radiation count Monitoring: H idden visual pickups set
Though the presence of Froggies inside can be increased so that those inside the pod into hidden glassed-in recesses in the walls
FSS Beagle complicates the situation, condi- must Save vs. Spell at the end of each hour of provide a complete view of all parts of the
tions inside the ship are still dominated by the exposure. Those who make their saving ship and can be accessed from any computer
way the Beagle is constructed and operated. throw are unharmed. Those who fail it sus- monitor. The pickups are randomly scanned
The following features of the alien vessel are tain 1-6 points of damage. The computer can by security personnel on A Deck. There is a
especially important to this adventure. also pump a.11 atmosphere out of an envio pod I % chance each hour that the PCs are in the
Lighting: All parts of the ship except for as described above. ship that they wiU be detected by this means.
tubes, green-lined areas and some occupied Set in each internal lock is a wall screen If an alarm has been sounded, there is a 10 %
envio pods have powerful foot-square glow that lists the type of environment inside ac- chance of detection each turn. Once detected,
panels in walls and ceilings that emit a dif- cording to a standard Federation system of the PCs remain detected as long as they are in
fused light when activated. The panels con- cataloging. The screen can be read using a an area with working visual pickups. Magic
tain sensors that tell them when someone is In read languages spell. Above each screen is a items and spells that retard or prevent clair-
a room. When they sense a biological pres- light. If it is green, the atmosphere is safe for voyance temporarily halt the workings of all
ence, they start to operate at a preset level. aliens (and PCs). If it is red, it is unsafe for visual pickups within range.
The room's occupant can change the amount unprotected characters. Transportation: The corridor pattern on
of light the panel emits by verbally instruct- Envio pods also have geological programs Map 2 is a system of circular tubes (each 60
ing it in Galactica to "dim" or "brighten and extensionals that can duplicate any de- feet in diameter, but normally kept dilated to
up." Equipped with their own power cells, sired combination of terrain and soil condi- only a 20-foot diameter). Special cars much
these panels can operate for months without tions. If a specimen being confined in an like capsules (but 20 feet long and 10 feet in
recharging. The presence of alien lighting de- envio pod is native to a mountainous area diameter) fly down these tubes on a cushion
vices does not prevent the use of darkness whose soil has a high iron content, then the of air. A car is programmed via a numeric
spells. geological programs duplicate that specific keypad beside its circular, 10-foot diameter
Environment: Beagle's environmental environment, slowly building up rugged cliffs entry hatch. These cars work only inside
control system keeps all parts of the ship ex- and spraying on topsoil until the surface geol- Beagle.
cept for green-lined areas and certain occu- ogy inside the pod matches that to which the Punching in a four-digit number gives the
pied envio pods at a constant temperature of specimen is accustomed. When ground cover car the l.D. of a destination Jock. As each car
68 degrees and a relative humidity of 25 % . is needed, native species are force-grown in- reaches its destination, its front end is re-
Since each of the areas in the ship has an in- side the pod or gathered by ebots and trans- ceived in the dimpled lock of the pod. A wall
ternal air Jock that seals it off from the rest of planted. The result of this activity, when sere.en with verniers is mounted next to the
the ship, the environment within an area can combined with the appropriate temperature, keypad and ca n be used to examine the pat-
be different from that in the rest of the ship. humidity, atmosphere and radiation, is called tern of tubes and pods inside the ship. It
In most parts of Beagle, this system can be by the aliens an environ. There are already won't display the upper levels to anyone who
used as a weapon only if the area is sealed and scores of them operating. doesn't have a valid implant.
all of the atmosphere is pumped out by the Communications: A computerized inter· Cars constantly report their location and
ship's computer (a process that takes one turn com links all parts of the ship (including destination to the ship's computer, and the
for every 60' x 60' x 60' cube of space green-lined areas). All aliens, cyborgs, and computer can override a car's instructions
within the room). When the atmosphere is robots have an l.D. code that they can use to and send it to a different destination. Cars
completely gone, all entities in the area (ex- talk to the computer or to the occupants of can move between decks at vertical tubes, but
cept robots) that aren't protected by pressure any other part of the ship. Conversations are won't go to A or B Decks or to high security
suits are rendered unconscious for 3-12 initiated by saying aloud in Galactica "four- areas on C Deck unless all car occupants are
rounds. If the area isn't at least partly repres- digit I.D. code initiating communication robots or aliens with a valid implant l.D. If
surized within one round, they die. with name of area." These words activate instructed to violate these procedures, the
Envio pods are an exception to this rule. sound pickups in both the area the speaker car's wall screen flashes the message Invalid
They are specifically designed to contain live occupies and the area he wants to contact. All Destination in Galactica and awaits new in-
specimens existing in a habitat as close to sounds emanating from either area are heard structions.
their own as possible. Thus, these pods are in the other. Though the sounds are projected Cars travel at a speed of 6000 feet per turn,
equipped to offer any extremes of tempera- at their destination through small, cunningly and are kept from crashing by a computer-
ture, relative humidity, chemical composi- concealed speakers, they seem to come from ized traffic control system. It is possible for
tion of atmosphere, and amount of radiation the ether. The circuit stays open, and com- the PCs to enter the tubeways afoot. H ow-
required for the comfort of the specimens munication continues until someone with a ever, Beagle's computer assumes that Beag·
confined in them. valid l.D. in one of the two linked areas says /e's crew members are using cars, and it has
Within each envio pod, it is possible to ad- aloud "four-digit I.D. code terminating con- to make a special adjustment in order to ac-
just temperature within one turn so as to ere· versation." The computer can override l.D. commodate pedestrian traffic. The computer
ate extreme cold or heat that does 3-12 points codes in order to permit general announce· makes this adjustment only for an alien with a
of damage per turn to all unprotected charac- men ts or cut off some areas or persons from valid implant I.D. If an adjustment hasn't
ters in the pod. The atmosphere can be ad- communication. Magic items and spells that been made, there is a 5 % chance per turn
justed (at the same time as temperature or retard or prevent the use of clairaudience spent afoot in the tubeways that the party will

19
THE CITY OF THE GODS

encounter a car. The movement of the car ever, the crew can change any of these factors the PCs enter the ship that the computer
causes a whooshing sound that gets louder as simply by giving the computer special in- raises the alarm as a result of detecting Saint
it approaches and can be heard one round be- structions for all or part of the ship. Since the Stephen and his Froggies inside the ship.
fore it arrives. Anyone who is actually struck aliens have to operate in the ship's environ- Green-Lined Arcaa: With most of the
by the car is killed instantly. Characters who ment, they use this great power in only a lim- crew in stasis and most of the specimens that
try to duck under it sustain 5-20 points of ited fashion . But this almost total control of were gathered before Beagle grounded killed
damage ·and are deafened for one hour as a the environment gives them an edge when it during the mutiny, most of the ship feels hol-
result of being buffeted by its air cushion. comes to tracking, cornering, and capturing low and empty. Some areas, especially those
Despite the cars' extreme speed, those in- intruders. that were heavily damaged in the accident
side them don't experience any sense of mo- As soon as the computer becomes aware of and the mutiny have, in fact, been aban-
tion. Inertia compensators make it seem as if intruders, it sounds an alarm placing the ship doned. These so-called green-lined areas
they arc standing still. Thus, the PCs experi- on alert until the intruders escape or are cap- (shaded on Map 2') are shut down and closed
ence travel by car as something similar to tured or killed. The alarm consists of a soft fe- to entry. They contain no light, atmosphere,
teleportation. male voice endlessly repeating over the environment control, or cars. The locks lead-
Acce11: Internal locks are seals between ar- intercom the words intruder alert and the ing to them and all locks within them are
eas. All of them contain a view port at eye name of the area where the intruders were sealed (treat as if wizard Jocked by a 7th level
level. They also have an Open button and a last detected. magic user). Monitors and communications
Close button on each side of their frame. Once an alarm sounds, the computer uses within these areas 01ay (5% chance per 180'
Each lock also contains a Service button on monitors to track the intruders. It refuses to square area) still be operational, but are not
the inside that summons a car within 1-4 open locks that it detects the intruders trying checked unless an alarm is in effect. These ar·
rounds. This button lights red when no car is to use. If the intruders summon a car, the eas have no occupants and contain no equip-
next to the lock and green when a car is at- computer sends it, but instructs it to deliver ment or weapons accessable to the players.
tached to it. them to an empty envio pod where they are Make no encounter checks while the PCs are
Unless an alarm is in effect, C Deck Locks imprisoned by a squad of six dbots (stats, in a green-lined area unless an alarm has
that don't lead to high security areas open page 11). been raised. If the PCs wander into one of
when their Open button is pressed and close The computer also blocks intruder use of these areas from the outside the ship, the out-
when their Close button is pressed (or close the intercom system for any purpose except side atmosphere rushes into each area they
automatically after no one has moved to offer to surrender or negotiate. Whenever enter.
through them for one round). Ifan alarm is in possible, it keeps the areas occupied by the in- Since most green-lined areas are heavily
effect, C Deck Locks open and close to button truders lit to maximum brightness. damaged, no effort has been made to show
presses only if the computer allows them to. While the computer is thus inhibiting the the tube system running through them. In
Locks leading to A and B Decks and to intruders' ability to run and hide, it is also most cases, the tubes are collapsed or blocked
high security areas on C Deck open only to vectoring search parties of humans, robots, by walls of fused components. However, this
robots and aliens with a valid implant l.D. and cyborgs toward them. This is the stand- is somewhat offset by the fact that often paths
They close in the face of unauthorized per- ard intruder alert procedure that is imple- can be found through breached pods littered
sons who try to enter at the same time as au- mented during an alarm. However, if the with wreckage. Thus, the PCs must pick their
thorized personnel. If unauthorized entities alarm lasts more than six hours or the in- way though green-lined areas just as if they
are too close to an authorized entity trying to truders seem about to escape, the crew can were moving "cross-country" through a rug·
enter a lock, the lock refuses to open and al- activate a Final Option program that causes ged forest . Movement through these areas is
erts security (causing an alarm if one is not al- the computer to seal the intruders off in one at 1/s the normal rate.
ready in effect). part of the ship and knock them unconscious Those green-lined areas that contain one
Locks can't be forced open. If sealed so by pumping out the atmosphere. or more pockets of radiation are hazardous to
that they don' t open to button presses, the in- The computer raises an alarm when an in- the health of anyone who enters them. At the
ternal locks on C Deck that don't lead to high truder is detected while entering an external end of each hour spent in the area, each char-
security areas are treated as if wizard locked lock, when a crewman locates the intruder on acter must make a Saving Throw vs. Spells.
by a 7th level magic user; locks on A and B a monitor, and when a crewman reports con- Those who make their saving throw suffer no
Decks and those leading to high security ar- tact with an intruder. If the alarm has not adverse effects. Those who fail sustain 1-4
eas on C Deck are treated as if wizard locked been sounded, members of the crew who en- points of damage.
by a 20th level magic user. It is possible to counter the intruders use their implant to al- To the PCs, all of the systems described
wedge internal locks so that they will stay in ert the computer; if they are alive and above are a form of magic, and your words
their open position, and they will remain conscious at the end of one round, they are should reflect this fact. Thus, instead of de·
open even when the computer tries to close successful. There is one exception to this pro- scribing a glow panel in technological terms,
them. cedure. If the PCs encounter a party of de- you might refer to it as "a smooth, flat stone
Computer Control: Transportation, light- fecting crew members, the NPCs don't that gives off a ghostly light like white hot
ing, plumbing, humidity, temperature, air report to the computer, but an alarm is in- coals, but that stays cool to the touch and is
supply, security, and communications are stantly in effect anyway because the com- not consumed."
controlled by Beagle's main computer. Usu- puter has become aware that the crewmen are Except as specifically noted above, magic
ally, these systems function routinely accord- missing. The PC party may be discovered in items and spells don't affect the operation of
ing to standard programs to ensure the any of these ways. There is also a 5% chance technological devices. Thus, a dispel magic
comfort and convenience of the crew. How- each hour starting on the fourth hour after spell cast over a car doesn't shut it down.

20
THE CITY OF THE GODS

Nor is a detect magic spell of much help, There is a possibility that the PCs can get badge. If the PCs don't attack first, the crew-
since the various forms of energy used one or more crewmen to help them. If this men identify them as intruders and offer to
throughout the ship are so similar to magical happens, you should show them Map 2 assist them in exchange for help in escaping.
energies that the whole ship seems magical, whenever they want to see it and should let These NPCs can be of immense help to the
and it is impossible to sort out which magic is them pick their destinations instead of rolling PCs, since they know how to operate the
being exerted by which item or system. Ex- a die. ship's equipment, how to read Galactica,
cept where otherwise noted, the exotic mate- All pods are entered via a lock. It is impos- how to find their way around the ship, what
rials of which the ship is built are proof sible to listen at locks to determine what is on dangers to avoid, and even where to find Bo-
against normal weapons, but spells and mag- the other side, but the PCs can observe at sero.
ical weapons can damage them. least part of the pod through the lock's view Since their escape has already been de-
Generally, magic items and spells work as port. What they see, what they can en- tected, their implant I.D.'s have been can-
described in the Basic and Expert Rules, but counter, and what action you must take de- celled. In addition, an alarm is in effect from
any attempt to teleport into a high security pends on the pod's type. this moment. Since these crewmen aren't
area automatically misfires, sending the tele- If the alien crew is unaware that there are conditioned, they don't have the same immu-
porting character into an occupied envio pod intruders inside Beagle, the PCs have fewer nity to spells as other crewmen. If the PCs
of your choice. encounters. If the crew is aware of the pres- have already encountered a party of escaping
ence of intruders, an alarm is raised and they crewmen, treat this result as an encounter
The City Exploration Procedure begin to search the ship. This increases the with hostile crewmen.
incidence of encounters. If the crewmen aren't escaping, then they
TheCityoftheGods is a unique area, and,
If there is no alarm in effect, check for ran- are hostile. They immediately identify the
as DM, you need to take a unique approach
dom encounters once per hour by rolling ld6; PCs as intruders and try to notify the com-
to it. Instead of moving from room to room,
an encounter occurs on a result of 6. If there puter by speaking into their implants. They
mapping as they go, as in a conventional
is an alarm in effect, but Beagle's computer attack only after contacting the computer. Be-
dungeon, the players can move directly from
doesn't know the PCs' location, check every ing alone and afraid, they try to kill, rather
one area to another by entering a car and
other turn; an encounter occurs on a result of than take prisoners.
punching in a number. When the PCs use the
5-6. If there is an alarm in effect and the com-
cars, they aren't marching or mapping in the f Saint Stephen: AC 0 (battle armor); HD
puter knows where the PCs are, check every
conventional sense, and there is no chance of 10; hp 50; MV 120' (40'); ff AT 1; D 6-36
turn; an encounter occurs on a result of 4-6.
meeting wandering monsters. Instead, you (hand blaster) or 5-12 (light saber); Save
roll 1d20. · To find out what the PCs encounter, roll ld4
FlO; ML 9; AL N; XP 900. Stephen also
if no alarm is in effect, 2d4 if there is an alarm
carries a communicator and wears snoop-
DIE ROLL POD but the computer doesn't know the PCs' loca-
ers.
1-6 Envio Depot tion, and 3d4 if there is an alarm and the
Saint Stephen's Bodyguards (6): AC 0
7-9 Crew Pod computer knows where the PCs are. The PCs
(battle armor); HD 6; hp 30 each; MV
10-11 Car Pod encounter the entities opposite the dice roll
120' ( 40'); ff AT l; D 8-48 (heavy blaster)
12-13 Robot Depot result.
14-15 Maintenance Pod or 1-8 (sword); Save F6; ML 12; AL C;
1 Ubots (4): AC 3; HD 6; hp 30 each; MV XP 275 each.
16-17 Storage Pod
30' (10'); ff AT 1; D 1-4; Save F6; ML 6; Soldiers of the Frog With Hand Blasters
18 Transit Pod
ALL; XP 275 each. The ubots ignore the (18): AC 0 (battle armor); HD 4; hp 20
19 Stasis Pod
characters. each; MV 120' (40'); ff AT 1; D 3-36
20 Observation Bubble
2 Ebots (4): AC O; HD 12"; hp 48 each; (hand blaster) or 1-8 (sword); Save F4;
Once you know the type of pod the PCs go MV 90' (30'); ffAT 1needler;D1-2 +pa- ML 12; AL C; XP 75 each.
to, you select the specific pod of that type to ralysis; Save FlO; ML 12; AL C; XP Under the circumstances, Saint
which the car takes them. The modular de- 1,900 each. The ebots identify the party Stephen and his men are inclined to at-
sign of the ship makes most pods designed to as escaped specimens, notify the com- tack the PCs immediately on the theory
fullfill the same function identical to one an- puter, and try to "recapture" them. that all hands are against them. However,
other. Therefore, once you understand the There is an 80% chance that the com- there is a 30% chance that they identify
characteristics of a pod type, you can run the puter raises an alarm as a result of this en- the PCs as fellow intruders and decide to
players through many pods of that type with counter. join forces with them. If this happens and
little effort. 3 Crewmen (4): AC 0 (battle armor); HD any of the PCs participated in the events
When the PCs visit a pod, mark that pod 3;hp 15each; MV 120' (40'); ffAT 1; D 1- related in DA2, there is a 50% chance
on Map 2, so that you 'II know where it is and 2 + paralysis (needler); Save F3; ML 8; that Saint Stephen recognizes them dur-
what the PCs encountered there in case they ALL; XP 35 each. ing the negotiations. Should this happen,
want to visit it again. For added flavor, when he quietly signals his men to attack with-
There is a 20 % chance that these NPCs are
the PCs punch a destination in a car's key- out warning; they don't take prisoners. If
a party of disaffected junior crew members
pad, you could have them indicate what the two parties join forces, the Froggies
who have not yet undergone their condition-
numbers they are punching and mark those abandon the PCs and try to escape the
ing and who are now trying to escape the cap-
numbers on the map. Then, when they want city once half of them are dead or have
tain's paranoid rule. In this case, each
to return to a pod by car, they'll have to re• lost more than half of their hit points.
crewman carries a glow wand, a medkit, and
member which numbers to punch. 5 Shots (2): AC O; HD 20°; hp 100 each;
a communicator, and wears a translator

21
THE CITY OF THE GODS

MV 150' (50'); #AT 1 weapon; D varia· blaster); MV 120' (80'); Save F16; ML double-locked (takes two successful uses of
ble; Save F14; ML 12; ALL; XP 3,150 12; AL N; XP 2,750 . the thiefs open locks ability to get inside).
each. The shots identify the PCs as in· Crewmen ( 12): AC 0 (pressure suit); The average loader holds 2-12 of each type of
truders and try to capture them after noti· HD 3; hp 15 each; MV 120' (40'); #AT grenade, 2-12 power packs, 1-6 grenade
fying the computer of their location. 1; D 6-36 (hand blaster); Save F3; ML launcher propellant packs, and 1-6 ammo
6 Dbots (2): AC -2; HD 24•; hp 120 each; 8; AL L; XP 35 each. Each crewman packs for needlers.
MV 120' (40'), flying 480' (160'); #AT 2 carries a medkit and a glow wand. Maintenance Pod: Each of these 180' x
weapons; D variable; Save F16; ML 12; Riesling and his men try to capture 180' pods is a vast robotic machine shop.
ALL; XP 6,000 each. The dbots identify the PCs, but shoot to kill if endangered Huge cranes automatically maneuver over·
the PCs as intruders and try to capture or if the PCs seem about to escape. head to bring heavy structural membranes
them after first notifying the computer of into contact with automatic machinery that
There are nine basic pod types shown on
the PCs' location . The dbots try to kill the machines it to the desired shape and size.
Map 2. Each is handled in a different way:
PCs if endangered or if the PCs seem Here and there, showers of sparks mark
Car Depot: Each 180' x 180' car depot holds
about to escape. · where a robotic arc welder is at work. All of
three tiers of trough-like cradles, each of
7 Crewmen (8): AC 0 (pressure suit); HD these machines are immobile, and there is no
which is surrounded by a bewildering array
3; hp 15each; MV 120' (40'); #AT 1; D6· possibility that the PCs could understand
of robotic maintenance machinery. Most of
36 (hand blaster) or 1-19 (riot stick); Save how to program them (a job that even the ali-
this machinery is whirring, clicking, and
F3; ML 8; ALL; XP 35 each. Each crew· ens reserve to their computer), but, if they
screaming as it routinely checks or conducts
man carries a medkit and a glow wand. knew how, they would find that the machines
preventive maintenance on the 20-80 cars in
The crewmen identify the PCs as in· in this shop could be used to cut the exotic
the depot. Each time the PCs enter a car de·
truders and try to capture them after first a,lien materials that they are unable to dam-
pot, roll 1d6. If the result is a 5-6, the PCs en·
using their implants to notify the com· age except by rnagic. Each time the PCs enter
counter 1-4 ubots.
puter of the PCs' location. They shoot to a car depot, roll 1d6. The result is the num-
kill if endangered or if the PCs seem Ubots (4): AC 3; HD 6; hp 30 each; MV 30' ber of ubots encountered. There is a 90%
about to escape. (10'); #AT 1; D 1-4; Save F6; ML 6; AL chance that ubots ignore the PCs and a 10%
8 Cyborgs(2): AC -1; HD22; hp88each; # L; XP 275 each. chance that they nocify the computer of their
AT l; D 3-30 (fist) or 6-36 (hand blaster) presence. These percentages are reversed if
Robot Depot: Each 180' x 180' robot de·
or special (grenade launcher)~. MV 120' pot looks like a big hangar with tiers of racks
an alarm is in effect.
(80'); Save Fl6; ML 12; AL N; XP
filled with robots of all types. Each rack is sur· Transit Pod: There are seven of these
2, 750. These are Class IV terminators.
rounded by an indescribable tangle of mainte· huge pods on C Deck. The one under the
Unlike the crewmen and robots the PCs
nance equipment. Damaged robots are being Main Control Center is just a huge switching
meet, the cyborgs take no prisoners.
repaired by the robotic maintenance equip· area filled with tubes that rush off at all an-
They simply kill any unauthorized per· ment while magnetically secured to their gles. Those under FBl through FB6 are open
sonnet they encounter.
racks. Robots that aren't on duty are undergo· hangars. Each hanger contains 3-6 scouts
9 Shots (4): AC O; HD 20•; hp 100 each;
ing routine checkups. Robots not yet in service identical to the egg that the PCs found at
MV 150' (50'); #AT l weapon; D varia· Benbow's Hectare. All are in perfect working
are vacu-sealed into their racks with heavy·
ble; Save Fl4; ML 12; ALL; XP 3,150
duty plastifonn sheeting (that can only be order. However, each hangar is guarded by a
each. The shots attack immediately, try·
damaged by magic or magical weapons). special team of four Class IV cyborg tennina·
ing to take the PCs prisoner. tors programmed to kill anyone who enters
If no alarm is in effect, there are 10-40 ac·
10 Dbots (4): AC -2; HD 24'; hp 120 each; tive ubots, 5-20 active ebots, 1-6 active shots, the hanger without authorization from Cap·
MV 120' (40'), flying 480' (160'); #AT 2 and 1-6 active dbots in the depot, and there is tain Riesling. The cyborgs notify the com-
weapons; Dvariable; Save Fl6; ML 12;
a 10% chance per round that they identify puter of any unauthorized entry before
ALL; XP 6,000 each. The dbots attack
the PCs as intruders. Should this happen, all attacking. They never leave their assigned
immediately, first trying to take the PCs
active robots (e.g. those not sealed in blue patrol area in the hanger (stats, page 22, #8).
prisoner, but killing to prevent damage
plastiform or undergoing maintenance) leave
to themselves or imminent escape. The hangar doors (FB1-FB6) can be
their racks. This takes one round. Then, the
11 Crewmen (10): AC 0 (pressure suit); opened from inside a scout unless Beagle's
ebots, shots, and dbots try to capture the PCs
HD 3; hp 15 each; MV 120' (40'); #AT computer overrides the scout's instructions.
while the ubots mill around getting in every·
1; D 6-36 (hand blaster); Save F3; ML In this case, a knock spell (as against a wizard
body's way.
8; AL L; XP 35 each. Each crewman lock cast by a 10th level magic user) opens the
If there is an alarm in effect, there are 10-
carries a medkit and .a glow wand. The hanger doors despite the computer's over·
40 active ubots, 1-4 active ebots, and 1-2 ac·
crewmen try to capture the PCs, but ride. If the PCs steal a scout and escape, there
tive shots in the depot. None are in their
shoot to kill if endangered or if the PCs is a 90% chance that it will be damaged by
racks. The ebots and shots identify the PCs as
seem about to escape. one of Beagle's defensive missiles fired from a
intruders and try to capture them while the
12 Captain Riesling: AC 0 (pressure suit); defense pod (DP01·DP14) during the es·
ubots mill about. cape. Ifthis happens, the scout travels 60-120
HD 10; hp 40; II AT 1; D 6-36 (hand
Tucked away in dispensers in 10 of the 100
blaster) or 5-12 (light saber); MV 120' miles before crashing, and each character in-
racks in each depot are weapons loaders that
(80'); Save FlO; ML 9; AL N; XP 900. side the scout sustains 4-24 points of damage
hold reloads for all of the weapon systems
Cyborgs (2): AC -1; HD 22; hp 88 each;
found on the ship's robots. Each loader is
# AT 1; D 3-30 (fist) or 6-36 (hand

22
THE CITY OF THE GODS

in the crash. subjects are highly tractable (treat as if under visible 20% of the time. Check the EnvioPod
It is possible for the PCs to navigate the a charm person spell), but can barely remem- Encounter Table. In each case, the pod con-
scout by observing how their course changes ber their own names ( l 0% chance ofrecalling tains the specimen opposite the d % result
when they touch different buttons. They can any item of information desired by the PCs). found on that table. The environ listed oppo-
also use a read magic spell to read the naviga- Each stasis pod holds 50- 100 naked crew site each specimen is the type of terrain inside
tion screen (showing a contour map of the members. the envio pod.
area below with the scout's position marked If the d% result is greater than 50 but less
Crew: AC 9; HD 3; hp 15 each; MV 120'
by a blinking light). than 100 (00), then the envio pod is empty and
(40'); #AT 1; D 1-2(fists); SaveF3; ML8;
Storage Pod: Each of these 180' x 180' ar- bare. If the die roll is exactly 100 (00), ther you
ALL; XP 35 each .
eas is lined with gray ceiling-high sealed bins have found Riesling's makeshift brig. The pod
that open just like internal locks (and are Crew Pods: The pods where junior crew- is bare, but not empty. Inside arc 5-20 naked
treated as such). These areas are organized man live are dreary affairs. Each crew pod sym- humanoids (half of whom are crew members ar-
by a "random access" method so that each bol on Map 2 represents three 60' x 180' pods rested for various offenses and the other half of
storage pod holds many d ifferent types of with their own individual locks. Each pod is whom are captured Froggies).
items in no discernable order. Clothing, dominated by a 20-foot high wire-mesh plat-
Prisoners: AC 9; HD 4; hp 20 each; MV 120'
tools, hardware, drugs, toiletries, I.C. form in its center. A narrow 10-foot aisle runs
(40'); #AT I; D l -2(fists); SaveF4; ML6;
boards, and replacement parts for most of the around this platform. Atop the first platform is
ship's elements are just some of what is avail- ALL; XP 75 each: Froggie prisoners join
an identical second platform. Atop each plat-
the PCs in order to escape. There is a 20%
able. The variety of material is so astounding form are three tiers of cubbies. Each platform is
chance that each crew member is disaf-
that only the computer can locate specific cut by many narrow aisles with mesh floors.
fected and wiUing to join the PCs. Treat
items within the storage area. If the PCs have Two lifts give access to the platforms.
disaffected crew members found in the
some means of getting the computer's coop- Each cubby is a 6' high x 8' wide x 8'
brig the same as randomly encountered
eration (forcing a captured crewman to use long padded platform surrounded on three
sides by lockers. The door to each cubby escaping crew members (except that they
his l.D., for example), then there is a 90%
have no equipment). Crew members who
chance that they can obtain some alien ana- swings up so that the user can slide in. It can
aren't disaffected fight the PCs.
log for any items they desire other than weap- be lowered for privacy. Each junior crewman
ons or armor (which are, for the most part, has his own cubby where he sleeps and keeps Among the prisoners is a much-chastened
stored in an armory on B Deck). Food and his few personal possessions. Bosero. After being spirited off to the Beagle
potable liquids are synthesized and stored in The floor of the crew pod beneath the tiers by the dbots and dragged, before the captain,
sealed tanks beneath the floor of C Deck and of cubbies is an open area with plants and he was chagrined to learn that he had been
can't be obtained in storage pods. waist-high partitions designed to create an il- kidnapped by mistake and that the "gods"
Stasis Pod: Most of the crew are "asleep" lusion of privacy. Here, there are eating don't even want him. Riesling has impris-
in stasis chambers, clear 10' cubes of energy booths where crem members can dial up food oned Bosero while he considers how to profit
that suspend subjective time for those inside. served at their table by the ship's computer. from the situation. The magician's ma.gic
Each cube indefinitely holds one subject in There are also holotanks for entertainment, ring with the teleportation spell to get him
suspended animation, and each 180' x 180' physical training machines, and, in one cor- home is still in the purse of his brother, who
stasis pod holds three tiers of81 chambers per ner, an open, multi-stall fresher for showers never got the chance to give it to him, but his
tier. The upper tiers are separated from those and sanitary needs. Duty lockers beside the other possessions a re gone. He is, of course,
below by 10 feet of open space. Access to up- lock hold the residents' armor and weapons delighted to rejoin the party, but has little to
per tier chambers is via a lift and catwalk. (5-10 suits of battle armor, l -4 needlers, l-4 contribute since he hasn' t seen any of the ship
Set in a thin post at one corner of each hand blasters, and 1-4 riot sticks). except for one lock, the captain's lounge, the
chamber is a control panel used to engage or If there is no alarm in effect, the PCs en- inside of two cars, and the "brig."
release the stasis field. A similar emergency counter 1-10 crewmen in each crew pod. The The brig is under constant monitoring.
control panel beside the entrance to the pod crewmen sound the alarm via their implants The alarm is au tomatically sounded and the
can be used to simultaneously control all of and then try to hide in the maze of cubbies. PCs are located when they enter it.
the chambers. Engaging a stasis field is a Observation Bubble: These two huge ar-
If there is an alarm in effect, the PCs en-
matter of pressing one button. However, it eas are meeting rooms that also serve as rec-
counter 1-4 crewmen in each crew pod.
takes an hour and a complex series of key reation chambers for large celebrations. Both
presses to release a subject from a the field in Crew: AC 0 (battle armor); HD 3; hp 15 are completely empty. A dozen lifts spotted
such a way as to avoid damaging him. Only each; MV 120' (40'); #AT 1; D 6-36(hand around the rooms take one 60 feet in the air to
the computer and a few experts on the ship blaster); Save F3; ML 8; AL L; XP 35 a promenade level with B Deck. Here, one
know how to do this correctly. If the PCs mess each. The crewmen sound the alarm via can look out over the top of C Deck and see
with a keypad without help, there is a 10% their implants and attack the PCs. the surrounding desert. The domes are too
chance that they kill the subject inside the tough to be damaged by nonmagical means,
Envio Pod: Each envio pod symbol on
chamber and a 40% chance that they induce and their shutters can't be damaged by any
Map 2 represents three 60' x 180' pods with
a state of temporary psychosis causing the means available to the PCs. However, a con-
their own individual locks. When the PCs
subject to immediately attack them. Even t rol panel beside each of the locks leading into
look into a pod, roll d % . If the result is 50 or
when properly done, releasing a stasis field these areas can be used to open the shutters.
less, then the pod has been landscaped to ac-
disorients the subject and causes some tem- Then the bubble can be broken by magic or
commodate specimens. The specimens are
porary memory loss. In this disoriented state, magical weapons to provide an exit.

23
ENDING THE ADVENTURE
The adventure can take a variety of turns, indvidually teleport them to Blackmoor over trip and the reward for initiating diplomatic
depending upon how the PCs enter the City a period of days. When all are gathered to- contact are both withdrawn. They get no
of the Gods and what they encounter there. It gether, The Fetch bargains with them for the money for these accomplishments, and are
is u p to the PCs to decide when they have had alien devices they have brought back and evicted from their rooms at the Comeback
enough of the city and want to depart. Usu- pays them their promised reward. Inn. If they contest this treatment, the same
ally, they will decide to do so when the going .3. All of the PCs arc killed or have been NPCs listed in The Heroes Out of Time (Jal-
gets particularly rough and Beagle's com- captured by the crew of the Beagle. If they are lapierie, Brother Richard, Marfeldt, Scotty
puter starts to close off their escape routes captured by Beagle's crew, the adventure Debelfry, and 12 soldiers-or 12 soldiers and
and direct more and more NPCs toward ends with them stripped of their possessions as many of the NPCs named as returned from
them. As DM, you can influence the PCs' de- and placed in stasis in one of Beagle's stasis the adventure) arrive to evict them from the
cision to end their adventure in a number of pods; they are, it seems, far too dangerous to inn.
ways. Try throwing one or more of these plot be allowed to run loose. At some time in the This same procedure is used if the PCs try
twists at the PCs at some critical moment future, they may be pulled from stasis and to withhold their magic rings from The Fetch
(preferably a melee). questioned, or they may be rescued by The now that the adventure is over.
NPC Defection: Believing that he has Fetch's agents (thus opening the possibility of If the PCs are evicted from the Comeback
been trapped, Da-Nel orders his men to at- a future adventure built around their at- Inn, they must remain in Blackmoor. The
tack the PCs from the rear while they are en- tempted escape). Fetch won't allow them to use the gate to re·
gaged by members of Beagle's crew. He plans In situation I, Brother Richard refuses to turn to their own time. If they remain in his
to excuse his presence in the City of the Gods use his ring until bis brother is located. If the good graces, then you have two options:
by claiming that he and his men encountered others leave despite his protest, he stays be· 1. If you are playing this module as a
the PCs in the desert and trailed them into the hind (with Marfledt, ifthat NPC is part of the stand-alone adventure, then Jallapierie or
city in hopes of foiling any evil plans they expedition). In situation 2, Richard agrees to Robert the Bald and a squad of soldiers re-
might have. leave the vicinity of the City of the Gods only turn the PCs through the gate to their own
NPC Bug·Out: The Blackmoorian agents ifthe very survival of the party is threatened. time. Their connection with Blackmoor is at
in the PC party loudly proclaim that the cur- He would leave willingly, for example, if the an end.
rent situation is hopeless and that it is time to party members were stripped of their posses- 2. If you are playing this module as part of
head for home. If the PCs don't instantly sions and cast into the desert by the sand folk. a continuing campaign in Blackmoor, then
agree, the NPCs use their magic rings to tele- In all other situations, he (and Marfeldt) stay the PCs can either return to their own time as
port to Blackmoor. behind while the PCs return to Blackmoor. per option #I or they can stay in Blackmoor
NPC Advice: One or both of the wizards In situations I and 2, The Fetch offers to as agents of The Fetch, in which capacity
who are watching the PCs at The Fetch's re- purchase any "new" magic items the PCs they can be assured of facing innumerable fu-
quest teleport into Beagle to help them out of bring back at the following rates: ture dangers on behalf of the realm.
a tight spot. Before they extricate the PCs, The NPCs in the Rogues, Regents & Ras-
ITEM GOLD PIECES
the wizards announce that they've done all cals part of this module may be killed. How·
Battle Armor 1,200
they can, shout "save yourselves," and tele- ever, any such NPCs left for dead outside the
Communicator 800
port back to their towers. City of the Gods are presumably discovered
Glow Wand 200
The Final Option: The computer traps by Jallapierie, Robert the Bald, or some
the PCs and begins to pump away the atmo-
Grenade 200 other Blackmoorian agent and returned to
Grenade Launcher 600 Blackmoor for clerical assistance. Those left
sphere while calling on the PCs to surrender
Hand Blaster 800 for dead inside the city are captured by the
or die.
Heavy Blaster 1,600 crew of Beagle and thrown in a stasis cham-
Regardless of the twists and turns taken by
Light Saber 600 ber. While in stasis, they don't age or
the plot, the adventure ends in any of the fol-
Medkit 400 deteriorate-it is as if no time had passed for
lowing situations: 400
Needler
1. The PCs use their magic rings to return them. They can be released from stasis and
Pressure Suit 2,000
to Blackmoor. They are instantly teleported raised by a cleric at any time in the future.
to their rooms in the Comeback Inn where
Riot Stick 200
Snoopers 400
they find The Fetch waiting for them. He
Translator Badge 1,000
has, it seems, been watching them in the
Power Pack 100
royal crystal ball. The Fetch personally bar-
Ammo Pack 100
gains with them for the alien devices they
Propellant Pack 100
have brought back and pays them their
Scout (Functioning) 20,000
promised reward.
2. The PCs escape without using their If the PCs bargain, The Fetch wiJI pay up
rings and reach Cloudtop, Benbow's Hect· to double the printed prices in some cases. If
are, or any town controlled by Blackmoor they refuse to sell, The Fetch informs them
(shown on the map of Blackmoor included in that as the outfitter of the expedition, he ab-
moudle DAI (ADVENTURES IN BLACK- solutely must insist that at least half of the
MOOR). If they have Jost their rings, The new magic items be sold to the crown. If the
Fetch's agents make arrangements for Ro· PCs refuse to abide by this decision, then the
bert the Bald and/or Jallapierie to arrive and monetary reward promised for making the

24
GEOGRAPHY OF THE SOUTH
The land south of Blackmoor is divided by reopening the trading post of Colenso Station Eastern Hak abounds with steppe nomads.
geography into four basic regions, each of long ago closed by Imperial edict. During winter, it supports about 4,000
which is described below. In more peaceful times, trade caravans Peshwah (including 2,000 warriors) with
crossed the Eastern Hak between the empire, their herds of6,000 horses and 2,000 grazers.
The Eastern Hak the salt pans of the Valley of the Ancients and In summer, these numbers are reduced by
the Duchy of Ten. One vestige of that trade is half.
The southern region most easily accessable
the Salt Road, now little traveled and not Despite the heavy usage to which the
from Blackmoor is the Eastern Hak, a large
much more than a trace in the prairie sod. Peshwah subject the Eastern Hak, there are
prairie bounded in the north by the the
Another vestige is the abandoned ruin of still a couple of thousand wild grazers in the
Wurm River and the Barony ofDragonia. In
Giles' Station, whose rotting timber stockade region. Their presence has drawn hide
the east, the prairie gradually gives way to a
once sheltered 300 folk, but which is now hunters onto the prairie, bold men who risk
system of hills and woodlands that separate it
home only to gophers, jackrabbits, and an oc- the ire of the savage horsemen by poaching
from the Greenway and the northernmost
casional Thonian cavalry patrol. on the Peshwah preserve. In bands of up to
province of the Empire of Thonia. In the
Aside from the one-man trading post at two dozen, they prowl the Eastern Hak in
west, the prairie ends abruptly in the three
Benbow's Hectare (described in the Ben· search of valuable hides to trade in Thonia
upland masses of the Dragon Hills, the South
bow's Hectare part of this module), the only and Blackmoor.
Dragons, and the Spine of the Dragon. South
of the Eastern Hak is the Taff River, one of permanent settlement on the Ea~tem Hak is The recent disturbances in and around the
Fort Mugger. Established shortly after the Valley of the Ancients have brought three
the two major rivers that water the southern
Afridhi invasion of the Plains of Hak, this other denizens to the Eastern Hak. In order
lands. With its surrounding marshes (the
timber-walled outpost shelters the Thonian to block access to the City of the Gods, the
Fens of Tall) this river is a formidible barrier
17th Kurgan Lancers Regiment of Cavalry, a Soldiers of the Frog have established their
and has long been held by the Empire of Tho·
force of 600 men, supported by two heavy own patrols of the region. Their presence has
nia as its northwestern frontier. Southwest of
and four light catapults. The regiment's main led the aliens in the city co send out their own
the Eastern Hak, the Spine of the Dragon
task is to hold the fort as a means of coercing robotic patrols. All of this coming and going
and the Emlyn Bognor are divided by a 24-
mile wide valley known as the Coombe the Peshwah, but its commander, Regimen· has, in tum, drawn the attention of the
tal Captain Peshtan Ti.za, has also estab- dragons in the hills north and east of the Val·
(called Dakan by the Peshwah) that rises over
lished a system of cavalry patrols that keep Icy of the Ancients. Having come out onto
a distance of 120 miles until it reaches the
High Hak. . him informed of the movements of the the Eastern Hak to see what was going on,
Peshwah throughout the Eastern Hak, the the dragons have stayed to hunt grazers. As a
The Eastern Hak is the sole remaining
Coombe, and the High Hak. consequence, the Eastern Hak has become a
winter range of the nomadic Horsemen of
In addition to Thonian cavalry patrols, the very dangerous place, indeed.
Peshwah. The nomads' other winter range,
the Plains of Hak, northeast of the Root
River, is now in the hands of the Afridhi Em-
pire. The loss of the Plains of Hak has placed
the Peshwah in an extremely difficult posi-
tion. The Eastern Hak is not large enough to
support the entire nation during the long
months when the freezing winter winds make
the vast High Hak uninhabitable for large
numbers of nomads. Further, the only path
through which the nomads can drive their
herds of grazers with ease is the Coombe,
where the Empire ofThonia has built the out·
post of Fort Mugger in order to interdict
transit.
The strategic problem posed by this situa·
tion had caused the Peshwah to make a sort of
peace with Thonia for the first time in mem·
ory, accepting badly needed food and a prom·
ise of free transit between their summer and
winter ranges in exchange for a binding com·
mitment to halt all raids into the empire and a
tentative promise of unspecified aid in Tho·
nia's planned renewal of its old war against
Blackmoor. The Iron Duke, military gover-
nor of Thonia's northwest frontier, has gone
even further than required by the new treaty,
providing the Peshwah with weapons for
their continuing war against the Afridhi and

25
GEOGRAPHY OF THE SOUTH

The Valley of the Ancients enough (or mean enough) to live there. For their goods in piles. Then the geonids place
all three teem with both hungry blue and red next to each pile whatever it is that they want
dragons. Understandably, no one has ever to trade for the goods in that pile. A trade is
Originally a single mammoth underwater tried to take a head count, but the best esti- refused by leaving the goods where they arc
caldera, this area became an inland sea when mates place their numbers at over 200, in- stacked. Picking up what the other side offers
Blackmoor was raised above the waters. Over cluding young. indicates that the offer is accepted. Dividing a
millennia, the sea evaporated, leaving behind Only one man dares to make his home in stack indicates that the price is too low. This
a desolate expanse of salt flats and sandy des- this dangerous country. On a shoulder of the elegant bancr system is seldom used, how-
ert surrounded by a 300-foot escarpment and mountain Kergwailin, the powerful wizard ever, since the Kerman Peaks is so remote
a circular chain of six separate hill masses. Robert the Bald dwells in a tower called from normal trade routes.
The only remnant of the waters that once Cloudtop that even the dragons shun. All The barrier hills and escarpments around
filled the valley is a vile salt lake called The others shun the dragon-infested hills. the Valley of the Ancients are pierced in five
Sink, located in the western portion of the North of the Valley of the Ancients, the tor- places. In the north, a rocky gorge winds
valley. tured spires and naked lava beds of the Bad- through the Badlands from Axmouth past
In the center of this deser t is a 20-mile long lands block easy access to the Root River Cloudtop and into the lowlands around Rat
chain of volcanic hills notable for their de- system. To the west, the way is blocked by the Lake. To the northwest, the ancient and now
posits of blue volcanic glass. At 'the southern Ash Hills, a maze of volcanic domes, steam disused Gold Road between the Empire of
end of these so-called Blue Hills is a large ru- vents, and lava beds similar to the Badlands, T honia and the Duchy of Ten descends the
ined structure called the Tower of Glass that but with more recent volcanic activity. South- escarpment via a heart-stopping series of
is built entirely of dense blocks of the volcanic west of the Valley of the Ancients are the Ker- switchbacks and tunnels cut into the cliff face.
glass that gave the hills their name. None man Peaks, a chain of mountains that tower To the southwest, a break in the escarpment
know who built this 200-foot diameter by over both the valley and the upland plain to accomodatcs a narrow trace that cuts through
200-foot tall tower, but legends in the North- the west. the Kerman Peaks past the Geonid trading
lands have always attributed it to a race of The inhospitable crescent of hills and posts of Qom and Farah to join the old Salt
wizards who lived in the valley in antiquity. mountains north, west, and south of the val- Road on the High Hak. At the southernmost
Hence the name Valley of the Ancients. ley has few permanent residents. Garis, hill tip of the valley, the escarpment is pierced by
The Tower of Glass is one of the few land- giants, and the occasional dragon or stray two gorges. One, T he Gut (Leshwan, in the
marks in the valley, whose inhabitants are camarilla are the main dangers. In the north, language of the Peshwah) runs southwest into
mostly wild camarillas and nomadic sand the once busy Gold Road has long been the High Hak. T he other, the East Gate, de-
folk. Aside from the tower and the City of the closed by the depredations of a large and ex- bouches onto the Eastern Hak near Giles'
Gods, the valley has only one other perma- ceptionally powerful hydra, so there is little Station. The Peshwah have been known to
nent structure, the Shrine of Axmouth, a reason for anyone to stray into the area. travel the 160 miles of desert through the two
300-foot diameter, rock-lined bowl in which In the south, a tribe of fire giants makes its southern gorges in order to pass between the
the sand folk hold rare intertribal conclaves, home high in the Kerman Peaks. On the very High Hak and the Eastern Hak without hav-
called Gatherings. lip of the crater atop the volcanic peak ing to fight Thonian soldiers, but the practice
It was at Axmouth that the tribes met after Kuurkatoa, they have a rude settlement is costly in the lives of both horses and grazers
the arrival of the City of the Gods. At that called Windhoek, which houses three dozen and is employed only when the Coombe is
Gathering, it was decided that the sky city of their kind plus a dozen hydrae and 200 of tightly sealed. None of the five routes into the
was no immediate danger to the folk and that their vicious hellhounds. There, they practice valley is much-traveled.
they could safely raid it or trade with its resi- the strange religion ofShokai, an obscure fire
dents while accepting Captain Riesling's of- cult that features sacrifice by burning. The High Hak
fer of a treaty (which the folk didn't really One other species inhabits the Kerman
understand very clearly). Dominating the region south ofBlackmoor
Peaks in large numbers. These are the
Between the wild sand folk, the patrolling is a large, grassy upland plateau called the
geonids, intelligent cave dwellers who nor-
robots of the City of the Gods, the scouts and High Hak that stretches 300 miles northwest
mally live in extended families of no more
raiders sent out by the Order of the Frog, the from The Coombe and is 100 to 130 miles
than a dozen and who number perhaps
wild camarillas that live in the de.s ert, and the wide along its entire length. This 600-foot
2,000, all told. The geonids reluctantly serve
dragons that come down from the Dragon high plateau is the summer range of the Hor-
the fire giants of Windhoek, whom they
Hills to hunt, the Valley of the Ancients is semen of Peshwah, the homeland from which
greatly fear. One of their many services is the
even more dangerous than the Eastern Hak, those tough nomads sprang. To them, it is the
maintenance of trading posts at Qom and
and a place not to be entered lightly. Fortu- Sea of Grass, a vast green ocean over whlch
Farah. These are not actually settlements.
nately, it is so inaccessable that few travelers they drive the herds of horses and grazers
Instead, they are literal " trading posts," large
ever sample its terrors. which arc their means of sustenance and the
rock monoliths built by the geonids. Geonid main measure of their wealth. In winter, a
Surrounding the valley in a great arc from scouts keep watch over both posts.
northeast to southeast are the Dragon Hills, cold, windblown waste, during spring and
Whenever a party of what might be traders
the South Dragons, and a rugged ridge called summer, the High Hak comes alive with
camps near either trading post, the geonids
the Spine of the Dragon (Persa Na Shilkotan, flowering grasses and shrubs that make ideal
come down from the hills to trade gems and
in the language of the Peshwah). Though the forage for grazers.
ore-bearing rocks for tools, salt, and the deli-
three hill masses are home to trolls, garls, and For hundreds of years, the Peshwah have
cacies craved by the fire giants. T he normal
hill giants, few other species are hardy summered on this high range, then migrated
trading procedure is for the traders to display

26
GEOGRAPHY OF THE SOUTH

into the Eastern Hak via the Coombe (Da- sired by the Peshwah and who have the Sirk's men and 1,000 horses plus the 600 men and
ken) and onto the Plains of Hak via the passes permission to dwell in the High Hak. horses of the 17th Kurgan Lancers across the
through the Walls ofHak in order to find win- Except for these few rude settlements, the river at Fort Mugger devours much of the
ter forage in the low country. However, in the plateau is devoid of permanent structures. It output of the large, slave-worked Imperial
last decade, the Afridhi Empire has driven is not, however, devoid of life. About 12,000 Commissary Farm at South Chester. There,
the Peshwah from their winter range on the Peshwah (including 4,000 warriors) plus about 800 slaves and 30 craftsmen labor un-
Plains of Hak, forcing large numbers of no· herds of up to 14,000 horses and 6,000 graz· der the charge of 40 overseers, 80 constables
mads to brave the hard upland winters since ers roam the steppe in summer. During win· to produce the comestibles needed to keep the
there is insufficient room for all of the horse· ter, it supports about 10,000 Peshwah army in the field. If there is anything left over
clans in the Eastern Bak. At this time, the (including 3,000 warriors), 11 ,000 horses when all have eaten (or stolen) their share,
Peshwah are fighting a losing war even to re- and 5,000 grazers. In addition, an average of then those who grew the food get the surplus,
tain control of the High Hak, which is being about 75 hide hunters work the High Hak in an arrangement that is supposed to foster
patrolled by ever larger numbers of Afridhi summer, and the Afridhi keep 300 cavalry ac· high productivity. In practice, the Imperial
cavalry. tive atop the plateau year-round. Commissary Farm loses a slave a day as a re·
Except in the extreme northwest and on Nor is the area entirely trackless. 1Wo ma- suit of starvation and deficiency diseases.
the southwestern verge, the High Hak is de· jor trade routes cross the High Hak, the Salt The mines are the main reason that the
void of permanent structures. In the north· Road and the Impie Road. Though both are decadent empire bothers to maintain control
west, is the Sul Pesh wan (Seat of the People), now disused and overgrown, they can be ex· of the region. At the oldest of the mines, the
a tall hill mass that rises dramatically from pected to come back into regular use as soon Chesterfield, 300 slaves and 20 mining spe-
the surrounding plateau to form a rugged, as peace returns to the Northlands. cialists under the supervision of 15 overseers
wooded fastness into which the Peshwah were Meanwhile, some of the inhabitants of the and 30 constables mine and refine 500 gp
wont to retreat when they were threatened by High Hak are profiting handsomely from the worth of raw gold per day. At the recently es-
their enemies in times past. Over many cen- warfare that now grips the North. The Free· tablished New Digging, 400 slaves and 20
turies, the Peshwah have fortified the vales hold of Chumlish Penarth (Overlook), in the mining specialists under the supervision of 15
leading into the heart of this hill stronghold so hills above and just west of the plateau barely overseers and 40 constables mine and refine
that it is now nearly impregnable. Each survived during years of peaceful trade. 400 gp worth of raw gold per day. At any
spring, the elders of the dozen horseclans Now, it has become the main source of weap- given time, there is 1-4 weeks' production
making up the Peshwah meet to choose the ons for the Peshwah, and a score of smiths stored at each mine.
new Sirk Am Peshwah (Hand of the People), have set up shop there, bringing a new pros· Every four weeks, a supply column from
who will rule the nation during the coming perity to the village of 400. Far to the south, New Bril brings 40 new slaves and four wag-
year. The Sirk rules from Sul Peshwan unless the elven boyers and fletchers in the forest onloads of supplies to the two mines. The
he is leading the clans to war. Generally, the stronghold of High Tenlish have also profited column is escorted by 20 constables. After
Sul Peshwan shelters 2,000 Peshwah (includ· from the war by supplying bows and arrows picking up additional supplies at South Ches-
ing 1,000 warriors), 4,000 horses, and 300 to the Peshwah, and newly arrived elven ter and conveying them to the mines, the con-
grazers. craftsmen have swelled the population of voy returns to New Bril carrying the previous
Some 60 miles east of Sul Peshwan, on the High Tenlish to almost 1,000. For these four weeks production of gold (14,000 gold
site of a particularly large spring, is a wooden craftsmen, the recent warfare has been a pieces from the Chesterfield and l I ,200 gold
stockade named Daw/ish (Woodclose), where blessing. For the rest of those who live on the pieces from the New Digging). The Imperial
a Peshwah war band is kept massed to meet High Hak, the warfare is a calamity that is Warden (similar to a baron) sends this gold
any invasion from the north via the gap be- slowly destroying their way of life. from New Bril to Marban, where it pays the
tween the Walls of Hak and the Wyvern Hills. wages of the Iron Duke's army.
Dawlish is now home to 400 Peshwah war· The Thonian Rand The Thonian Rand has only two towns of
riors, 800 horses, and 100 grazers. Northwest note. The most important is New Bril, with a
Southeast of the Taff River, and protected
of the Sul Peshwan, the plateau begins to population of 1,200 (plus 200 imperial con·
from the depredations of the Peshwah by the
tumble to the lowlands in a chain of hills stables). The other is Wookum, with 1,000
broad Fens of Taff on either side of that wa·
called the Walls ofHak. Here, in three princi- residents (mostly camp followers) plus 600
tercourse, is the Thonian Rand, a lightly set· soldiers. The other inhabited places in the re·
pal passes, the Peshwah hold three more
tied region with two main industries: defense
stockades, each garrisoned by 300 warriors gion hardly qualify even as villages, most be-
and mining. Since the region forms one cor·
(with 500 horses and 50 grazers). The three ing temporary labor camps or military
ner ofThonia's northwest frontier, it is home
passes are Lyntok (Rivergate), Naktok (Bar· stockades.
to a permanent imperial garrison composed
rowgate), and Lishtok (Woodgate). The one public work of note is a military
of the Thonian 8th Green Devils Regiment of
At the southeastern end of the High Hak, road called the Wardenpike, a raised, paved
Foot (1,200 men) and the 11th Mirakoslic Sa·
the Empire of Thonia operates a trading post road that extends from Marban all the way
bers Regiment of Horse (600 men). The
at Colenso Station staffed by 10 traders and a west to Barney's Ford (the only regular ford
former is spread between three small forts
full company (50 men) of the 17th Kurgan on the Taff River). Troops traveling along
along the Taff River (Barney's Ford with 400
Lancers Regiment from Fort Mugger. Sev- this exceptionally straight, smooth road can
soldiers, Oclaire with 600, and Boyo with
enty miles north of Colenso is a settlement of move half again as fast as when moving along
200), while the latter occupies the garrison
some 200 persons, called Salt Town. Founded normal roads, and the pike is an important
town of Wookum.
80 years ago, this village houses artisans, asset to the defense of Thonia's northwest
Providing food and forage for these 1,800
craftsmen, and traders whose services are de- frontier.

27
ENCOUNTER TABLE

Steppe Encounter Table 9 Horsemen of Peshwah (30): AC 7 (leather armor); HD 1; hp 6


each; MV 120' (40'); #AT 1 weapon; D 1-6 (short bow or short
Use this iable when ihe PCs have an encounter in the High Hale,
sword); Save Fl; ML 8; AL C; XP 10 each. This war party of
Eastern Hale, the Coombe, or the Hills of Clwydd. To find what they
steppe nomads is led by a 2nd Level fighter, and each member of
encounter, roll the following dice:
the party is mounted on a small but sturdy riding horse.
• Roll ld4 if the PCs are in the Hills of Clwydd. Nomad Leader ( 1): AC 7 (leather armor); HD 2; hp 8; MV 120'
• Roll ld8 if the PCs are in the Eastern Hale or the Coombe. (40'); #AT 1weapon;D1-6 (short bow or short sword); Save F2;
• Roll l d6 + 6 if the PCs are in the High Hale ML 8; AL C; XP 20.
Riding Horses(31): AC 7; HD 2; hp lOeach; MV 240' (80'); #AT
The result determines the encounter type.
2 hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
10 Afridhi Cavalry Patrol (19): AC 4 (chain mail and shield); HD 1;
1 Horsemen of Peshwah (25): AC 7 (leather armor); HD l ; hp 6 each;
hp 6 each; MV 120' (40'); #AT 1weapon;D 1-6 (spear or short
MV 120' (40'); #AT l weapon; D 1-6 (short bow or short sword);
bow) or 1-8 (sword); Save F l; ML 10; AL C; XP 10 each. Thia
Save Fl; ML 8; AL C; XP l 0 each. This war party of steppe n~­
Afridhi cavalry patrol is led by a 2nd Level fighter, and each of the
mads is led by a 2nd Level fighter, and each member of the party IS
human cavalrymen in the patrol is mounted on a riding horse.
mounted on a small but sturdy riding horse. Afridhi Patrol Leader (1): AC 4 (chain mail and shield); HD 2; hp
Nomad Leader (1): AC 7 (leather armor); HD 2; hp 8; MV 120'
12; MV 120' (40'); #AT 1sword;D1-8 (sword); Save F2; ML 11 ;
(40'); #AT l weapon; D 1-6 (short bow or short sword); Save F2;
ALC; XP20.
ML 8; AL C; XP 20.
Riding Horses (20): AC 7; HD 2; hp 12 each; MV 240' (80'); #AT
Riding Horses (26): AC 7; HD 2; hp 10 each; MV 240' (80'); #AT 2
2 hooves; D 1-4/1 -4; Save Fl ; ML 7; AL N; XP 20 each.
hooves; D 1-4/ 1-4; Save Fl; ML 7; AL N; XP 20 each.
2 Ebots (3): AC O; HD 12•; hp 48 each; MV 90' (301); #AT l needler, 11 Horsemen of Peshwah (12): AC 7 (leather armor); HD 1; hp 6
each· MV 120' (40'); #AT 1 weapon; D 1-6 (short bow or short
D 1-2 + paralysis; Save FlO; ML 9; ALL; XP 1,900 each. The
sword); Save Fl; ML8; ALC; XP 10each: Each memberoft~is
ebots identify the party as specimens suitable for capture and act ac·
steppe nomad scouting party is mounted on a small but sturdy rid-
cordingly.
ing horse.
3 Horsemen of Peshwah (10): AC 7 (leather armor); HD l; hp 7 each;
Riding Horses (12): AC 7; HD 2; hp 10 each; MV 2401 (80'); #AT
MV 120' (40'); #AT 1 weapon; D 1-6 (short bow or short sword);
2 hooves· D 1-4/1-4· Save Fl ; ML 7; AL N; XP 20 each.
Save Fl; ML 8; ALC; XP lOeach. Each steppe nomad is mounted
12 Dbot (1); AC -2; HD 24•; hp 120; MV 120' (40'), flying 480'
on a small but sturdy riding horse.
(160'); #AT 2 weapons; D variable; Save F 16; ML 12; ALL; XP
Riding Horses (10): AC 7; HD 2; hp lOeach; MV 240' (80'); #AT2
6,000. T he dbot is on a scouting mission, and is programmed to
hooves· D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
report potential enemies by radio, but to avoid contact. It takes no
4 Dbot (i): AC -2; HD 24*; hp 120; MV 120' (40'), flying 480' action unless attacked; then it fights back.
(160'); #AT 2 weapons; D v~riabl~; ~ave Fl6.; ML 12; ALL; XP
6,000. The dbot is on a scouting mission, and 1s programmed to re·
port potential enemies by radio, but to avoid contact. It takes no
action unless attacked; then it fights back.
5 Blue Dragon (1): AC O; HD 9.. ; hp 72; MV 90' (30'), flying 240'
(80'); #AT 2 claws/I bite; D 2-7/2-7/3-30; Save F9; ML 9; AL r:-1;
XP 2,300. The dragon attacks the PCs when it notices them while
riding a thermal high above the plain. . . .
6 Thonian Cavalry Patrol (15): AC 4 (cham mat! and shield); HD 1;
hp 5 each; MV 120' (40'); #AT l weapon; D 1-6 (s~ar) or 1-8
(sword); Save Fl; ML 8; ALL; XP 10 each. This Thoman cavalry
patrol is led by a 2nd Level fighter, and each of the human cavalry-
men in the patrol is mounted on a riding horse.
Thonian Patrol Leader (1 ): AC 4 (chain mail and shield); HD 2; hp
10; MV 120' (40'); #AT 1 weapon; D 1-6 (spear) or 1-8 (sword);
Save F2; ML 9; AL L; XP 20.
Riding Horses(16): AC 7; HD2; hp 14each; MV 240' (80'); llAT2
hooves; D 1-4/1-4; Save Fl ; ML 7; AL N; XP 20 each.
7 Hide Hunters (8): AC 6 (leather armor and shield); HD 4; hp 16
each; MV 120' (40'); #AT 1weapon;D1 -6 (short bow) or 1-8 (short
sword) or lance (1·10); Save F4; ML 9; AL N; XP 35 each. Each ~f
these human hunters is mounted on a war horse. The hunters don t
have their wagons with them.
War Horses (8): AC 7; HD 3; hp 18 each; MV 120' (40'); #AT 2
hooves· D 1-6/1-6· Save F2; ML 9; AL N; XP 35 each.
8 5;
Graze~(16): AC HD 8; hp 32 each; MV 120' (40'}; #AT 1 bite or
trample; D 2-12/3-18; Save F4; ML 9; AL N; XP 650 each. This
herd of wild grazers attacks immediately.

28
ENCOUNTER TABLE

Forest Encounter Table The Blasted Woods


Green Dragons (3): AC 1; HD 8 *0 ; hp 40; MV 90' (30'), flying 24-0'
Use thls table when the PCs have an encounter in any forested area east
(80'); //AT 2 claws/1 bite; D 1-6/1-6/3-24; Save F8; ML 9; AL C; XP
of the 1200 hex row (inclusive) and north of the Taff River. To find what the
1, 750. The dragons set an ambush for the PCs, and, unless they are us-
PCs encounter, roll ld8. The result detennines the encounter type.
ing magic to examine the area, they will be unaware of their peril. As
1 Roper(!): AC O; HD 12 .. *; hp 96; MV 30' (10'); //AT 1 bite/6 ten- the PCs step into a small clearing, one dragon steps out of the forest to
tacles; D 5-3/weakness; Save FlO; ML 10; AL C; XP 3,875. The bar their way. Only after the PCs engage the first dragon (or discover
roper is disguised as a tree. As soon as all of the PCs are in range of the presence of the other two) do the remaining dragons attack from the
its tentacles, it ambushes the party. rear.
2 Brigands (20): AC 6 (leather armor and shield); HD 1; hp 8; MV
The Ringwood
120' (40'); //AT 1 weapon; D 1-6 (short bow) or 1-8 (sword); Save
Spectres (4): AC 2; HD 6•• ; hp 30; MV 150' (50'), flying 300' (100');
Fl; ML 8; AL C; XP 10. The brigands are led by a 2nd Level
#AT 1 touch; D 1-8 + double Energy Drain; Save F6; ML 11; AL C;
fighter
XP 725.
Brigand Leader(!): AC 6 (leather annor and shield); HD 2; hp 16;
MV 120' (40'); //AT 1 weapon; D 1-6 (short bow) or 1-8 (sword); The Mumblewood
Save F2; ML 8; AL C; XP 20. All of the brigands (including their Gakarak (1): AC O; HD 16° 0
hp 80; MV 180' (60'); #AT 1 club +
• • ;

leader) are mounted on riding horses. special; D 4-24; Save F16; ML 10; AL N; XP 6,250.
Riding Horses (21): AC 7; HD 2; hp 8 each; MV 24-0' (80'); //AT 2
Buster's Wood/Botha's Wood
hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
Soldiers of the Frog (2) : AC 0 (battle armor); HD 3; hp 24 each; MV
3 Ebots (2): AC O; HD 12*; hp 48 each; MV 90' (30'); //AT 1 needler;
120' (40'}; //AT 1 weapon; D 3-36 (hand blaster) or 1-6 (short sword);
D 1-2 + paralysis; Save FlO; ML 9; ALL; XP 1,900 each. The
Save F3; ML 12; AL C; XP 35 each. Each human soldier is mounted
ebots identify the party as specimens suitable for capture and act ac-
on a riding horse.
cordingly.
Riding Horses (2): AC 7; HD 2; hp 8 each; MV 240' (80'}; //AT 2
4 Pixies (8): AC 3; HD 1•• •; hp 8 each; MV 90' (30'), flying 180'
hooves; D 1-4/1 -4; Save Fl; ML 7; AL N; XP 20 each.
(60'); //AT 1dagger;D1-4; Save El; ML 7; AL N; XP 19 each.
The soldiers are scouts who have been ordered to avoid trouble. When
The pixies are wary of the PCs. If friendly contact is made, they
spotted by the PCs, they try to flee.
help the PCs by warning them of the "metal men" (robots) and the
" thunder men" (Soldiers of the Frog) who have invaded their The L ynton Wood/The Bracken
woods. They also provide guides to ease travel through the woods. Thonian Infantry Patrol (8): AC 4 (chain mail and shield); HD 1; hp 8
As long as they are guided by the pixies, the PCs have no further each; MV 120' (40'}; //AT 1weapon;D1-6 (spear) or 1-8 (sword); Save
random encounters. However, the pixies can't locate either robots Fl; ML 8; ALL; XP 10 each.
or Soldiers of the Frog that may be in the woods at present. If the
PCs are hostile toward the pixies, they fight back. If the PCs are in
The Blasted Woods, they don't encounter the pixies. Instead, treat
this as a 5 encounter (Soldiers of the Frog).
5 Soldiers of the Frog (6): AC 0 (battle armor); HD 3; hp 15 each;
MV 120' (4-0'); //AT 1 heavy blaster; D 8-48; Save F3; ML 12; AL
C; XP 35 each. Each human soldier is mounted on a riding horse.
Riding Horses (6): AC 7; HD 2; hp 8 each; MV 24-0' (80'); //AT 2
hooves; D 1-4/1-4; Save Fl ; ML 7; AL N; XP 20 each.
6 Horsemen of Peshwah (8): AC 7 (leather armor}; HD 1; hp 8 each;
MV 120' (40'); //AT 1 weapon; D 1-6 (short bow or short sword);
Save Fl ; ML8; ALC; XP 10each. Each steppe nomad is mounted
on a small but sturdy riding horse.
Riding Horses (8): AC 7; HD 2; hp 10 each; MV 240' (80'); //AT 2
hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
If the PCs are in the Tiverton Greening or the Blasted Woods, they
don't encounter Horsemen of Peshwah. Instead, treat this as a 1 en-
counter (brigands).
7 Dbot (1): AC -2; HD 24*; hp 120; MV 120' (4-0'), flying 480'
(160'); #AT 2 weapons; D variable; Save F16; ML 12; ALL; XP
6,000. The dbot is on a scouting mission, and is programmed to re-
port potential enemies by radio, but to avoid contact. It takes no
action unless attacked; then it fights back.
8 Wolves (12): AC 7; HD 2 + 2; hp 10; MV 180' (60'); //AT 1 bite; D
1-6; Save Fl; ML 8; AL N; XP 25. The PCs are attacked by this
hunting pack of wolves only if they are not in one of the forested ar-
eas listed below or if they are in one of those areas but have already
had the encounter listed after each area while in that forest. For-
ested areas having special encounters include:

29
ENCOUNTER TABLE

Dragon Hills Encounter Table 2 Hill Giants (3): AC 4; HD 8; hp 56 each; MV 120' (40'); #AT 1
club; D 2-16; Save F8; ML 8; AL C ; XP 6_50 each. The hill giants
Use this table when the PCs have an encounter in the Dragon Hills,
attack immediately upon becoming aware of the PCs.
the South Dragons, or the Spine of the Dragon. To find what the PCs
encounter, roll ld8. The result determines the encounter type. If the 3 Garis (12): AC 7; HD 6; hp 24 each; MV 120' (40'); #AT 1 club; D
5-8; Save F6; ML 9; AL N; XP 275 each. The garls attack as soon
party has already had encounters 1, 2, 4, 5, or 7, read these results as a 3
as they become aware of the PCs.
instead.
4 Dbots (2): AC -2; HD 24*; hp 120 each; MV 120' (40'), flying 480'
1 Blue Dragons (2): AC 0; HD 9••; hp 45 each; MV 90' (30'), flying (160'); #AT 2 weapons; D variable; Save F16; ML 12; ALL; XP
240' (80'); #AT 2 claws/1bite;D2-7/2-7/3-30; Save F9; ML 9; AL 6,000 each. The dbots are on an anti-Froggie patrol and are pro-
N; XP 2,300 each. The dragons swoop down from a high cliff to grammed to first report potential enemies by radio and then try to
ambush the PCs. Unless the PCs are using magic to check their sur- destroy them.
roundings, their first hint of danger is a whoosh of air as the first 5 Hydra (1): AC 5; HD 12; hp 96; MV 120' (40'); #AT 12 heads;
dragon dives to within 30 feet of them. D 1-10 + poison; Save F12; ML 11; AL N; XP 1,100. This rare
2 Hill Giants (4): AC 4; HD 8; hp 40 each; MV 120' (40'); #AT 1 beast has a poisonous bite. Characters hit by one of the hydra's
club; D 2-16; Save F8; ML 8; AL C ; XP 650 each. The hill giants heads must Save vs. Poison. If they fail to do so, they suffer an addi-
attack immediately upon becoming aware of the PCs. tional 1-6 points of damage. If they make their saving throw, they
3 Ebots (3): AC O; HD 12°; hp 48 each; MV 90' (30'); #AT 1 needler, suffer no additional damage. Except for its venom, the beast has the
D 1-2 + paralysis; Save FlO; ML 9; ALL; XP 1,900 each. The same characteristics as all other hydrae.
ebots identify the party as specimens suitable for capture and act ac- 6 Soldiers of the Frog (8): AC 0 (battle armor); HD 3; hp 12 each;
cordingly. MV 120' (40'); #AT 1 heavy blaster, D 8-48; Save F3; ML 12; AL
4 Basilisks (2): AC 4; HD 6 + 1••;hp49 each; MV 60' (20'); #AT 1 C; XP 35 each. Each human soldier is mounted on a riding horse.
bite/1gaze;D1-10 + petrification; Save F6; ML 9; AL N; XP 950 Riding Horses (8): AC 7; HD 2; hp 8 each; MV 240' (80'); #AT 2
each. The basilisks burst from a thicket directly into the path of the hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
PCs. One basilisk is evidently chasing the other (out of anger or 7 Camarillas (5): AC 3; HD 6°; hp 30 each; MV 120' (40'); #AT 1
playfulness), and they pay no attention to the PCs unless attacked. bite or breath; D 1-10 or 3-18; Save F3; ML 8; AL N; XP 650 each.
If riot attacked, the basilisks race past the PCs and slumph out of This hunting pack of wild camarillas charges the party from behind
sight. a rock formation where it lies in ambush.
5 Garis (10): AC 7; HD 6; hp 24 each; MV 120' (40'); #AT 1 club; D 8 Red Dragon (1): AC -1; HD 10 .. ; hp 80; MV 90' (30'), flying240'
5-8; Save F6; ML 9; AL N; XP 275 each. The PCs encounter this (80'); #AT 2 claws/! bite; D 1-8/1-8/4-32; Save FlO; ML 10; AL C;
gar) hu.nting party in a narrow defile where only two or three garls XP 2,300. When the PCs encounter the dragon, it is snoozing (with
can come at them at once. one eye slitted open) in a patch of warm sunlight. Surrounding it are
6 Red Dragon (1): AC'-1 ; HD 10 .. ; hp 80; MV 90' (30'), flying 240' some puddles of congealed gore, several piles of viscera, and a jum-
(80'); #AT2claws/1bite;D1-8/1-8/4-32; SaveFlO; ML 10; ALC; ble of cracked and blackened bones, the untidy remains of a the
XP 2,300. The dragon attacks the PCs when it notices them while beast's most recent meal. Being surfeited with gar! chops and
riding a thermal high above the hills. Thinking to make the kill eas- steaks, the dragon is uninterested in other prey and ignores the
ier, the dragon signals its descent with a drawn-out cry designed to party unless attacked.
terrify (and scatter) its prey. Following the custom of its kind, it
plans to harry and torture its dinner before eating it. Kerman Peaks Encounter Table
7 Trolls (6): AC 4; HD 6 + 3; hp 27 each ; MV 120' (40'); #AT 2
Use this table when the PCs have an encounter in the Kerman Peaks.
claws/1 bite; D 1-6/1-6/1-10; Save F6; ML 10 (8); AL C; XP 650
To discover what the PCs encounter, roll 1d8. The result determines the
each. The PCs surprise the trolls preparing to devour a gar! they
encounter type. If the party has already had encounters 5, 6, 7, or 8,
have just killed. The trolls attack immediately upon becoming
read these results as a 1 instead.
aware of the PCs.
8 Dbots (2): AC -2; HD 24°; hp 120 each; MV 120' (40'), flying 480' 1 Geonids (6): AC -2; HD 2; hp 16 each; MV 60' (20'); #AT 1 fist; D
(160'); #AT 2 weapons; D variable; Save F16; ML 12; ALL; XP 1-8; Save F2; ML 8; AL C; XP 20 each. These geonid scouts try to
6,000 each. The dbots are on an anti-Froggie patrol and are pro- flee. If any of them escapes, within 1-4 hours, the PCs encounter a
grammed to first report potential enemies by radio and then try to geonid war party identical to that described in encounter 3.
destroy them. 2 Ebots (2): AC O; HD 12•; hp 48 each; MV 90' (30'); #AT l needler,
D 1-2 + paralysis; Save FlO; ML 9; ALL; XP 1,900 each. The
Badlands Encounter Table ebots identify the party as specimens suitable for capture and act ac-
cordingly.
Use this table when the PCs have an encounter in the Badlands, the
3 Geonids (12): AC -2; HD 2; hp 10 each; MV 60' (20'); #AT l fist; D
Ash Hills, or the Blue Hills. Tu find out what the PCs encounter, roll
1-8; Save F2; ML8; AL C; XP 20 each. The presence of Soldiers of
ld4 if they are in the Blue Hills; otherwise, roll 1d8. The result deter-
the Frog in their mountains has infuriated all of the geonid tribes,
mines the encounter type. If the PCs have already had encounters 5, 6, and this geonid war party attacks any strangers it encounters on the
7, or 8, read these results as a 1 instead.
theory that they are probably agents of the Order of the Frog.
1 Ebots(4): ACO; HD 12•; hp48each; MV90' (30'); #AT 1 needler, 4 Dbots (2): AC -2; HD 24°; hp 120 each; MV 120' (40'), flying 480'
D 1-2 + paralysis; Save F10; ML 9; ALL; XP 1,900 each. The (160'); #AT 2 weapons; D variable; Save F16; ML 12; ALL; XP
ebots identify the party as specimens suitable for capture and act ac- 6,000 each. The dbots are on an anti-Froggie patrol and are pro-
cordingly.

30
ENCOUNTER TABLE

grammed to first report potential enemies by radio and then try to 7 Red Dragon (1): AC -1; HD 10 .. ; hp 80; MV 90' (30'), flying 240'
destroy them. (80'); tlAT 2 claws/1bite;D1-8/1-8/4-32; Save F lO; ML 10; AL C;
5 Hill Giants (2): AC 4; HD 8; hp 64 each; MV 120' (40'); tlAT I XP 2,300. The dragon is riding a thermal high above the party
club; D 2-16; Save F8; ML 8; AL C; XP 650 each. The hill giants when it spots them. It immediately attacks.
attack immediately upon becoming aware of the PCs. 8 Dbots (2): AC -2; HD 24*; hp 120 each; MV 120' (40'), flying 480'
6 Soldiers of the Frog (6): AC 0 (battle armor); HD 3; hp 15 each; (160'); #AT 2 weapons; D variable; Save FJ6; ML 12; ALL; XP
MV 120' (40'); tlAT 1 heavy blaster; D 8-48; Save F3; ML 12 ; AL 6,000 each. The dbots are on an anti-Froggie patrol and are pro-
C; XP 35 each. Each human soldier is mounted on a riding horse. grammed to first report potential enemies by radio and then try to
Riding Horses (6): AC 7; HD 2; hp 8 each; MV 240' (80'); tlAT 2 destroy them.
hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.
7 Fire Giants (2): AC 4; HD 11 + 2*; hp 46 each; MV 120' (40');
tlAT 1 mace; D 5-30; Save Fll; ML 9; AL C; XP 1,900 each. The
fire giants are accompanied by 6 hellhounds.
Hellhounds (6): AC 4; HD 4**; hp 16 each; MV 120' (40'); tlAT 1
bite or breath; D 1-6 or special; Save F4; ML 9; AL C; XP 175
each.
The giants and hellhounds are Windhoek scouts. The giants
question the PCs concerning their presence in the Kerman Peaks,
but attack the party only if the PCs attack them or refuse to answer
their questions.
8 Garis (6): AC 7; HD 6; hp 24 each; MV 120' (40'); #AT 1 club;
D 5-8; Save F6; ML 9; AL N; XP 275 each. Knowing themselves to
be too weak to withstand the PCs, the garls immediately flee.

Valley Encounter Table


Use this table when the PCs have an encounter in the Valley of the
Ancients. To find what they encounter, roll ld8. The result determines
the encounter type. If the party has already had encounters 1, 3, or 7,
read these results as a 4 instead.
1 Chimera (1): AC 4; HD g••; hp 63; MV 120' (40'), flying 180'
(60'); tlAT 2 claws/3 heads + breath; D 1-3/1-3/2-8/1-10/ 3-12;
Save F9; ML 9; AL C; XP 2,300. The chimera attacks the party
when they surprise it while it is dining on a fresh-killed camarilla.
2 Camarillas (4): AC 3; HD 6*; hp 30 each; MV 120' (40'); tlAT 1
bite or breath; D 1-10 or 3-18; Save F3; ML 8; AL N; XP 650 each.
This hunting pack of wild camarillas begins to trail the PCs at a dis-
tance of half a mile. If the PCs tum to fight, the camarillas spread
out and charge. If the PCs flee, they pursue at a leisurely pace until
the PCs start to tire-and then attack. In any case, the camarillas
stay with the PCs until a melee develops.
3 Giant Roe (1): AC O; HD 36; hp 180; MV 60' (20'), flying 480'
(160'); #AT 2 claws/1bite;D3-18/3-18/8-48; Save F36; ML 10; AL
L; XP 6,250. The roe is flying over the Valley of the Ancients when
it spots the party and attacks.
4 Sand Folk (6): AC 6; HD 6; hp 24 each; MV 120' (40'); tlAT 2 fists
or two swords; D 1-6/1-6 or 3-12/3-12; Save F6; ML 10; AL N; XP
275 each. Each of the sand folk in this scouting party rides a small
domesticated camarilla.
Camarillas (6): AC 3; HD 6*; hp 18 each; MV 120' (40'); #AT 1
bite or breath; D 1-10 or 3-18; Save F3; ML8; AL N; XP 650 each.
5 Ebots (4): AC O; HD 12"; hp 48 each; MV 90' (30'); #AT 1 needler;
D 1-2 + paralysis; Save FlO; ML 9; ALL; XP 1,900 each. The
ebots identify the party as specimens suitable for capture and act ac-
cordingly.
6 Soldiers of the Frog (10): AC 0 (battle armor); HD 3; hp 12 each;
MV 120' (40'); #AT 1 heavy blaster, D 8-48; Save F3; ML 12; AL
C; XP 35 each. Each human soldier is mounted on a riding horse.
Riding Horses (10): AC 7; HD 2; hp 8 each; MV 240' (80'); #AT 2
hooves; D 1-4/1-4; Save Fl; ML 7; AL N; XP 20 each.

31
ALIEN DEVICES

The alien technology in this module in- it is being worn and causes it to emit a repul- translucent cap of some smooth, dense mate-
cludes many powerful devices that can be ac- sion field that gives the wearer AC 0, without rial at one end. The tube has parallel ridges
quired and used by the PCs. While you, the adding to his encumbrance. The "oblong running along its length.
DM, know that these items are simple tools box" contains a standard power pack . Functioning: The item is a sophisticated
or mechanical devices, residents of Black- Squeezing the box in the palm of the hand portable light source. T he "cap" is actually a
moor perceive them to be magic items and causes it to eject its power pack. A new pack combination lens/light source. To make it
treat them accordingly, giving each a name can then be slid into the box. Each new pack emit light, the user twists it clockwise. The
that expresses its power in understandable powers the armor for 4 months. Power packs lens immediately begins to cast a diffused
terms. already in suits discovered by the PCs are glow. The further it is turned, the brighter
This section lists all of the common alien good for 1-4 months. and more focused the light becomes. Turning
devices corresponding to magic items. Each the lens in the opposite direction decreases
item is listed by its proper name, followed in Communicator (Talk Box) and diffuses the light. Turning it all the way
parentheses by the name by which the item is in the opposite direction shuts the light off.
known to non-aliens. Each listing has a short The glow wand is powered by a standard
description of how the item appears to non- power pack inside the tube. The pack can be
aliens, followed by a discussion of its func- removed or replaced by pressing against one
tions. of the tube's ridges, causing an access panel
Alien devices are made from supertough to spring open. The panel snaps shut when
ceramics and acrylics and from other exotic pressed back into place. Each power pack is
substances. Unless otherwise noted, they good for 24 hours ofoperation.
can't be harmed by non-magical weapons or Description: This item is a gray egg-
tools. Also, unless otherwise noted, all items shaped device that fits in the palm of the Grenade (Death Egg)
that use a power pack are powered by the hand. A retractable metal clip extrudes from
same type of 1" x 2" x 1/z" pack, and all one end.
power packs are fully charged when discov- Functioning: This communicator lets the
ered (minus any charges used during the en- user have a two-way conversation with any-
counter or melee in which the PCs discover one who has an implant or communicator or
them); all standard power packs are inter- with any device that is plugged into the alien
changeable. Used power packs can be re- communications network (a computer, for
charged in Beagle's powe r plant (which is in a example). Communicators have a range of 48
high security area not open to the PCs). miles. They can always receive anything be- Description: This item is a smooth, heavy,
In some cases, alien devices are activated ing transmitted on their band. When in egg-shaped ball, no more than an inch thick
or controlled by voice command. Generally, transmit mode, they transmit all sounds at its widest end. There is a small seam in the
these devices understand only Galactica (the within 12" inches. A character activates a middle of the ball. The ball comes in six col-
language of the Galactic Federation) and the communicator by giving the transmit signal ors: red, yellow, black, blue, green, and gray.
coded battle languages of the Federation (a verbally communicated alphanumeric Functioning: Each grenade can be thrown
Fleet. They do not respond to Common un- code, in most cases). The small clip is a belt (up to 60 feet) or fired from a grenade
less specially programmed to do so. Often, clip that can be thumbed out for carrying or launcher. However, if the grenade is inactive
items respond only w special codes given in a thumed out of the way when the device is in (its normal state), it can be thrown or fired all
battle language. use. If the user tells the communicator to day, and nothing will happen. Before it can
Alien devices aren't intended for use by "translate," it automatically translates every- explode, it must first be active (or live, as the
nontechnological species. It is especially easy thing that it receives into whatever language aliens say). To make a grenade active, it is
for those not trained in their use (e.g. the the user is speaking. His own words are not necessary to twist the two ends in opposite di-
PCs) tO improperly insert a power pack, thus translated. Squeezing the base of the device rections until there is a click. The grenade
damaging the item. Each time one of the PCs causes it to eject its power pack. A new power then explodes five seconds later. The effect of
tries to change a power pack, there is a 50% pack can then be slid into the base. Each pack the explosion depends on the grenade's type.
chance that he damages it so that it no longer can power the device for six hours of continu- The different colors indicate different types.
functions. ous use (about 24 conversations). These include:
Gamma (red): This type emits a powerful
Battle Armor (Godsuit) Glow Wand (Magic Torch) blast of radiation. All entities within 30 feet
must Save vs. Death Ray. Those who fail
Description: This item looks like a their saving throw sustain 8-48 points of
smooth , wonderously light and thin damage. Those who make their saving throw
stocking-but one that has been knit with sustain no damage. Gamma grenades do no
arms and legs to cover the entire body. Woven damage to the surrounding area.
into the stocking's neck is a small oblong box. Light (yellow): This type creates a globe of
Functioning: All aliens and Soldiers of the light 60 feet across. It is similar that created
Frog wear this tough battle armor, a type of by the magic user spell continual light, but it
form-fitting, light-weight acrylic mesh. A Description: This item is a six-inch long, lasts only one turn. Those who are looking di-
sensor in the " oblong box" tells the suit when one-inch diameter gray metal tube with a rectly at the grenade when it first explodes

32
ALIEN DEVICES

must make a Saving Throw vs. Spells. Those Grenade Launcher (Wand of the grip exposes a vertical gauge whose red
who fail the saving throw are blinded for one Death Eggs) indicator line shows how many charges are
round. Those who make their saving throw left. The panel snaps shut when released.
are unaffected. Each new power pack inserted in the weapon
Opacity (black): This type creates a globe is good for 24 uses. The power pack already
of darkness 60 feet across. It is similar to that in a weapon when it is discovered by the PCs
created by reversing the magic user spell con· is good for 5-20 uses.
tinual light, but it lasts only one turn. Opac-
ity grenades can't be used to blind Heavy Blaster (Staff of Sunflame)
characters.
Sonic (blue): This type emits a destructive, Description: This dark gray, foot-long,
but focused, blast of sound. All entities inch thick tube is open at one end and closed
within 5 feet must Save vs. Paralysis. Those
who fail their saving throw sustain 12-48
at the other. There is a red bump on one side.
Functioning: The closed end holds a
j) r
points of damage and are paralyzed for the standard power pack, a propellant pack, and
next 6 turns. Those who make their saving all of the microcircuits needed to fire the gre·
throw are unaffected. Sonic grenades destroy nade launcher. The cap can be removed by
all furniture and fragile items within range. simply unscrewing it. The red bump is a fir· Description: This device actually looks
They damage doors just as if the door was a ing button. To use the launcher, drop a live more like an unwieldy club than a staff. The
character. If and only if they explode while grenade in it, aim it where you want the gre· smooth, dense, dark gray substance from
wedged against a wall or floor, they blow a nade to go, and press the firing button. With which it is manufactured is studded with ar·
hole in the surface (one-foot thick, if the sur· a soft plop, the grenade flies toward the aim- cane bumps and bulges and it is broader and
face is stone or metal; three-feet thick if it is ing point. It takes one round to arm the gre· heavier at one end, tapering to a thin tube at
earth or wood). nade, load, and fire. The launcher has a the other.
Neuron (green): This type emits a cloud of maximum range of300 feet, but is highly in· Functioning: This shoulder-fired weapon
mild nerve gas. All entities within 30 feet who accurate ( + 5 to the hit roll) above 120 feet. works is the size of a crossbow (but is much
aren't wearing a functioning pressure suit Each new propellant and power pack inserted lighter and is shaped like a rifle). It works ex-
must Save vs. Breath Attack. Those who fail in the launcher is good for 24 uses. Those actly like a wand of fireballs, but does 8-48
their saving throw sustain 1-4 points of dam- packs already inside a launcher when it is dis- points of damage at 360 feet whenever a small
age and are paralyzed for the next 6 turns. covered by the PCs are good for 2-24 uses. If stud in the underside of the stock is pressed).
Those who make their saving throw are unaf- the device is triggered while it contains more The weapon has a standard power pack in the
fected. Neuron grenades don't affect ma- than one grenade, it explodes, doing 3-18 stock. Moving a slide on the stock causes the
chines (including robots), golems, living points of damge to the user plus any damage weapon to eject its power pack; it can then be
statues, or inanimate objects. The gas need done by the grenades (which also explode). reloaded by simply sliding a fresh power pack
not be breathed to be effective-it just has to into the butt-end of the stock. Thumbing
touch an exposed surface. However, armor Hand Blaster (Wand of Sunflame) open a panel in the top of the stock exposes a
and clothing are no protection from the gas. vertical gauge whose red indicator line shows
Tangier (gray): This type emits a dense
monofilament web that twists itself around I how many charges are left. The panel snaps
shut when released. Each new power pack in-
serted in the weapon is good for 24 uses. The
whatever it encounters. All entities within 10
feet must Save vs. Magic Wands. Those who power pack already in a weapon when it is
fail their saving throw sustain 1-4 points of discovered by the PCs is good for 5-20 uses.
damage and are entangled in the web. They
can't move until they are cut free. Those who Implant (Talk Spell)
Description: This dark gray, L-shaped de·
make their saving throw are unaffected. It is Description: This item consists of a small
vice is made from some smooth, dense sub·
necessary to inflict 3-18 points of damage on metal and ceramic button in the back of the
stance and is molded to fit a human hand.
the web in order to free each entangled char· skull, just under the ear. This button is nor-
The part that fits most comfortably in the
acter. Only magic blades and acid affect the mally hidden under the skin, but may be re-
palm is studded with tiny buttons and protru·
web. Since the web responds to resistance by vealed by a wound.
sions. The other part ends in a thin tube.
tightening around its source, characters who Functioning: AJI aliens have a miniature
Functioning: This small, easily concealed
try to struggle free of the web sustain an addi- transmitter-receiver implanted in their mas-
weapon works like a wand of fireballs (doing
tional 1-4 points of damage (from the cutting toid bone. This implant lets the alien have a
6-36 points of damage at a range of 240 feet
effect of the mionofilament) during each two-way conversation with any other charac·
whenever a small stud in the front of the pis-
round in which they struggle. ter who also has an implant or a communica·
tol grip is pressed). The weapon has a stand-
ard power pack in the grip. Moving a slide on tor or with any device that is plugged into the
the grip causes the weapon to eject its power communications network (a computer, for
pack; it can then be reloaded by simply slid· example). Implants have a range of just four
ing a fresh power pack into the bottom of the miles. They can always receive anything be-
grip. Thumbing open a panel in the back of ing transmitted on their band. They only

.3.3
ALIEN DEVICES

transmit the sounds made by the character in Medkit (Cube of Healing) Functioning: This small, easily concealed
whom they are implanted when he gives the weapon fires small hollow steel needles con-
transmit signal (a specific combination of taining a paralyzing drug out to a range of 60
teeth clicks). Non-aliens commonly interpret feet whenever the stud in the front of the pis-
the receipt and transmission of signals in this tol grip is pressed. Entities hit by the tiny
way as the result of some arcane spell, espe- needles must make a Saving Throw vs. Paral-
cially since the aliens usually communicate ysis. Those who fail their saving throw suffer
using their own battle language, which is not 1-2 points of damage and are paralyzed for
understandable by non-aliens. Unlike com- one hour. Those who make their saving throw
municators, implants do not have a transla- Description: This item is a smooth, white suffer 1·2 points of damage, but are not para-
tor function. They have their own power 4-inch white cube. One side of the cube is lyzed. The small, light-weight needles tend to
source. An implant ceases to function if it is covered with flashing lights and strange sym- shatter when they strike heavy armor ( + 5 to
removed from the alien in whom it is im- bols. There is a small stud in one comer. The the hit roll when fired at characters in plate
planted or if that alien is killed. opposite side has dozens of shallow indenta- mail or monsters that are AC 3 or lower). The
tions. The remaining four sides are blank. weapon has a standard power pack and a tiny
Light Saber (Sword of Light) Functioning: When the side with the shal- ammo pack (the same size as the power pack)
low indentations is placed next to a charac- in the grip. Moving a slide on the grip causes
ter's skin and the medkit is turned on by the weapon to eject these packs; the weapon
twisting the stud, the item performs a medi- can then be reloaded by simply sliding fresh
cal exam on the character and displays the re- packs into the bottom of the grip. Each new
sults (including its diagnosis,if any) by power pack inserted in a needler has 24
flashing lights and changing the syinbols dis- charges (uses), and each ammo pack contains
played. The results include a readout listing 24 needles. The packs already in a needler
any treatment that it is performing. If the when it is discovered by the PCs are good for
Description: This item is a six-inch long, machine is not turned off within 10 seconds of 5-20 uses. Thumbing open a panel in the
one-inch diameter gray me tal tube with a red a course of treatment being indicated, the back of the grip exposes a vertical gauge
lens of some sort at one end. The tube is medkit executes the treatment . This may in- whose red indicator line shows how many
banded with ridges of metal and contains a clude debriding and sealing any wound over charges are left. The panel snaps shut when
small plate near the lens. The plate is inset which it is placed, slathering ointments of released.
with a variety of studs and small flashing various kinds on burns or irritations and/or
lights. spray-injecting the patient with one or more Pressure Suit (Suit of Lights)
Functioning: This is a light saber, a drugs. The medkit doesn't actually heal the
weapon designed for deep-space combat patient, but it causes normal (but not magi- Description: When inactive, this item
where it is desirable that pressure hulls not be cal) healing to proceed at four times the nor- looks like battle armor with a hood and a
damaged by casual blaster fire. The end with mal pace. The medkit only works in this slightly larger box woven into the neck.
the lens emits a three-foot long by one-inch fashion when applied to humans. It isn't de- When it is active, it gives the wearer a multi-
diameter controlled beam of light bent to signed to treat non-humans. If used on a non- colored aura.
form a lethal blade. Treat this weapon like a human (including a demi-human), the Functioning: A pressure suit has the same
sword + 4. It is activated by pressing one of patient must make a Saving Throw vs. Poi- characteristics as battle armor, but it also ere·
the studs in the control plate by the lens. The son or sustain 6-24 points of damage as a re- ates an atmospheric envelope around the
other studs are used co regulate the blade's sult of malpractice. Medkits don't use power wearer. Characters wearing a pressure suit
length and width. The flashing lights are used packs; they have their own internal power are immune to the effects of heat, cold, and
to monitor its status and are for diagnostic source. Each medkit can boost the healing of lack of atmosphere. The suit needs to be re-
purposes, only. The light saber is powered by 100 points of damage. charged after every 12 hours of use. Recharg·
a standard power pack inside the tube. The ing consists of replacing the standard power
pack can be removed or replaced by pressing Needler (Wand of Poisoned Dreams) pack that powers it and hooking the box
against one of the tube's ridges, causing an woven into the neck up to a small nozzle
access panel to spring open. The panel snaps found next to the keypad in any of Beagle's
D
shut when pressed back into place. Each locks.
power pack is good for 12 minutes (72
rounds) of continuous operation.

Description: This dark gray, L-shaped de-


vice is made from some smooth, dense sub-
stance and is molded to fit a human hand.
The part that fits most comfortably in the
palm has a stud and several tiny protrusions.
The other part ends in a thin tube.

34
ALIEN DEVICES

Riot Stick (Wand of Pain) goggles that are held in place by an elastic speaker whose words are heard by the device
strap. The "short tubes" contain lenses after it is turned on. If the speaker's language
through which the user looks. Sensors in the is unknown, the device gradually builds up a
sides of the snooper goggles react to the focus vocabulary and grammar for that language
of the user's eyes, multiplying the effect of by recording and analyzing the speaker's
natural focus so that the harder the user looks words. In order to assist it in this task, the
an an object, the more it is magnified. At button contains a small imaging device for
maximum focus, the user sees up to four use in recording noun referents and body Ian·
times as clearly and four times as far as other guage. Translators can be plugged into com·
Description: This item is a 24-inch long, characters. When the user stops focusing, the puters and can then download the data they
one-inch diameter, smooth white stick with a magnification steps back. Similar sensors contain directly into computer. They have
grip at one end. The butt of the grip can be compare the light requirements of the user's their own built-in power source and are de·
twisted. Attached to the center of the butt end eyes with the amount of ambiant light and signed to be thrown away when power is de-
by a strap is a pair of odd, shiny black gaunt· multiply the brightness of available light pleted (after 5-20 months).
lets. sources like a starscope so that the user al-
Functioning: This so-called riot stick is ways sees as if it were daylight, providing
designed for use in controlling shipboard mu· there is any light to be multipled. In situa·
tinies. Twisting the butt of the grip clockwise tions where there is no light source available,
sends electical current through the stick {but the user need only toss his head in a certain
not the grip, which is insulated). The further way to kick in special heat sensors that give
clockwise the butt is twisted, the more cur· him infravision per the magic user spell of
rent charges the stick. Small alien numerals that name. Snoopers don't use power packs.
along the grip show the 10 possible settings. However, their delicate lenses are easily bro·
At the lowest setting, an unprotected individ· ken. There is a 2% chance per use that this
ual touched by the stick gets a minor jolt of item is made useless by damage.
electricity that does no damage, but does
startle the individual. At the next lowest set· Translator Badge (Medallion of
ting, the stick does 1-2 points of damage. At Speaking)
the third setting, it does 1-4 points of dam-
age. At each setting above the third ( 4-10), it Description: This item is a one-inch diam·
does two additional points of damage (for a eter button fixed to a pin, so that it can be at·
maximum of 15-19 points at the tenth set· tatched to clothing. The button has two
ting). The device is powered by a standard parts, a stationary center and an outer circle.
power pack inside the grip. The pack can be A metal rim around the center contains a
removed or replaced by twisting the grip small arrow pointing toward the outer circle.
counterclockwise from the off position, caus- The circle contains runes and revolves when
ing the butt of the grip to pop free and reveal· turned. The center of the button contains two
ing the location of the power pack. The butt glowing runes one of which matches runes on
can be closed by twisting it clockwise. Each the outer circle. Depressing the center causes
new power pack inserted in this item is good the runes to change or disappear.
for 24 uses. Packs already in the item when it Functioning: This item translates the spo·
is discovered by the PCs have 5-20 charges ken word into other languages. The words of
(uses). the wearer are translated into the languages
represented by the outer circle; all other
Snoopers (Far Seers) speech is translated into the languages repre·
sented by the center. The arrow in the metal
band is an indicator used to show the lan-
guage into which the wearer wants his words
to be t.ranslated. The item has a tiny speaker
that broadcasts its translation in such a way
that the translated words seem to be coming
from the mouth of the speaker. Pressing the
center of the item turns it on and off or
Description: This item consists of a pair of changes the language into which the words of
short tubes joined along their sides by some speakers other than the wearer are being
rigid material. The tubes are filled with lay· translated. The glowing runes in the center
ers of some clear substance and can be seen correspond to the languages into which the
through. Connected to the tubes is a strap of various speakers' words are being translated.
some flexible stretchy substance. One of the runes on the outer circle is a "wild
Functioning: This item is actually a set of card" that represents the language of the first

35
MONSTERS & FOES
This section describes all of the new mon- gans, except for some sense organs, are and lichens.
sters encountered in this module. Also in- tank-grown from cell clones, most have special Gakaraks are some of the oldest living
cluded are alien robots perceived by electrical or computer augmentation (a tiny creatures on the Prime Plane. They dwell
Blackmoor's residents to be monsters. pacesetter that can be used to push the heart to deep in the heart of ancient forests, where
extreme exertion, for example). they brood on their cons-old hatred of hu-
Camarilla A set of computer chips in the brain accept mans and demi-humans, all of whom they
programming beamed to the cyborg via any consider to be hateful tree-slayers. They re-
Armor Class: 3 standard communications device. Thanks to sent incursions into their forests and will do
Hit Dice: 6•
a special hardware feature, cyborgs will even their utmost to deter anyone from entering.
Move: 120' (40')
accept self-destruct programming that stops Those foolish enough to penetrate deep into a
Attacks: 1 bite or breath
their heart. All programming must be in a gakarak's forest rarely retum.
Damage: 1-10 or 3-18
special code. Like the aliens who made them, The long-nurtured anger of a gakarak will
No. Appearing: 1-6 ( 1-12)
cyborgs have a mastoid implant that allows pervade the entire forest with an atmosphere
Save As: Fighter 3
them to use the alien communications net- of impending doom. Anyone except a druid
Morale: 8 work at any time. who enters a gakarak's forest will feel uncom-
Treasure Type: Nil
Cyborgs have infravision at a range of 60 fortable , as though an unseen, hostile intelli-
Alignment: Neutral
fee t and can breathe underwater. They can be gence is watching. Gakaraks can speak to and
XP Value: 650
harmed only by magic or magic weapons, but exercise limited control over plant life in an
A camarilla is a 12-foot-long, six-legged, are immune to sleep, charm, and hold spells. area of 360 yards radius, causing it to grow
desert-dwelling lizard-like carnivore. Its In addition, experimental Class IV cyborgs rapidly and even move. They use this ability
tough yellow ochre hide is usually mottled on have some special characteristics. First, they to cause animal trails to become overgrown
back and flanks with brown and orange. use the AC, Hit Dice and Save values listed and tangled, making progress difficult for
Camarillas are well adapted to their desert above after the slash; all other cyborgs use the any intruders.
environment and can live for weeks without values before the slash. Second, the range Over smaller areas (90 feet) a gakarak can
water. and acuity of their vision, smell, and hearing also animate trees and bushes and direct
Camarillas normally hunt in packs of up to is four times the human norm. As a conse- them to attack intruders in the same manner
half a dozen. Particularly strong packs may quence, they can't be surprised. as a treant (see page 56 of the Expert Set
prowl the fringes of the desert, preying on hu- Cyborg programming normally prevents Rules). Each gakarak can animate 6 trees or
man and demi-human settlements. The sand them from harming humans or humanoids bushes at once. Animated trees are AC 2;
folk often domesticate camarillas and use (including aliens). However, there exist ille- HD 5-12; MV 60' (20'); f/AT 2 branches; D
them as mounts. gal programs that can circumvent the safe- 2-24/2-24; Save F3-F6; ML 12; XP by Hit
Camarillas have exceptionally strong jaws guards built into the cyborgs at the factory. Dice. Animated bushes are AC 5; HD 2-8;
and large, razor-sharp teeth. They attack ei- Using these , it is possible to modify an exist- MV 60' (20'); f/AT 1branch;D1-8; Save F2-
ther by biting or by breathing. Each cama- ing cyborg so that it becomes a cyborg termi- F3; ML 12; XP by Hit Dice.
rilla can breathe a cone of fire 30 feet Jong and nator, a superlative killing machine feared Within its own forest, a gakarak can tele-
up to 10 feet wide. Their favored mode of at- throughout the galaxy. So acute is Riesling's port (no error) through vegetation at will and
tack is to breath first and then close to bite. paranoia that he has used bootleg versions of is unaffected by attacks by plants or animals.
Camarillas are unaffected by magical or non- these programs to turn all of Beagle's cyborgs A gakarak can't be harmed by wooden weap-
magical fire. into terminators despite the fact that this act ons and is immune to electrical attacks; blunt
is a Federat ion capital offense. weapons used against a gakarak do only l
Cyborg• Cyborgs always carry 1-4 alien devices point of damage plus any magical or strength
(treat as magical treasure). bonuses. A gakarak can regenerate 3 points
Armor Class: 0/-1
per round while he remains in contact with
Hit Dice: 20122
Gakarak plant life. During each round, a gakarak can
Move: 120' (80')
fi.re four darts from his hands (range 50/100/
Attacks: 1 fist or weapon Armor Class: 0 150); each dart does 1-8 points of damage.
Damage: 3-30 or by weapon H it Dice: 16°• ••
No. Appearing: 1-4(1-4) Move: 180' (60')
Gari
Save As: Fighter 10/16 Attacks: l club + special
Morale: 12 Damage: 4-24 Armor Class: 7
Treasure Type: Special No. Appearing: 0 ( 1-3) Hit Dice: 6
Alignment: Neutral Save As: Fighter 16 Move: 120' (40')
XP Value: 2,000/2,750 Morale: 10 Attacks: 1 weapon
Treasure Type: L,N + 0 Damage: By weapon +4
Cyborgs arc alien machines built to perfonn
Alignment: Neutral No. Appearing: 10-40 (10-60)
difficult (often suicidal) tasks that are best per-
XP Value: 6,250 Save As: Fighter 6
formed by a human. They appear to be excep-
Morale: 9
tionally tall and well-built male humans, A gakarak is a large, 18-foot-tall bipedal
Treasure Type: M
indistinguishable from normal human beings. entity that is often mistaken for a trcant, al-
Alignment: Neutral
But their flesh was grown over a duralloy skele- though it is much darker in color and is usu-
XPValue: 275
ton in big biotanks. And, while all of their or- ally shrouded in ancient, blackening mosses

36
MONSTE RS & FOES

Garis are very pnm1t1ve humans, even Grazer Treasure T ype: U


more primitive than neanderthals. They are Alignment: Neutral
10 feet tall, stupid, and aggressive and have
Armor Class: 5
XP Value: 3,250
Hit Dice: 8
only a crude language. A hcrex is a giant insect-like species which,
Move: 120' (40' )
In their natural state, garls don't know
Attacks: 1 bite or trample depending on the circumstances , may be en-
how to use fire or how to make weapons or
Damage: 2-12/3-18 countered in any of three stages in its life cy-
tools; instead, they pick up and use any
No. Appearing: 0 (2-24) cle:
handy rocks, bones, or branches (treat as
Save As: Fighter 7 Egg: Hcrcx eggs arc three-foot diameter
clubs). If instructed by more advanced crea-
Morale: 9 spheres with hard, opaque white shells. They
tures, however, garls can learn to use fire and
Treasure Type: Nil arc found only underground (in dungeons,
to make and use weapons such as large spears
Alignment: Neutral caverns, and similar areas), where they are
and bows. Because of their great strength,
XP Value: 650 laid by the adults in clutches of 1-6. T he eggs
garls inflict an extra 4 points of damage from
remain dormant for many years, hatching
a successful hit with any weapon. The grazer is a large herbivore that looks
only if disturbed by some unwary creature.
Gari treasure nearly always takes the form very much like a bison except that it has a sin-
In this way, the emerging, ravenous larva is
of nuggets of precious metal or uncut gems. gle, central horn and a broad, flat tail. G raz-
assured of an opportunity to gain its first
ers are 15 feet long and stand eight feet tall.
meal the instant it hatches!
Geonid They differ from most herbivores in that they
Larva: The larva of the hcrex resembles a
tend to attack when they arc surprised or
Armor Class: -2 flattened, wingless beetle with an elongated,
when they think that they are being threat-
Hit Dice: 2 flexible abdomen, a large head and powerful
ened. Their terri ble temper is legendary, and
Move: 60' (20') mandibles. Its sole purpose in life is to eat and
they are considered among the most danger-
Attacks: 1 fist or 1 weapon grow, sheddin g its outer carapace several
ous big game found on the open steppe.
Damage: 1-8 or b y weapon times as it docs so. When it first emerges from
However, such is the value of their tough
No. Appea.r ing: 2-12 (0) its egg, the larva is about 10 feet long and has
hides that they have been hunted almost to
Save As: Fighter 2 6 hit dice. Over a period of 5-10 months,
extinction in some parts of the world. A
Morale: 8 however, it grows to about 20 feet in length,
prime grazer hide fetches 300 + gold pieces
Treasure Type: c from Thonian hide buyers. The H orsemen of
by which time it has 12 hit dice. During this
Alignment: Chaotic time, the larva lives entirely underground,
Pesbwah maintain herds of m ore or less do-
XP Value: 20 wandering its subterranean world in search
mesticated grazcn, and the beast plays a sig-
of prey.
A geonid is a small, intelligent, bipedal nificant role in the Pesbwah economy and
The larva's main weapon is its b ite. Any-
cave dweller. It has two arms ending in stony, religious life. one b itten by a hcrex la rva suffers both nor-
fou r-fingered hands. Both legs and arms pro-
mal damage and damage from its acidic
trude from a small opening in the bottom of a Herex saliva. If the victi~ is wearing armor, the acid
stony, round shell that gives the gconid the permanently reduces its effectiveness by 2 if
Larva Stage
appearance of a boulder. A geonid can draw
Armor Class: 3 the armor is normal and by 1 if it is magical .
its legs and arms inside its shell and close the
Hit Dice: 6•-12• Thus, normal plate mail would become AC 5
opening. When it does so, it is indistinguish-
Move: 120' (40') instead of AC 3 as a result of an attack by a
able from a boulder. This ability gives it the
Attacks: 1 bite + acid hercx larva. Each successive bite has the
ability to attain surprise on a roll of 1-4. In
Damage: 2-16 + special same effect and, if armor is reduced to AC 9
combat, a geonid attacks either with its stony
No. Appearing: 2-6 (0) or worse, it disintegrates completely. M agical
fists or with a weapon, stone axes and clubs
Save As: Fighter 3-6 protection devices (e.g. rings of protection
being preferred. and c/oab of displacement) arc not affected.
Morale: 12
Gconids live u nderground in tunnel com-
plexes and in natural caves. Their lairs are
Treasure Type: u If the victim isn' t wearing armor (or if his ar-
Alignment: Neutral mor has been destroyed), he sustains 1-10 ad-
normally filled with rocks, stalactites, and
XPValue: 500, 850, 1,200 , 1,600, ditional points of acid damage from a bite.
stalagmites. Typically, each lair also contains
1,750, 1,900, or 2, 125 Adult: J ust before it becomes fully mature,
a shrine made oflargc, odd-shaped boulden,
the hcrex larva abandons its underground
dedicated to the geonid deity. There are from
Adult Stage home and makes its way to the surface, if nec-
30 to 80 gconids plus a gconid priest in a typi-
Armor C lass: 2 essary using its mandibles and saliva to dig
cal lair. Gconid priests have no clerical
Hit Dice: 13 .. through solid rock. Once it reaches the out-
powers, but each has 4 Hit Dice and does 2-
Move: 120' (40') side world, it goes through a final shedding of
12 points of damage with his fists or + 2 dam-
flying: 150' (50') its carapace and emerges in its adult form
age with a weapon.
Attacks: 1 bite + acid/I sting with 13 hit dice.
Damage: 2-20 + special/ The body of the adult h erex is similar to
1-6 + paralysis that of the larva, but the creature now has a
No. Appearing: 0(1 -3) smaller head and mandibles, four wings (like
Save As: Fighter 7 those of a dragonfly), and a sting at the end of
Morale: 12 its abdomen . The main aim of the adult hcrex

37
MONSTERS & FOES

is to find a mate, but, as this can take some Hook Beast Hulker
time, the adults have to hunt for prey in order Hulkcrs arc on average two feet taller than
Hook Horror
to survive. Once she mates, the final action of hook horrors and have several hooked talons
Armor Class: 2
a female hcrex is to burrow underground in on each horny paw. Their mouths have man·
H,it Dice: 5
order to lay her eggs. She then dies. diblcs that inflict less damage than the beak of
Move: 90' (30')
The male hcrcx is not so cursed by biology the hooked horror. Unlike hooked horrors,
Attacks: 2 claws/I bite
and can mate multiple times. He does not re- hulkers have excellent vision. They also have
Damage: 1-8/1-8/3-18
main with his mate after fertilization . Since infravision with a range of 120 feet.
No. Appearing: 2-12 (0)
the female secretes a mating scent, often a
Save As: Fighter 5
single female will draw two males, who then
Morale: 8
fight to the death over the right to mate with
Treasure T ype: K
her.
Alignment: Chaotic
Although the bite of the adult hcrcx is less
XP Value: 175
damaging than that of the larva, its acid sa·
liva has exactly the same effect. The adult can
Hulker
also attack with its tail sting. This inflicts 1-6
Armor Class: 2
points of damage and injects a poison that
Hit Dice: 10
paralyzes victims for 4-8 rounds unless they
Move: 60' (20')
make a successful Saving Throw vs. Poison .
Attacks: 2 claws/I bite
Damage: 2-12/2-12/2-16
Hide Hunter (Human)
No. Appearing: 1-4 (0)
Armor Class: 6 Save As: Fighter 10
Hit Dice: 4 Morale: 10
Move: 120' (40') Treasure Type: G
Attacks: 1 weapon Alignment: Chaotic
Damage: By weapon XP Value: 1,000
No. Appearing: 1-12 (2-24)
The term " hook beasts" refers to two
Save As: Fighter 4
closely related specie.s of aggressive bipedal
Morale: 9
monster-the hook horror and the hulker-
Treasure Type: A + 2 hide.s
that are often encountered together in under·
Alignment: Neutral
ground in dungeons and caverns. Although
XP Value: 75
the two species can communicate with each
Hide hunters are humans who specialize in other using a crude language and clicks made
hunting the dwindling grazer herds. There with their talons, they arc not intelligent
are only a handful of hide hunters left, but enough to use tools or weapons or to form
those who remain are an especially tough proper social groupings larger than a hunting
breed. The demands of their profession en· pack. Generally, a hunting pack of hook hor·
sure they arc always well-mounted on war· rors is led by one or more of the more power·
horses. Hide hunters invariably wear gaudily ful hulkers. Both species particularly relish
painted leather armor and carry shields, humanoid flesh and will attack humanoids on
swords, and the special short bows built by sight in order to obtain this delicacy.
the Peshwah for use on horseback. Each
group of four hide hunters has one wagon Hook Horror
containing supplies, the hides of their kill These big, strong, seven-foot-tall monsters
(they leave the meat), and the special lances have vulture-like heads and rhinoceros-like
used to bring down grazers. These lances dif- skin. Each arm ends in one sharp, hooked
fer from normal lances in that they have a talon with which the beast is wont to slash its
crossbar two feet from the point to keep an prey at the same time that it uses its huge
impaled grazer from driving the lance beak to rend the victim. The hook horror's vi-
through itself in order to get at its attacker. sion is poor, but its hearing is extremely
They also have pointed butts for resting on good, and it has only a 1in10chanceofbeing
the ground. Hide hunters only carry grazer surprised.
lances when actually in the act of hunting a
herd.

38
ROBOTS
Robots are mobile, programmable ma- DBOT SBOT EBOT UBOT
chines created by aliens and used for routine Armor Class: -2 0 0 3
or dangerous tasks. The only robots in Black- Hit Dice: 24• 20· 12• 6
moor are those aboard FSS Beagle. To the Move: 120' (40') 150' (50') 90' (30') 30' (10')
residents of Blackmoor, they appear to be Flying: 480' (160')
dangerous monsters. Attacks: 2 weapons 1 weapon 1 needler 1 grapple
All robots can be programmed by sending Damage: By weapon By weapon 1-2 + 1-4
coded instructions via any implant or com- paralysis
municator. Alternatively, they can be con- No. Appearing: 1-2 (1-3) 1-2 (1-4) 1-4 (1-6) 1-6 (2-8)
trolled directly by a computer. Some types of Save As: Fighter 16 Fighter 14 Fighter 10 Fighter 6
robot only accept instructions in certain lan- Morale: 12 12 10 6
guages. None accepts instructions in Com- 'Treasure Type: Nil Nil Nil Nil
mon or any other language known in Alignment: Lawful Lawful Lawful Lawful
Blackmoor. Once a robot receives a valid pro- XP Value: 6,000 3,150 1,900 275
gram, it follows instructions to the letter.
Computers (and anyone using a terminal) Ebot (Ecology Robot- green): The Beagle magic or magic weapons. They heed pro-
can operate a robot by remote control and/or carries over 300 specialized robots designed gramming in Galactica or computer lan-
use the robot's eyes to see as ifthe robot were for use in capturing, subduing and caring for guage.
a wizard eye. specimens. All ebots are identical. They look Sbot (Security Robot-blue): When it em-
Robots contain their own internal power exactly like ubots, except for there color, but barked on its mission, Beagle had hundreds
plant good for up to 24 hours functioning; they are sheathed in light-gauge duralloy ar- of security robots designed to keep internal
once they run out of power, they must be re- mor and have special shock-cushioning to order during emergencies. Most shots were
charged by spending an hour in a rack in one protect their components from damage. Like destroyed during the mutiny, but about 80 re-
of Beagle's robot depots. There is a 5% ubots, they use a plenum chamber and air- main. All are identical. They look like power-
chance that any robot encountered inside screw arrangement to move. Ebots can ex- ful, seven-foot tall metal-armored men, but
Beagle will be coming to the end of its pow- trude a variety of small tools from their torso, their blued metal surface is actually a thick
ered cycle when encountered and will shut including medical sensors and needlers sheath of duralloy armor stretched over a
down after 3-6 rounds. All robots have infra- loaded with different types of powerful sleep- sturdy duralloy frame. Its interior is tightly
vision at a range of 60 feet and can operate packed with shock-cushioned components.
underwater. They are immune to sleep, All shots have an arsenal of built-in weapons,
charm, and hold spells. They always make including a hand blaster, a riot stick, and a
Saving Throws vs. Death Ray/Poison and needler. Unless they are attacked with-weap-
Saving Throws vs. Paralysis/Tum to Stone. ons capable of doing them damage, shots do
Robots have no treasure. Except for gre- not normally try to kill. Instead, they use
nades, the built-in alien technological devices their riot sticks to get their opponent to obey
(hand blasters, needlers, etc.) that are part of instructions. If an opponent fails to heed the
each robot can't be removed from that robot, riot stick, they use their needlers. Only if
even if it is destroyed. their own existence is threatened or they have
There are many different types of robots, special programming will they use their blast·
identifiable by color. The main types include: ers. Sbots are generally found only within the
Ubot (Utility Robot- orange): The most City of the Gods. They can only be harmed
common robot type is the utility robot, of which by magic or magic weapons. They only heed
there are over 1,000 in dozens of models de- programming in alien battle language.
signed for specialized tasks. All use the same Dbot (Defense Robot-black): FSS Beagle
chassis and have the same characteristics. They has almost 200 defense robots designed to
look like four-foot tall metal drums dotted with protect the vessel and its crew from external
small protrusions and flashing lights. They use threats. To the uninitiated, Dbots look like
a type of plenum chamber arrangement to tra- sbots except for their color, but they are much
vel a foot above the ground (like a hovercraft) more powerful. Their arsenal of built-in
and use small directional airscrews for propul- weaponry includes a needler, a heavy blaster,
sion. Ubots can extrude a variety of small tools inducing drugs. Ebots never try to harm a hand blaster, and a grenade launcher with
from their torso, but are unarmed and won' t specimens; they are programmed only to three light grenades, three smoke grenades,
normally attack. lfkept from performing an as- subdue them. If they come up against a speci- six gamma grenades, six sonic grenades,
signed task, they cease all activity while at- men too tough for them (e.g. if they fail a mo- three neuron grenades, and three tangier gre-
tempting to contact a human or computer to get rale check), they flee. Ebots don't try to nades. Dbot actions depend on their pro-
their program clarified. If a ubot is attacked, it capture aliens. However, they have discre- gramming, and are sometimes
extrudes small grippers and uses these to grap- tionary circuits that cause them to try auto- unpredictable. Generally, though, dbots on
ple with its assailant in an effort to protect itself. matically to capture any representatives of guard duty in or around the City of the Gods
If it fails a morale check, it flees . Ubots heed other species within their assigned patrol negotiate before attacking, warning charac-
programs only in Galactica or computer lan- area. Ebots are often found on patrol in wil- ters to stay away from restricted areas instead
guage. derness areas. Ebots can only be harmed by

39
ROBOTS

of just shooting them. Dbots outside of the they can hide themselves by imitating the nomads who live by plunder or by acting as
city automatically attack anyone except ali- shape of tall rocks or stalagmites. In rare in- caravan guards. They arc organized into
ens or their servants. Dbots can only be stances, they may also be found in dense tribes based on blood ties. All sand folk are al-
harmed by magic or magic weapons. They woods, where they adopt the shape of trees ternately male or female, with the onset of ex-
only heed programming in alien battle lan- for camouflage. Ropers eat anything that treme summer heat triggering a change of sex
guage. moves, but prefer humans and humanoids. in all sand folk except for gravid females. All
A roper has six long tentacles, each of sand folk , regardless of their current sex, are
Quarg which can shoot out 60 feet to grab prey. The warriors and are governed by a strict code of
touch of a roper's tentacle causes weakness, tribal honor that places a premium on martial
Armor Class: 4
reducing the victim's strength by half for conduct.
Hit Dice: 6**
three turns (no saving throw). Once in con- Sand folk pride themselves on being good
Move: 150' (SO')
tact with a victim, the tentacle wraps itself liars, though they arc scrupulously honest in
Attacks: 1 bite or 1 breath
tightly around it and pulls it toward the rop- their dealings with fellow members of the
Damage: 1-10 or special
er's mouth. A tentacle is cut only if a single same tribe. Outsiders are considered fit prey
No. Appearing: 1-8 (1 -8)
blow from an edged magical weapon inflicts 5 unless they have been made guests of the
Save As: Fighter 6
or more points of damage. Such a blow tribe by an elder, in which case, they are un-
Morale: 10
makes that tentacle useless, but the damage der the eider's protection until they leave
Treasure Type: c doesn ' t count against the monster's hit camp. Sand folk consider manual labor and
Alignment: Chaotic
points. Damaged tentacles regrow within 24 commerce demeaning and believe that fight-
XP Value: 725
hours. ing is the only decent activity for a warrior.
Quargs are large wolf-like carnivores Ropers are immune to all first, second and However, they will trade for what they cannot
about the size of small ponies. They live in third level spells. They take no damage from take by force or cunning.
high mountains and arctic regions, but often cold or lightning and are unaffected by nor- Sand folk tribes are governed by a council
venture down into the lowlands during win- mal or silver weapons. Treasure may occa- of tribal elders who administer justice and
ter in search of food . Quargs have long, blue- sionally be found in the stomachs of defeated choose a war chief (who serves for life or until
tinged white fur and pale pink eyes. ropers. they fire him). Sand folk law is extremely
During each melee round, there is a 2/3 harsh. The only penalty that it recognizes is
chance (1-4 on 1D6) that each quarg attacks Sand Folk instant decapitation of the guilty party. Any
with a bite and a 1/3 chance (5-6) that it in- activity that isn' t antisocial enough to justify
Armor Class: 3-7
stead attacks by breathing a blast of icy air at lopping off a head just isn't considered a
Hit Dice: 6
a single victim within 15 feet . The blast auto- crime by the sand folk, though their defini-
Move: 120' (40')
matically hits, inflicting 1-6 points of damage tion of what justifies decapitation can be ex-
Attacks: 2 fists or
for each hit die the quarg has. The victim tremely broad. For example, the common
takes only half damage if he makes a success- method of firing a defeated war chief is to ac-
2 weapons
ful Saving Throw vs. Dragon Breath. cuse him of incompetence-which carries the
Damage: 1-6/1-6 or
Quargs are immune to normal cold and death penalty. In all cases, guilt is determined
take only half damage from magical cold at- by the council of elders, and the defendant
by weapon +2
tacks. They suffer one extra point of damage has the right to confront his a~cuser. If the el-
No. Appearing: 2-12 (30-180)
per die of damage inflicted by magical or ders are in doubt as to the truth of an accusa-
Save As: Fighter 6
nonmagical fire. Thus, a torch does ld4 + 1 tion, they may decree trial by combat to settle
Morale: 10
points of damage, for example. the matter. Trial by combat is always to the
Treasure Type: A
death.
Alignment: Neutral
Roper XP Value:
Sand folk are extremely strong, and inflict
275
an extra 2 points of damage with any weapon
Armor Class: 0 The sand folk are a silicon-based, human- they use. During melee, each sand folk war-
Hit Dice: 12···
oid species. In youth, their thick, leathery rior attacks twice, once with his upper pair of
Move: 30' (10')
skin is smooth and green, but it darkens to arms arms and once with his lower pair.
Attacks: 1 bite/6 tentacles Commonly, sand folk carry large hand-and-
slate gray (or even black) with age. As the
Damage: 5-30/weakness sand folk age, glandular secretions cause a-half swords that the wield with one hand
No. Appearing: 1-3 (2-5) their hides to gradually become encrusted but that do damage like two-handed swords.
Save As: Fighter 10
with hard silicon crystals. Young sand folk The war chief carries a ceremonial glave
Morale: 10
have an AC of 7. Middle-aged sand folk have (treat as a pole-arm), though he may use
Treasure Type: L (xS)
AC 's of 5 or 6. Elders most often have an AC other weapons in actual combat. Sand folk of-
Alignment: Chaotic
of 4, and truly ancient sand folk may have an ten (50% chance) ride domesticated camaril-
XP Value: 3,875
AC of 3. When full-grown , sand folk top las into battle.
A roper is a long (or tall), blob-like entity seven feet . All sand folk have four arms (two Sand folk have a special affinity for the des-
that has one eye centered over a mouth full of set one above the other on each side of the ert. They can't be surprised in desert coun-
sharp teeth. It also bas six long tentacles torso), but otherwise conform to a generally try, and their cunning ambushes can be
paired on either side of its torso like arms. humanoid appearance. detected only by magical means (an ESP
Ropers usually live in rocky caverns where The sand folk tend to be desert-dwelling spell, for example).

40
ROGUES, REGENTS, & RASCALS

Herein are described the most important the night before his planned departure on known far and wide as " the Great Holy Mace
NPCs that the PCs encounter in this module. some particularly dicey adventure. Icon," a weapon that has the ability to detect
Some of the NPCs in this section are de- Bosero has two separate scores for most at- evil and see invisible in the same manner as a
scribed in more detail in module DAI (AD- tributes. The first scores arc used when he is magic sword. Since this mace is well known
VENTURES IN BLACKMOOR). sober; the second when he is not. by both appearance and reputation through-
Unless otherwise noted, assume that any of At present, Boscro's ruinously expensive out the Northlands, it has a pronounced ef-
these NPCs who accompany the PC party on behavior has left him some 8,000 gold pieces fect on friend and foe, alike. Any enemies
an adventure or who are encountered in a in debt. His friends on the Regency Council within I 00' must make an immediate morale
wilderness setting carry a backpack loaded have arranged for his participation in the ex- check at -1 whenever it is first drawn. In addi-
with certain standard equipment. Items car- pedition to the City of the Gods partly in tion, friendly troops making a morale check
ried in the pack include a lantern, a flask of hopes that Bosero will make enough money while within 100' of the weapon add I to their
oil, fifteen iron rations, a 50' length of rope, a to satisfy his creditors and end this unhappy
tinder box, two water skins, a steel mirror, situation before the king is forced to have him
and a holy symbol. If the NPC is a thief, the goaled for debt.
pack also contains thieves' tools. Bosero knows the following spells:
Unless otherwise noted, assume that each 1st Level: charm person, detect magic, pro-
NPC owns a riding horse, saddle, bridle, and tection from evil, and read magic.
saddle bags and that each magic user owns a 2nd Level: continual light, detect evil, detect
mule on which to carry his spell book. invisibility, and knock.
The attributes of the NPCs listed in this 3rd Level : dispel magic, fireball , fly, and hold
section reflect all modifications for the type of person.
armor usually worn and for any weapon, 4th Level : dimen sion door, polymorph
shield, or magic item indicated as being usu- others, remove curse, and wizard eye.
ally carried. Armor class has also been modi- 5th Level: doudkill, conjure elemental, and
fied to reflect dexterity bonuses. hold monster.
6th Level: projected image, and stone to
Boaero the Drunkard flesh.
Lawful 14th level magic user; Str 19/14; Int
Brother Richard-The Flying Monk
12/9; Wis 9/6; Con 10; Dex 18/9; Cha 13/10;
AC 6; hp 42 Lawful 11th level cleric; Str 15; Int 12; Wis
10; Con 17; Dex 9; Cha 5; AC 2; hp 38
The famed brother of the famed Flying morale. The mace has the curious property of
Monk is also a famed lush, a fact that has The portly brother ofBosero the Drunkard increasing the bearer's strength and intelli-
done infinite damage Bosero's otherwise high is a monk of the Thonian High Church and a gence by 4 and 2, respectively. Its mundane
social standing in the Northlands. Where he man who would be prominent in the councils value is a mere 240 gold pieces.
has won the respect of his fellows, he has done of Blackmoor if only he did not eschew tem- The flying monk cloaks his square, chunky
so with difficulty and in spite of his inability poral power. Any number of great rewards frame in a rough, hooded brown cloak whose
to control his drinking. Despite this admit- have been offered Richard in recognition of voluminous folds serve to hide his plate mail
tedly severe failing, Bosero is a generally his service to the kingdom, but he has ac- and the round metal cap he wears upon his
sympathetic character. He is very close to his cepted only a small fief at Fairfield in the New tonsured pate. Aside from its religious signif-
family, eapecially his brother Richard, and Lands (and this in the name of his order). Yet, icance and concealment value, this magical
jealously guards his family's honor. He is also surprisingly for one who claims not to be in- garment also gives him the ability to fly. Ri-
a loyal friend. And he shares his brother's volved in temporal affairs, the monk has chard carries a shield, four bottles of holy wa-
love and concern for the common people. In come to the aid of Blackmoor on any number ter, and five assorted holy symbols (in
fact, there arc some who theorize that Bo- of occasions, often working secretly for The addition to the standard equipment pack).
scro's frustration over his inability to make a Fetch. He agreed to join in the expedition to He travels afoot and will own no animal of
real difference in the plight of the common the City of the Gods at the request of Gara- any kind. His purse holds a mere lO gold
folk contributes to his drinking. mond Bolitho, the Bishop of Blackmoor, and pieces.
Handsome, genial, warmly friendly even his entire share of the proceeds of the expedi- Brother Richard knows the following
when in his cups, thia slight, puckish man tion will go to the church. spells:
with the unruly shock of brown hair always in Richard is well known for a number of at- 1st Level: cure light wounds, detect evil, re-
his eyes is a hard character to dislike. Which tractive traits, including a tremendous loy- move fear, and protection from evil.
is one of the reasons that he is frequently able alty to family and friends and a love of the 2nd Level: find t.raps, silence 15' radius,
to find employment tending bar (often substi- common folk. On the minus side of the snake charm, and hold person.
tuting at the Comeback Inn when he is in ledger, he is also known to be extreme! y sloth- 3rd Level: continual light, cure blindness,
Blackmoor). Jobs in his chosen field arc usu- ful. However, sloth isn't all that serious a fail- and growth of animals.
ally more difficult to find, since Bosero has ing in a cleric whose good nature and gentle 4th Level: animare dead, protection from
been known to break a six-month stint on the humor arc legendary in the Northlands. evil, and cure serious wounds.
wagon by going on a great roaring drunk on Brother Richard carries a mace + 2, 5th Level: commune, and raise dead.

41
ROGUES, REGENTS, & RASCALS

Captain Bork Riesling Riesling has also developed an acute, if un- stress of battlefield conditions, and this con-
derstandable, case of para noia concerning ditioning has the side-effect of making him
Neutral 10th level fighter; Str 11; Int 15; Wis
the loyalty of his crew. Plagued by fears ofas- immune to the effects of charm person, sleep,
17 ; Con 13 ; Dex 12; Cha 16; AC O; hp 4-0
sassination, despite the fact that he has re- ESP, hold person, and confusion spells. It has
cently started using mind-conditioning also kept him functioning at a remarkably
T he captain of the Federation Survey Ship
equipment to ensure the loyalty of his crew, high level of efficiency during five difficult
Beagle is a tall, solidly built man, with short,
he is now accompanied at all times by a pair years.
brush-cut iron-gray hair, steely gray eyes,
of Class IV cyborg terminator bodyguards
and a strong, broad face. He wears alien
combat armor under a plain gray ship's
(Fritz and Karl). Fritz and Karl have been Fletcher William-The Fetch
surgically altered so that they look just like
jumpsuit and carries a fully cha rged light sa- Lawful 14-th level fighter; Str 15 ; Int 12; Wis
ber on his belt and a hand blaster with 24- 15; Con 12; Dex 9; Cha 9; AC 2; hp 56
charges in a well-worn holster on his right
hip. He also has a translator badge on his tu- Fletcher William is Keeper of the Peace at
nic collar. the University of Blackmoor. In addition,
Captain Riesling has never been a man to Fletcher (who is known to students as "The
go strictly by the book unless there was some Fetch:' due to his investigatory abilities) also
advantage in doing so. Had there been a serves clandestinely as the kingdom's leading
pressing reason to break the regulation counterspy and as a recruiter for King
against contact with non-starfaring alien cul- Uther's intelligence service. His recruits in-
tures, he would have done so without a sec- variably end up on the payroll of the Keeper
ond thought. But, at the time,it seemed like a of the Peace, which serves as a cover for the
good idea to avoid the denizens of this planet transfer of funds to the council's spies.
except for gathering a very few specimens The Fetch is a thin, graying, thoroughly
who wouldn' t be missed. The place was un- unprepossessing old gentleman who does all
believably primitive and terribly dangerous, that he can to encourage the view that he is a
even to robots. So Riesling decided to refrain harmless campus recluse, content to live a so-
from formal contact. Instead, the distress ber bachelor existence as a toiler in the fields
beacon was activated, most of the crew went of academe. In fact, though, he is an intelli-
into stasis, and the robots were programmed gent, sophisticated, and highly dangerous
to go into a standard routine designed to man.
make the locals shun the Beagle's landing In order to keep his body hardened for his
place. Riesling. There is a 10% chance per round secret state duties, Fletcher William always
It was a good plan, Riesling feels-and that characters confronted by Riesling and wears a full suit of chainmail + 2 under his
would have worked if only that traitorous dog his cyborgs can tell by his manner which is academic robes. When danger is imminent,
Rocklin hadn' t fomented an unsuccessful the real captain. Stephen Rocklin and other he adds a helm and a small shield. He always
mutiny for which Riesling will now have to aliens have a 20% chance of telling them carries a dagger and a sword + 2 and adds a
answer before a Federation select board of in- apart. short bow with a quiver of 20 arrows when
quiry. Worse, Captain Riesling's attempt at traveling. Around his neck, The Fetch wears
having Rocklin and the other escaped muti- Cyborgs (2): AC -1; HD 22; hp 88 each; fJ AT a rare amulet that protects him (and those in
neers terminated by a modified cyborg failed, 1 fist or hand blaster; D 3-30 (fist) or 6-36 his presence) from being spied upon by any-
and both the modification and the failed at- (hand blaster); MV 120' (80'); Save F16; one using a crystal ball or mental abilities
tempt are things for which Riesling will also ML 12 ; AL N; EX 2,750 (like ESP). The amulet also alerts The Fetch
have to answer. Now, Rocklin is raiding There is an 80% chance that Riesling's when anyone is attempting to spy on him and
Beagle for supplies and equipment, and Ries- acute paranoia causes him to suspect any vis- from what direction that the action origi-
ling has had to initiate formal contact with iters of being Froggies and to refuse to deal nated. But more than a useful tool, the amu-
the natives in order to gain allies in what is with them. There is a 20% chance that his let is to Fletcher William a keepsake-his sole
turning into a full-scale war between the loyal need for allies overcomes his paranoia. reward for his services in connection with the
crew and the Rocklin faction. The entire situ- If Riesling encounters Rocklin, he plans to first expedition to the City of the Gods and a
ation is way out of hand, and Riesling is well try to kill him personally. In this way, he momento of that exciting adventure.
aware that any board of inquiry is going to hopes to impress the board of inquiry with his
end his career. In fact, ifhe wants to avoid ac- personal heroics and save his career (or at Jallapierie
tual imprisonment for dereliction of duty or least avoid a sentence of transportation to a Lawful 17th level magic user; Str 12; Int 17;
gross incompetence, he will have to put paid Federation penal colony). Besides, he really Wis 15; Con 13; Dex 12; Cha 9; AC 8; hp H
to Rocklin and his Order of the Frog crazies does hate Rocklin.
before a rescue mission locates the Beagle. In Despite the weaknesses described above, The wizard Jallapierie (or Jal, as he is
recent months, th is need to settle accounts Riesling is a superbly trained officer of wide known to the common folk) is a tall, thin,
with his former security chief has developed experience who is simply in over his head rumpled-looking man with short, cropped
into a pathological hatred for Rocklin and the right now. Like all senior Federation com- brown hair and a pale, lumpy cleanly-shaven
other mutineers. manders, he is trained to function under the face. His appearance alone would make him

42
ROGUES, REGENTS, & RASCALS

stand out among the run of northern wizards, Effect: Retrieves 1 object from caster's home keep him sufficiently busy means that every
who tend to be a hirsuit lot. Butjal's surpass- By means of this spell, the magic user can tavern within a day's walk will shortly stand
ing skill is what really sets him apart. With- cause one non-living object to leave his or her in ruins. Failure to meet his often outrageous
out question, Jallapierie is the strongest home and appear in hand. The object must salary demands means that the local treasury
wizard in service to Blackmoor, and he would weigh no more than 500 en, and may be no will shortly stand in ruins, its looted wealth
be coming on the expedition to the City of the bigger than a staff or small chest. The caster soon to be dissipated in one ofMarfeldt's leg-
Gods except that there is trouble requiring must be very familiar with the item and its ex- endary bacchanalias. Failure to give him the
his attention in the City of Maus. act location, or the spell will not work. Each honor and authority he thinks his due means
When encountered in the Comeback Inn, item must be prepared beforehand by sprin- that any superiors blocking his rise to the po-
he carries a dagger + 2, a ring of protection kling it with a special powder that costs 1,000 sition he craves will shortly disappear.
+ 1, and a staff of wizardry with 19 charges. gp per item prepared; the powder becomes A curious aspect of Marfeldt's personality
Jal speaks Elf and Dwarf. He knows the invisible and does not interfere with the item is that, for all his known cupidity and cruelty,
following spells: in any way. Unprepared items cannot be he is an engaging fellow who seems able to
lat Level: charm person, detect magic, magic summoned by this spell. mesmerize those who remain in his company
missile, read languages, read magic, and If another being possesses the item sum- for very long. At the end of each day, all per·
sleep. moned, the item will not appear, but the sons who have spent all or part of the day in
2nd Level: detect evil, detect invisible, invisi- caster will know approximately who and Marfeldt's immediate company must make a
bility, knock, and wizard Jock. where the possessor is. Saving Throw vs. Spells. Those who fail to
3rd Level: dispel magic, haste, protection The magic user may use this spell from any make their saving throw are charmed by
from evil 10' radius, and lightning bolt location, even if the item summoned is on an- Marfeldt just as if the barbarian had cast a
(x2). other Plane of Existence. charm person spell over him. Making a sub-
4th Level: dimension door, polymorph self, sequent saving throw breaks the "spell," but
remove curse, and wall of fire. Marfeldt the Barbarian each new day spent with Marfeldt is treated
5th Level: conjure elemental, hold monster, as a new "spell."
Chaotic 16th level fighter; Str 18; Int 16; Wis
and teleport. This, then, is the semilegendary Marfcldt the
12; Con 18; Dex 17; Cha 18; AC 5; hp 77
6th Level: disintegrate, geas, and stone to Barbarian. Ifhe has enemies, he will slay them.
flesh. If he has allies, he will offend them. If he has
Marfeldt the Barbarian has been a fixture
7th Level: mass invisibility and summon ob- peace, he will break it. Fortunately for the
in the Northlands for many years now, and
ject. Northlands, Marfcldt has even less use for the
many is the poor soul that wishes it were not
Empire than for the Regency Council. As a re-
The two 7th level spells are detailed in the so. In fact, the Regency Council has more
sult, the barbarian has always fought against
D&l)41l Companion rules. They are described than once debated the proposition that a
Blackmoor's many enemies on the dubious the-
below: company of elite troops be raised to hunt
ory that letting Blackmoor be defeated (or even
down and kill this grinning rogue. Memory
MaH Invisibility• weakened) would mean a return of Imperial au-
of the muscular barbarian's past service
Range: 240' thority and an end to the state of happy anarchy
against the enemies ofBlackmoor and the fact
Duration: Permanent until broken. with which he is well-pleased.
that The Fetch sometimes employs his serv-
Effect: Many creatures or objects. Marfcldt wears leather armor, but he packs
ices have always been sufficient to defeat such
This bestows invisibility (as the 2nd level a large assortment of weaponry, including a
measures. Besides, Blackmoor can't afford
spell) on several creatures. All the recipients dagger + 2, a hand axe, a mace + 1, a sword
the likely loss of an entire company of its best
must be within an area 60' square within 240' + 2, and a long bow with a quiver of 20 ar-
troops at Marfeldt's hands when its borders
of the magic-user. The spell will affect up to rows + 1. For this adventure, he has been
arc in danger.
six dragon-sized creatures, or up to 300 man- supplied by The Fetch with a riding horse.
Sometimes called "the last anarchist,"
sized creatures (treating one horse as two He is an excellent rider. He is also an expert
Marfeldt is one ofnature's free spirits, a great
men). After the spell is cast, each creature be- with all manner of weapons. He speaks pass-
brawny giant of a man who roams the land
comes invisible, along with all equipment able Goblin and Ore.
looking for trouble. He invariably finds it.
carried (as explained in the Basic Set Players Marfeldt possesses two magic items that he
His arrival in a town is a sure sign that some
Guide, page 41). is never without.
desperate encounter will soon take place
The reverse of this spell (appear) causes all The most important of these is an amulet
there. His enlistment in an army is enough to
invisible creatures and objects in a 20' x 20' that casts an anti-magic shell about the bear-
set veterans frantically honing their swords
x 20' volume to become visible. Creatures er's body. This shell is similar to that created
and spears in anticipation of some apocalyp-
on Astral and Ethereal Planes are not within by the 6th level magic user's spell anti-magic
tic battle. The big barbarian seems to have a
the area of effect; the spell cannot reach shell, except in two regards. First, it is of con-
sixth sense about where and when the hinge
across planar boundaries. All other forms of tinuous duration; the bearer does not have to
of fate will tum. Often, he is the only survivor
invisibility arc affected, both magical and think about the shell since it is automatically
of such afrays.
natural, and all victims of this spell cannot present at all times. Second, the shell is not
Though his prowess in battle (and his abil-
become invisible again for one tum. destroyed by a dispel magic spell. Instead,
ity as a military commander) has long been
the dispel magic spell suppresses the amulet's
appreciated almost to the point of worship,
Summon Object effect for 3-12 rounds. Spells cast while the
Marfeldt is never a servant-only an ally.
Range: Infinite amulet's effects are suppressed continue to af-
Moreover, he is a very difficult ally. Failure to
Duration: Instantaneous. fect Marfcldt even after the amulet ceases to

43
ROGUES , REGENT S, & RASCALS

be suppressed. (and sometimes essential), his strict observ·


Marfeldt's other magical item is a specially ance of rules and customs haa often made him
made ring of te/eportarion that attunes itself a difficult ally in these projects. In fact , hia ri-
to the wearer's body. Whenever his hit points gidity in this regard has jeopardized a num·
drop below 4, the wearer is immediately tcle· her of joint operations. It must be said in his
ported to the last place of safety about which defense that he has always arrived when he
the wearer was thinking. said he would and has always done exactly
what he said that he would do.
The Peahwan Na Shepro-Ba ron of Robert speaks Elf and Ore. He alwaya
Dragonia wears a ring ofprotection + 1 and carries a
dagger + 1 and a wand of lightening bolts
Lawful 13th level fighter; Str 14; Int 13; Wis
with 18 charges. He knows the following
16; Con 9; Dex 9; Cha 15; AC 2; hp 52
spells:
ht Level: hold portal, magic missile, read
The new·made Baron of Dragonia is a
languages, read magic, shield, and lleep.
darkly handsome man of subtle cunning who
2nd Level: continual light, invisibility, /evi·
loves a good fight. Shepro spent his early
tate, mirror image, and wizard Jock.
years on the Plains of Hale among the Bortai,
3rd Level: dispel magic, fire ball, haste, hold
the most savage of the dozen horseclans mak·
person, and water breathmg.
ing up the nation of Peahwah. Not much is
4th Level: confusion, massmorph, remove
known of those years, but by the time he re·
curse, wall of fire, and wizard eye.
turned home as a grown man, he was inti·
5th Level: cloudkill, conjure elemental, pus-
mately familiar with all of the lands south of come a trademark. His defensive equipage is wall, and teleport.
Blackmoor, spoke fluent Peshwahan, and had rounded out by a small, round target-type 6th Level: anti-magic shell, disintegrate, and
won from the hard-nosed Bortai the honorary shield of a style favored by the Bortai. lower water.
title of " Peshwan Na Shepro" (Person Though he sports both dagger and short
7th Level: create normal monsters and /ore.
Named Shepro). Shortly after hia return to 1word, his preferred weapon is his sword +2, 8th Level: mass charm and power word
the Northland•, he joined Uther's rebellion "~eacemaker." Hia purse contains 200 gold blind.
and eamed further respect as a field com· pieces.
mander. The 7th and 8th level apells an: detailed in
When the rebellion was finally successful, Robert the Bald the D&J)li Companion Set Rules. Their de·
Uther rewarded Shepro for his services by scriptions follow.
naming him Baron of Dragonia, a new fief Lll:wful 19th level magic user; Str 9; Int 16;
eaat of the Wurm River. Of course, Uther's W11 l4; Con 11; Dex 14; C ha 10; AC 7; hp 48 Create Normal Mon1ter1
Range: 30'
reward to Shepro gave Blackmoor a certain
The moat powerful mage of the New Landa Duration: 1 tum
political advantage, too. From his new
ia a lipless, balding pinched little fellow who Effect: Creates l or more monsten
stronghold on the Wurm, the young baron
calls himself Robert of Dives, but who is Thia spell cauaea monaten to appear out of
could watch not only the Greenway and the
known to one and all u Robert the Bald. Thi1 thin air. All monaten appearing undentand
Dragon Hi111, but hia old friends the Bortai,
reclusive wizard occupies a lonely tower at and obey the cuter'• commanda-fi ghtfog,
aa well. Uther's move haa proved to be a
the western tip of the Dragon Hill1 high carrying or fetching thinga, etc. They faith·
1ound one, and as a reault of Shepro'1 activ·
above the Valley of the Ancients. He neither fully obey all commands to the beat of their
ity, the Pe1hwah have stayed southwest of the
aupports nor oppose• the Regency Council. abilities. Each monater appean carrying ita
Wurm even though hard-preued by the
Rather, he maintains a strict neutrality in the normal weapon• and wea.r ing ita normal ar•
Ahfridi. Were Blackmoor'a need not 10 ur-
political affain of the North. Thia neutrality mor (if any), but otherwise unequipped. At
gent, the king would never consent to his
added to a sardonic (and sometimes sting· the end of 1 tum, all the monaten created
ri1king hi1 life traveling to the City of the
ingly accurate) wit has not made Robert pop- vaniah back into thin air, along with their
Goda, but Shepro ia the best qualified guide equipment.
available-an d the potential gain to the king· ular with any of the factions active in the
Northlanda-b ut he is too powerful to risk of· The total number of Hit Dice of monaten
dom ia great.
fending. So both aidea accept his self·declarcd appearing ia equal to the level of the magic
Shepro ia a quiet man. He doesn' t argue or
neutrality with aa much grace aa they can uaer casting the apell (with fractions
joke with hia companion•. When he docs
muster. dropped). The magic user may choose the ex·
apeak, it ia because he hu something really
While apolitical, Robert has been tireless act type of monsters created, selecting any
important to aay. Yean apent in con1tant peril
in hi1 oppo1ition to the forcea of chaOI and monater with no special abilities (i.e., no aa·
have made him ever watchful of his aur·
evil in the Northlands. Thia atance hu often teriak next to the Hit Dice number in the
roundinga and alert for aigns of danger.
cau1ed his interests to coincide with tho1e of monster explanation). Humana, demi·
Typically, Shepro enca1e1 hia 1lim body in
the Regency Council, and he has cooperated human•, and undead cannot be created by
a auit of blued plate mail over which he wears
with it on a number of projects where auch ac- thia apell. Creaturu of 1·1 Hit Dice arc
a tunic and hooded cloak of rough, nubby
tivity did not compromise hia political neu· counted aa 1 Hit Die; creatures of 112 Hit Die
dark gray 1ilk. He always wean cuatom·
trality. While Robert's aid hu been welcome or le11 are counted as 1/2 Hit Die each.
made kidskin dueling gloves that have be·
ROGUES, REGENTS, & RASCALS

For example, with this spell, a 15th level Power Word Blind supplements with a small hand ax. He sel-
caster could summon 30 giant bats, rats or Range: 120' dom draws any of these weapons though,
kobolds; or 15 goblins, ores or hobgoblins; or Duration: 1-4 days or 2-8 hours (see below) since the "Great Golden Mace of The
seven rock baboons, gnolls or lizard men; or Effect: Blinds 1 creature with 80 hit points or North" is ncvcrfar from his grasp. This mace
five boars, draco lizards, or bugbears; or less. With this spell, a caster can blind one + 2 increases the bearer's strength and intelli-
three black bears, panthers, or giant weasels; victim within 120' (no saving throw). A vic- gence by 6 and 7, respectively. It also has the
and so forth. tim with 1-40 hit points is blinded for 1-4 ability to detect magic, detect gems, sec invis-
days; one with 41-80 hit points is blinded for ible, find secret doors, and find traps in the
Lore 2-8 hours. Any creature with 81 or more hit same manner as a magic sword. Since it is as
Range: 0 (magic user only) points cannot be affected. A blinded victim well known in the North as its reputed twin,
Duration: Permanent suffers penalties of - 4 on all saving throws "the Great Holy Mace Icon," its reputation
Effect: Reveals details of 1 item, place or per- and + 4 on Armor Class. A cleric's cure also tends to benefit the bearer, causing all
son. By means of this spell, the magic user blindness or cureall spell will not remove this enemies within 50' to check morale. Though
may gain knowledge of one item, place, or blindness unless the cleric is of a level equal to it hardly looks it, the garishly bejeweled mace
person. If an item is held by the caster, the or higher than the caster of the power word is worth 5,600 gold pieces.
spell takes 1-4 turns to complete, and the blind.
magic user learns the item's name, method of Stephen Rocklin-Saint Stephen
operation and command words (if any), and Scotty Dcbelfry Neutral 10th level fighter; Str 14; Int 16; Wis
approximate number of charges (if any,
Neutral 16th level thief; Str 20; Int 19; Wis 8; 8; Con 15; Dex 12; Cha 18; AC O; hp 50
within five of the correct number). If the item
Con 7; Dex 14; Cha 12; AC 4; hp 24; OL
has more than one mode of operation, or
78% ; FT 76% ; RT 70%; PP 95%; MS Formerly chief of security aboard the FSS
more than one command word, only one
72% ; CW 102%; HS 60%; HN 1-5 Beagle, Stephen Roclclin led an unsuccessful
function will be revealed, for each lore spell
mutiny that resulted in his being forced to flee
used, without a clue to others.
Though he is currently Guild Master of the the ship. After a daring escape, he was taken
If a place or person is being investigated or
Thieves' Guild of Maus and is rumored to be in by an obscure religious group called the
if the item is not held, the spell may take
the head of the united Thieves' Guilds of The Order of the Frog. Using his alien technology
1-100 days to complete, depending on the
North, Scotty Dcbelfry has agreed to join the to overawe the locals, Rocklin, as Saint
number of details already known. (The DM
expedition to the City of the Gods, if needed. Stephcn,.rose to become high priest of the or-
may reveal only general details if the place is
The Fetch hopes to avoid using the thief for der, which he built into a rich and powerful
large, or if the person is of great power.) A
security reasons, but Scotty would be an un- secret society with agents hidden throughout
purely legendary topic should require large
deniable asset to the party. Blackmoor.
amounts of time, and the information gained
For one thing, the man's cunning is almost When Stephen's policies led to agents of
· may be in the form of a riddle or poem.
legendary, though this may not always be to Blackmoor destroying his headquarters in
the good. When he can't find other outlets for Frog Swamp, the alien freebooter escaped the
Mui Charm
his scheming, Debclfry tends to tum to prac- chaos. But he found his power substantially
Range: 120'
tical jokes. For many years now, he has dis- diminished, especially since much of the alien
Duration: Special (as charm person spell)
comfited Brother Richard by playing such technology with which he had equipped his
Effect: 30 levels of creatures
jokes on him whenever their paths have base was wrecked along with the temple
This spell creates the same effect as a
crossed, and Richard and his brother arc also structure.
charm person or charm monster spell, except
on tap for the expedition. In recent months, Stephen has recruited
that 30 levels (or Hit Dice) of victims can be
Scotty is also noted for his courage and new henchmen and rebuilt his organization,
affected at once. Each victim may make a
fighting abilities. In fact , the eycpatch that he using technology stolen in a raid on the
Saving Throw vs. Spells to avoid the charm,
wears over his useless right eye is souvenir of grounded hulk of the Beagle to arm and equip
but with a -2 penalty to the roll. The spell will
a desperate fight in which the slight, blond, an assault force for a full-scale attack on the
not affect a creature of 31 or more levels or
boyish-looking thief single-handedly killed vessel. With the Beagle in his hands, Stephen
Hit Dice.
three attackers during a street brawl. will be less vulnerable to the type of incident
The duration of each charm is determined
While his judgment and physical courage that destroyed his base in Frog Swamp and
by the victim's intelligence (sec the Basic Set
arc beyond reproach, it is said of Scotty that will be in a position to extend his powc.r over
DM Guide, page 14.) If the magic user at-
he exhibits all of the ethical sense and per- the whole planet-starting with the petty
tacks one of the charmed victims, only that
sonal loyalty of a two-copper lawyer at the kingdom of Blackmoor that ruined his last
creature's charm is automatically broken.
scene of an accident. Indeed, his purpose in scheme and wrecked his home! While he fin-
Any other charmed creatures that see the at-
placing his services at The Fctch's disposal is ishes training his force, Roclclin wants noun-
taclt may make another saving throw, but
not to serve the crown, but to obtain a share due interest in the City of the Gods, and he
other creatures' charms are not affected.
of any devices that may be "liberated" from has ordered his agents in Blackmoor to ob-
The reverse of this spell, remove charm,
the City of the Gods. This, The Fetch has struct in any way they can any cffons to lo-
will unfailingly remove all charm effects
promised him in exchange for his services. cate the city.
within a 20' x 20' x 20' area. It also pre-
Scotty wears leather armor beneath a Roclclin is a tall, broad-shouldered man
vents any object in that area from creating
heavy cloak. Like many of his kind, he totes a with a square, manly jaw and scads of curly
charm effects for one tum.
pair of matched throwing daggers, which he brown hair framing cool gray eyes. H e wears
ROGUES, REGENTS, & RASCALS

battle armor under his crimson-bordered Bodyguards (6): AC 0 (battle armor); HD 6; seal them. He also has a 20% chance of confus-
gold high priest's robes and carries a hand hp 30 each; ti AT 1; D 4-48 (heavy blaster) ing the ship's computer (and causing it to lose
blaster with 24 charges and a fully charged or 1-8 (sword); MV 120' (40'); Save F6; track of he and his companions) by using the in-
light saber hidden in the robes' folds. He also ML 12; AL C; XP 275 tercom system to feed it special commands.
wears an Order of the Frog temple ring, a Some of these commands will also shut down
Like other alien officers, Rocklin has un·
ring of spell turning, and a helm of teleporta· robots that haven't been programmed to ignore
dergone battle conditioning that makes him
tion. them. Rocklin has a 25 % chance of shutting
immune to the effects of charm person, sleep,
If you have not played DA2 (TEMPLE OF down any given sbot or dbot by this means.
ESP, hold person, and confusion spells.
THE FROG), the ring ofspell turning has 10 Due to the disaffection of much of Beagle's
His experience as a security officer also gives
uses remaining. If you have played that mod- crew, including even some crew members
Rocklin a detailed knowledge of Beagle's secu·
ule, the number of uses remaining equals 12 who have undergone the early stages of their
rity systems and crew that make him especially
minus the number of times Stephen used the mind-conditioning to make them loyal, there
dangerous. He knows a number of secret battle
ring in that adventure. is a 5 % chance that Rocklin can influence
language commands that he can use to override
Stephen is accompanied at all times by a "loyal" crew members to join him and an
the computer, allowing him to automatically
team of fanatically devoted bodyguards cho- 95 % chance that he can so influence escaping
open locks other than those leading to high se-
sen from among his Soldiers of the Frog. crew members and crew members in the brig.
curity areas even when the computer tries to

46
PREROLLED CHARACTERS
These prcrolled characters have been ere· edly wandered off on extraneous side age, wizard Jock, dispel magic, fly, lightning
ated especially for use in this module. Use adventures when he was badly needed by his bolt, hallucinatory terrain, remove curse,
them instead of your regular characters, or comrades. Axel denies this allegation. and hold monster.
flesh out the PC party by including one or The big barbarian wears rugged, severely
more of them as NPCs. tailored clothing in excessively bright colors Gillam Kha ndum
Each character starts the adventure with a over bronzed chainmail armor. Axel's most
Neutral 10th Level dwarf: Str 16; Int 7; Wis
filled waterskin and a backpack containing 15 valued possession is his ring of fire resistance.
10; Con 16; Dex 10; Cha 9; AC 5; hp 60
iron rations, a 50' rope, l large sack, 1 small He also carries a two-handed sword, a dag·
sack, a tinder box, a lantern, a flask of oil, a ger, and a potion of healing.
Born in a small and unremarkable delving
mirror, a holy symbol, and up to 80 en of
in the mountains of northern Galantri, Gil-
other equipment selected from the Normal Bob Silverheels
lam Khandum has risen far above his obscure
Equipment list found on page 19 of the
Lawful 8th Level halfling: Str 12; Int 16; Wis roots. Others have attained more wealth, but
Ds.:ne Expert Rules Booklet. In addition,
12; Con 10; Dex 14; Cha 10; AC 4; hp 24 Gillam's fame is second to none.
thieves start with a set of thieves' tools, and
Though he does not scorn wealth, Gillam
magic users have spell books.
This halfling of the Five Shires is fond of seems to lack the obsession with gold and
All prerolled fighters have a warhorse;
good food, good drink, good inns, and good gems that lurks in the hearts ofso many of his
other prerolled characters have a riding
times. In their absence, he often raises his fellow dwarves. Instead, he loves the open
horse. All mounts have saddles, bridles, and
spirits (and infuriates companions) by sing· road, the wind on his cheek, and good com-
saddle bags. Each saddle bag contains 500
ing songs and telling tales about them. panions at his side. He also has an almost el·
gold pieces. Magic users have a mule for their
For one so enamoured of the pleasures of vish love of music, and can oft be heard softly
spellbooks.
the table, Bob is remarkably fleet of foot and singing to himself snatches of some half-
delights in foot races (which he seldom loses). remembcrcd song-even in the midst of
Alpbidia Alkot In fact, Bob's favorite way of raising cash some dangerous situation requiring the ut·
Lawful 10th Level magic user: Str 7; Int 16; when in somewhat straightened circum- most stealth.
Wis 13; Con 14; Dex 12; Cha 9; AC 8; hp 31 stances is to arrange a race with a few judi- This doughty warrior wears nubby gold
ciously placed wagers riding on its outcome. silk breeches and tunic under a heavy chain-
Alphida Alkot is a slight, frail, elderly T his is a risky operation, though, since the mail shirt. An iron-bound leather cap adorns
woman whose mass of brown curly hair has purse he wagers is often filled only with clink· his long brown locks. His gray, woolen cloak
long since been silvered with the passing of ing iron slugs. is clasped with an elaborately wrought gold
years. No longer as strong or fast as she once Bob wears chainmail + 1 under sturdy, and gem encrusted cloak pin. On his stubby
was, Alphidia knows that her days of wild ad· forest-colored traveling clothes and sports a hands he wears brown, furry gauntlets of
venture are passing fast. But the lady is a silver ring of spell turning on one chubby fin· ogre power. He carries a war hammer + 3, a
fighter who has never demanded more of the gcr. He carries a short sword + 1, Dames on dagger, and a bag of holding.
world than a foe worth meeting and a trea- command and a throwing dagger.
sure worth taking. The rest, as she has always lsmelian Sot adis
said, is up to her. Gelon Melandil Lawful ! 0th Level elf: Str 11; Int 14; Wis 11 ;
Alphidia favors clothes of silk and satin in
Neutral 10th Level elf: Str 12; Int 17; Wis 9; Con 11; Dex 8; Cha 11; AC 7; hp 32
shades of gray and black. Her garments arc
Con 10; Dex 14; Cha 8; AC 1; hp 27
always severely tailored and practical. She
"Ismclian the Archer;' as he is sometimes
wears a silver ring ofprotection + 1 and car·
An elf of the Canolbarth Forest, Gelon called, learned his trade fighting in the ko-
riea a silver dagger, a wand ofillusion with 12
Melandil is is rumored to have been exiled bold wars in the hills west of Selenica. This
charges, and a potion of undead control. She
from Alfheim over some mortal insult against tall, keen-eyed, platinum-haired elf is of the
knows the spells detect magic, magic missile,
the lord of that realm. Whatever the truth of blood of the ancient high elves ofGenandcr's
read magic, continual light, knock, wizard
that accusation, Gelon does not speak of her house-those who lived in the Northlands of
lock, dispel magic, invisibility 10' radius,
family or her past. She is, however, a wonder- Thonia centuries before men came to Black-
protection from evil 10' radius, confusion, re-
ful talker on other subjects, often entertain· moor. It is dimly possible that Menander
move curse, wizard eye, hold monster, and
ing her companions with old elvish talcs of Ithamis, Lord of the Northern Elves in the
teleport.
high adventure. time of King Uthcr, is his distant ancestor.
Gelon likes rich clothing, especially if it is Whatever the case, for Ismelian, his trip back
Axel K ars cut from velvet or satin, but she wears a sim- through time is a wondrous journey into a
Neutral 10th Level fighter: Str 15; Int 9; Wis ple woolen tunic and cloak over silvered plate past that his people remember far better (and
6; Con 17; Dex 13; Cha 11; AC 5; hp62 mail + 1 when in the wilderness. Crowning more immediately) than men. Everything in
her golden curls is a silver helm of teleporta- Blackmoor is a delight that reminds him of
Axel Kan is a sandy·haired, fair-skinned, tion . She carries a small shield decorated with some story or legend dear to his kin.
blue-eyed barbarian from some far land that silver tracery in the shape of an elm tree, a Ismelian wears a misty gray elven cloak
no one ever heard of and that Axel would pre· sword + 1, energy drain, and a silver dagger. and a gray tunic over silvered chainmail ar·
fer to forget. Axel is known to be a good man Gelon knows the spells detect magic, read mor. His feet are shod in knee-length gray el-
in a fight, but he is also reputed to be some· languages, read magic, shield, ventril· ven boots. He carries a powerful long bow of
what unreliable, having in times past suppos· oquism, continual light, levitate, mirror im- yew and sinew, 12 normal arrows, 8 arrows

47
PREROLLED CHARACTERS

+ 1, a silvered sword, and a dagger. " works in progress" and the "muse" that 4, and the powers see invisible, detect evil,
lsmelian knows the spells: detect magic, whispers in his car. His current project (and and find traps. The dagger is worth l , 200
protection from evil, read magic, shield, one that he is sure will make his fortune when gold pieces.
sleep, continual light, detect evil, knock, he one day returns to Ylaruam) is a heroic lay A renowned sword mistress, Purda Blue
web, dispel magic, fireball, haste, polymorph about a sleeper who awakens in ancient also fancies herself something of a wit. One of
others, polymorph self, and magic jar. Blackmoor and saves the kingdom. T hose her amusements is the composition during
who adventure with Kokra know that he of- combat of rhyming couplets that express in
J arcel Takis ten talks a good poem, but never writes one. scathing detail her estimation of the ancestry,
The short, swarthy thief sports a trim black prowess, character, and probable destination
Lawful 11th Level cleric: Str 12; Int 11 ; Wis
chin beard that, together with the ruby studs of her current opponent. Her one failing as a
14; Con 16; Dex 11; Cha 7; ACS; hp 58
that he wears in his nose, give him an exotic fighter is that, whether raging with anger or
appearance. Kokra wears a loose, desert· amused by her poems, her eyes mirror her
Jarcel Takis is a rotund little man with a
style white kaftan over his light gray leather mood and intentions, often telegraphing her
florid face framed by a mop of dishevelled
armor, but keeps his head, with its mass of next move.
brown hair. Though he is a good companion
shiny black curley hair, uncovered. He car-
with a ready twinkle in his brown eyes and a
hearty, ribald comment always on his lips, he
ries a crossbow, 16 normal quarrels, 4 quar- Scan Boldfingcr
rels + 1, a sword, a dagger + 1; a scroll of
is also an amazingly ugly man whose looks Neutral 10th Level thief: Str 13; Int 9; Wis
protection from undead and a bag ofholding.
tend to frighten small children and family 11; Con 11; Dex 16; Cha 13; AC 6; hp 18
pets. Thus few strangers ever come to know
Newton Depoe
the gcnilc Jarccl behind the badly scarred, Sean Boldfinger is a tall, exceptionally thin
gargoyle face. Neutral 11th Level magic user: Str 10; Int man whose shoulder-length black hair frames
The onJy time that J arecl is not spewing IS; Wis 8; Con 10; Dex 9; Cha 10; AC 9; hp a pale, ascetic face marked by high cheek-
forth a stream of jokes, riddles, and puns is 23 bones and cool gray eyes. He wears a white
when his mouth is full offood. J a reel loves his silk tunic and cloak over unadorned black
meat and is famous for his ability to sniff out Newton Depoe is slight, freckle-faced leather armor + 1 and carries a sling with 20
the best table in any town, village, or pig young man of medium height. Be.n eath an stones, a short sword, a dagger, a ring of x-
track. His portly figure is an ever-growing alarming shock of carroty red hair, set in a ray vision, and a scroll of protection from ly-
tribute to this obsession and has caused many pale, raw-boned face, arc clear cmcrald- canthropes.
a foe to underestimate his prowess at rough- green eyes that convey a feral joy like that of a Scan cultivates a menacing appearance,
and-tumble. fox about to enter a chicken coop for a mid- but he is, in reality, a quiet and gentle soul
Tukis favors simple, rough-weave clothing night repast. The eyes arc accented all the who only wants to make a good living with as
in common earth tones, but usually sports a more by the matching green garments that little effort as possible. He is a cunning
gorgeous rust-colored, linsey-woolsey cloak Depoe favors. brawler who tries to defeat bis enemies by
over his bronzed chainmail armor. He also Depoe wears a bronze medallion of ESP brains as much as by brawn.
wears buttery soft, white doeskin leggings, and carries a throwing dagger, an elm staff of
boots, and gauntlets. He is never without his power with 18 charges, and a potion ofinvul- Thcrn Mor
trusty blackthorn staff of striking (with 20 nerability. He knows the spells detect magic,
Lawful 10th Level cleric: Str 8; Int 12; Wis
charges). Currently, he also carries a scroll of hold portal, light, read magic, detect evil, de-
15; Con 13; Dex 14; Cha 13; AC 3; hp 41
protection from magic. He knows the spells tect invisible, knock, dispel magic, infravis-
detect evil, detect magic, protection from ion, protection from normal m issiles, charm
Them Mor is a tall, rangy, olive-skinned
evil, remove fear, bless, find traps, know monster, massmorph, remove curse, animate
young man with a close-cropped helmet of
alignment, resist fire, cure blindness, cure dead, cloudkill, and stone to flesh.
raven hair. Hatchet-faced and cold-eyed, he
disease, remove curse, animate dead, cure has about him the look of an aristocrat-or a
serious wounds, dispel magic, commune, Purda Blue born killer.
and raise dead. Thero is something of a dandy, favoring
Lawful 11th Level fighter: Str 12; Int 12; Wis
11; Con 13; Dex 17; Cha 9; AC 4; hp 54 flowing robes of expensive Jambs' wool and
Kokra the Touch loose tunics of fine silk. His favorite color is
Neutral 11th Level thief: Str 11; Int 1O; Wis Tall, elegant, and fine-boned, the blonde, crimson. He follows the customs of Thyatis
· 9; Con 14; Dex 14; Cha 10; AC 7; hp 30 blue-eyed Purda Blue can set male hearts (rumored to be his home) and adorns his per-
pounding just by entering a room. As if to be- son with garnets. His blued plate mail (worth
Kokra the Touch, formerly of the city of lie her great beauty and emphasize her 2,500 gold pieces) is studded with them.
Ylaruam and, by his own account, a near rel- deadly profession, she tends to wear simple, Them Mor carries a mace + 1, a wand of
ative of the Emir Hinbul II (a thousand bless- serviceable male clothing in icy blues and enemy detection with 13 charges and a potion
ings upon his house and that of his favorite cold grays. High-heeled gray suede boots of speed. He knows the spells detect evil, de-
camel), is a notorious thief and liar whose make her seem even taller than her 6' 2" . tect magic, light, protection from evil, find
ability to get into trouble is exceeded only by Purda Blue wears silvered chainmail + 1. traps, hold person, know alignment, silence
his ability to get out again. Like most Yla- She carries a dagger with a filigreed silver hilt 15' radius, cure blindness, cure disease, lo·
ruam sewer scum, Kokra considers himself a and an opal in the pommel and a lawful cate object, animate dead, cure serious
poet, and he will talk relentlessly about his sword + 1 with an intelligence of9, an ego of wounds, and raise dead.

9191XXX1501 48

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