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An Adventure for 6 to 8 Characters, Levels 1-15 and up

ADVANCED DUNGEONS & DRAGONS, ADGD, BATTLESYSTEM, PRODUCTS OF YOUR IMAGINATION,


FORGOTTEN REALMS, and the TSR logo are trademarks owned by TSR Inc.
TABLE OF CONTENTS
Editing: "Skip" Williams How to Use this Book ................................................. 2
Editorial Assistance: Bruce Heard The Storm of Greshlyrr (Bill Connors) ................................... 3
Jean Rabe Armies ............................................................ 7
Cover Painting: Larry Elmore Those Who Forget the Past (Christopher Mortika) ........................ 8
Maps: Diesel Armies ........................................................... 14
Keylining: Stephanie Tabat Maps ............................................................. 14
The Hand of Tyr (Rick Reid) .......................................... 15
Distributed to the book trade in the United States by Ran-
dom House Inc., and in Canada by Random House of Can-
h i e s ............................................................ 24
ada. Ltd . Distributed to the toy and hobby trade by Map ............................................................. 23
regional distributors. Distributed in the United Kingdom Rumors of War (Scott Bennie) ......................................... 25
by TSR UK Ltd .
Armies ........................................................... 31
This adventure is protected under the copyright laws of the Battle of the Five Crowns (JohnTerra) .................................. 32
United States of America. Any reproduction or other unau-
thorized use of the material or artwork contained herein is
Armies ........................................................... 37
prohibited without the express written permission of TSR Map ............................................................. 37
Inc. The Khan's Mighty Army (Jay Batista) .................................. 38
ADVANCED DUNGEONS & DRAGONS. AD&D. BAT Armies ........................................................... 43
TLESTSTEM. PRODUCTS OF YOUR IMAGINATION. The Gratitude of Princes (Roy Schelper) ................................ 44
FORGOlTEN REALMS. and the TSR logo are trademarks
owned by TSR. Inc .
Armies ........................................................... 51
Maps ............................................................. 50
"1988 TSR. Inc. All Rights Resersed. h t e d in the USA . The Final Battle (Rick Swan) .......................................... 52
Armies ........................................................... 60
Map ................................................ Inside front cover

Firefights
The First (and last) Charge of the Dwarven Air Cavalry .................. 61
Armies ......................................................... 64
TSR. Inc .
PRODUCTS OF YOUR lIYA(IINATlON"
TrollBridge ....................................................... 62
Armies ......................................................... 64
TSR. Inc. TSR UK Ltd . The Defense of Halfling Vale ........................................ 63
POB 756 The Mill. Rathmore Road
M e Geneva Cambridge CB14AD Armies ......................................................... 64
W53147 U.S.A. United Kingdom Combined Monster Statistics Table ........................ Inside back cover

ISBN 0-88038-559-6
9226XXX1501

-.__ -.______ . .
...
...
This product provides the referee with PCs there. Perhaps just as importantly, Reach. Whatever Yrkhetep is up to in
eight interrelated battle/adventures. Each you will have to pace your campaign so the Forgotten Realms, Anthraxus rea-
scenario includes a BAmESYSTEhP the PCs do not find themselves soned, it would be best if the effort fails.
Fantasy Combat Supplement miniatures involved in adventures they can't han- Anthraxus has reasoned correctly.
battle and an AD&W game role-playing dle. Be sure to read the entire product Yrkhetep, like all powerful daemons,
adventure related to the battle. In some before you start play. has coveted Anthraxus's power for mil-
cases the adventure leads to the battle, in lennia, and he means to have it. Yrkhe-
others the adventure takes place during Background for the DM tep has plans to build an invincible
the battle. army spearheaded by an indestructible
Although each scenario is clesigned to The dread, brooding citadel of Khin- weapon-the lnfinity Train. Yrkhetep
stand alone, all eight can be plapcl togeth- Oin towers 20 miles above the diseased believes that such an army can do the
er as a mini-campaign. The scraarios are plains of Oinos, the uppermost Gloom hitherto impossible: lay siege to the
presented in chronological order and get of Hades. Khin-Oin and win.
progressively more difficult for both play- The Khin-Oin, or Wasting Tower, is To provide souls to power the Train,
ers and characters. This will give players the seat of the oinodaemon, Anthraxus, and to train veteran troops for the
and referees time to become farmiliar with ruler (nominally) of the Middle Planes siege, Yrkhetep is exhorting evil crea-
the BAmESYSTEM Fantasy Combat and all of daemonkind. Anthraxus's rule tures living in the Turmish/Chondath
Supplement rules and the challenges of is not easy or quiet. The oinodaemon area to go to war. Anthraxus has deter-
battlefield command. must discourage or oppose invasions mined to stop Yrkhetep before he can
This product also includes three smaller from the Abyss or the Hells, keep order become a threat, but he is initially
scenarios-Fi&ghts. The Firefiits are of among his unruly, vainglorious subjects, unaware of the Train or Yrkhetep's
median difficulty and can be played sepa- and resist endless attempts to unseat him. desire for souls. Anthraxus intervenes
rately or inserted into a campaign. Anthraxus, jealously guarding his power, by subtly manipulating events to aid
If you decide to use this product as a is always wary of ambitious vassals who the side of good (and the PCs). Of
might acquire enough power to usurp his course, Anthraxus won't mind if the
mini-campaign you will have some
work to do, adding material to bridge rule, just as he usurped the oinodaemon forces of good are decimated while
the gaps between scenarios. Most who preceeded him. opposing Yrkhetep.
importantly, you will have to provide One such vassal is the arcanadaemon When Anthraxus finally learns the
Yrkhetep, who has shown unusual full extent of Yrkhetep's plans, he lures
your PCs with reasons for being where
interest in the Prime Material Plane- the PCs into Hades itself to confront
the action is. The locations are provid-
ed for you, but you will have to get the specifically the lands of the Forgotten Yrkhetep directly.
Realms which surround the Vilhon

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Overview can be no response to this great insult
but war.
This adventure is designed for a group
of 4 to 8 characters of 2d to 3d level.
The entire party should be of good The Storm Builds
alignment, although they may be law- The party is traveling through the rich
ful, neutral, or chaotic as desired. The fields of Turmish. The referee is free to
members of this party should represent use any means desired to bring them to
a wide variety of character classes. this point. Some suggestions: the deliv-
All of the events in this adventure are ery of a message to a noble in the area,
set in the land of Turmish. The adven- rumors of a dangerous monster which
ture begins with the party traveling needs to be defeated, or simple tourism.
through the region on business. The As they travel, the party sees the
exact nature of ithis business is up to the impressive efforts of local farmers, the
referee. It should be important enough fields are in excellent shape, and the
to insure that the players will undertake harvest promises to be most plentiful.
the journey, but not so pressing as to The people of the land seem to be kind
make it impossible for the party to stop and honest, providing food and water
for a brief period while enroute. for the party whenever they stop and
The party is forced to seek shelter request it. The only fee for these serv- Greshlyrr
from a fierce storm. Coming across a ices is a few hours of conversation and Greshlyrr is an unusually strong and
small cave, they duck inside, only to the telling of some stories about their intelligent kobold. He is cunning and
discover that it is the entrance to a past adventures. cruel, taking great joy in the suffering
kobold lair. Moving into the nest, they As they ride onward, the fields grad- and hardship which he brings upon oth-
find that it is defended by only a hand- ually give way to light woods, which ers. However, he feels a responsibility
ful of guards, women, and children. are dotted with occasional fruit trees, to his tribe.
With no difficulty, they overcome the and the road becomes less well used. During his ten-year rule as chief of
resistance offered and loot the warrens. Just as the territory around them the Scything Claw tribe, Greshlyrr has
Unbeknownst to the party, the changes, so does the weather. A wind brought his people to a level of civiliza-
kobold nest is so poorly defended only begins to pick up and the skies begin to tion unknown to other kobolds.
because the majority of the inhabitants turn gray. Although individual members of the
have gone to attack a nearby band of By the time the trees about them have nest are every bit as savage and vicious
goblins. thickened into a heavy wood, a gentle as their peers elsewhere in the Forgotten
Upon leaving, they resume their trip rain has begun to fall. Within minutes, Realms, the group behaves far better as
and eventually come to the small town the rain has become a veritable cascade a whole.
of Gildenglade. The folk of Gildenglade and the wind batters the characters Greshlyrr has managed to accom-
do not greet the news of the characters’ with sudden, powerful gusts. plish this feat through his strong per-
raid on the kobolds with delight, as No matter how great their desire to sonality and his people’s belief that he
expected, but are instantly scornful. press on, the weather quickly makes has been granted a special position in
It is explained to them that a truce has travel impossible for the party. the eyes of Kurtulmak, the kobold dei-
existed for years between the kobold Although the protection offered by the ty. They believe this because Greshlyrr
clan and the townsfolk. The actions of trees reduced the ferocity of the storm, once found a masterfully crafted (by
the adventurers may well bring this per- they are quickly drenched, leaving kobold standards) figurine of Kur-
iod of peaceful coexistence to a sudden them with no option but to seek shelter. tulmak in an abandoned den. Only sec-
end. Luck is with them, for they quickly onds after he had recovered it and left
The characters are ordered to return spot a small trail which leads farther the area, the caves collapsed in an
all of the treasures which they have into the woods. Following this promise earthquake. The fact that he emerged
looted to Greshlyrr, the kobold chief. of protection, they come to the mouth unharmed from this near-fatal encount-
The gnomes of Gildenglade will supply of a cave. It looks to be large enough to er was ample proof of Greshlyrr’s
a messenger to transport the goods. hold the entire band of adventurers divine favor.
The return of the valuables makes no with only a little crowding. Shortly after Greshlyrr came to
difference to the kobolds, who send power, the tribe encountered the
their armies to Gildenglade with orders gnomes of nearby Gildenglade. As is
to raze it to the ground. For them, there the norm in such meetings, violence

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broke out. For several years, the two iber of the kobold forces within. fights boldly to drive off the invaders. It
groups exchanged futile attacks and After the characters have dealt with should be a far more even battle than
skirmishes which resolved nothing. In the guards at the entrance, they will the others, but still fairly one-sided.
the end, they settled into an unofficial, find that the large rusty key carried by The referee should draw up some
but mutually accepted, truce. To this one of them fits into a lock on a heavy simple maps of the cavern complex. For
day, the agreement has remained stone door at the shadowy back of the the most part it is quite basic, but there
unbroken. chamber. When the key is inserted and are a few rooms which must be includ-
Greshlyrr always cames his prized turned, the door can be pushed aside ed:
shield, Blade Turner, a sturdy construct with a minimum of grinding and scrap-
of wood and wicker with the bloody ing. The Temple: This is a large chamber
talon glyph of his tribe painted on its Once beyond this portal, the charac- with a high ceiling (almost 6 feet). A
center. He normally fights with a small ters will find themselves in a long tun- crude etching, depicting a large kobold
scimitar or axe. nel. Its rough construction is typical of with a long tail that ends in a stinger
the kobold craftsmen who built it, as is and with a slender spear clutched in his
Greshlyrr: AC 5; Move 6 ” ;HD 1;hp the foul stench in the dank air. The slick hands, has been crafted on the northern
7; THACO 19; #AT 1;Dmg 1-6; AL LE); floor and poor air will make the descent wall. A small stone altar stands before
AR 34;Rank A m y ; CR 9 ” ; CB 0. very uncomfortable for the characters, the carving and holds two black candles
but their most pressing problem will be set atop gnomish skulls.
The Scything Claw the size of the corridor. Its height varies Standing on the center of the altar,
from 4 to 5 feet along its entire length. between the candles, is a figurine. It is
Greshlyrr’s tribe is, by kobold stand- Similarly, the width is minimal, ranging only about 6 inches tall and is carved of
ards, quite civilized. Of course, that from 3 to 4 feet. pure obsidian. The statue is of Kur-
isn’t saying much in human terms, but The party can only hope that the tulmak, the kobold god, whose image
it is significant, and the referee should inner chambers will be more spacious, also adorns the northern wall. This
take it into account. This doesn’t mean as anyone fighting in such confined object is of no great value and will bring
that the individuals are unusual quarters will be greatly handicapped. only about 100 gold pieces on the open
kobolds, only that Greshlyrr’s influence This is not the case, however; the entire market, but it is the single most impor-
over them has been beneficial. complex is similarly cramped. Doors in tant object in the entire lair.
The Scything Claw tribe has roughly the caves are even more uncomforta-
700 kobolds. Of these, about 250 are ble, being about 6 inches lower and nar- The Hatchery: At the core of the
woman and children who do not nor- rower, on the average, than the caverns is a large room which is kept
mally become involved in the tribe’s corridors. very humid and warm by a hot spring
military affairs. As the party explores the tunnels bubbling up in one corner. The walls
which are home to the Scything Claw are covered with moisture and the air is
The Storm Rises tribe, they find them to be almost thick with fog. In the center of this
As the characters enter the mouth of the deserted. Here and there, periodic chamber are mounds of kobold eggs.
cave, they find a trio of kobold guards resistance will be offered by small At any given time there are roughly 150
standing watch there. Actuallly, ”stand- bands of kobolds, but this will be mini- of them in here. It is here that the sur-
ing watch is an exaggeration. Two are mal and easily overcome. The warriors viving kobolds have erected their final
playing a dice game in one corner while encountered will be older and in poor defense. They have gone to great
the third snores restfully next to a small physical condition. Often, they will lengths to protect this room and its pre-
fire which has been started to keep out have been badly injured previously and cious contents.
the storm’s chill. are clearly unfit for noma1 military A single tunnel leads into the room
Upon spotting the characters, the operations, for example; a kobold with from the rest of the complex, and it has
guards move to resume their duties as a missing hand, a bad limp, or one who been rigged with a variety of impro-
quickly as possible. Two of them has lost an eye. The referee should go to vised traps (see DMG, appendix G for
attack, while the third produces a key some lengths to make it obvious to the examples). Any thief can spot and dis-
and runs for a door set into the wall at players that they are fighting the second arm them easily (+25% to Find/
the back of the cave. If he can get string. Remove Traps ability). Only half the
through it, he will flee into the lair and After several encounters with pathet- traps actually work, and none inflict
alert the others that they are under ic kobolds the characters come across more than ld6 points of damage. Each
attack. That is not likely to make much the only well-organized defense in the affects only a single character.
difference, however, because of the cal- caves. A force of 11kobolds has assem- Once the players have fought their
bled outside of the center of the nest and way through the 11 guards who have

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stationed themselves as a last line of The gnomes, Greshlyrr reasons, meal. The wholesome repast quickly
defense for the eggs, they are free to must have hired these mercenaries and fills the hall with its aroma. Following
destroy or take as many of them as they sent them to destroy his people. They the meal, a fine dessert of fruits and pies
like. Kobold eggs have little or no mar- have been watching, no doubt, and is brought forth.
ket value and weigh about 2 pounds waiting for a time when the attack Afterward, as pipes begin appearing
each. They are fragile, and care must be could be made. around the room, the travelers are
taken if they are to be taken out of the Within hours, Greshlyrr leads his urged to tell of their adventures on the
nest intact. troops to another battle. This time, the road. Their stories are eagerly and
grim determination which inspired intently taken in by the crowd; until
The Barracks: There are three bar- them against the goblins has been they tell of the kobold nest. As they
racks in the tunnels which are home to replaced by the traditional racial hatred explain the events which preceded their
the warrior population. When the char- which all kobolds feel for gnomes. coming, the mood of the crowd turns
acters find these, it should be obvious dark. By the time the characters have
that the majority of the kobolds are Eye of the Storm finished their tale, there is not a smiling
elsewhere. There are numerous racks face in the room.
which look to have been designed for Upon leaving the kobold warrens, the
the storage of arms and armor, but they characters will find that the storm has
passed. The sky is still dotted with gray Thunder in Gildenglade
are mostly empty. A few broken or bad-
ly maintained items remain behind. clouds, but they are breaking up and The people of Gildenglade confront the
The barracks contain an assortment the sun is visible through the thick trees poor travelers fiercely. They explain, in
of personal belongings, including a overhead. no uncertain terms, that the characters
modest amount of treasure-2,000 cp Although the ground is slick and the have done a horrible thing. As the party
and 1,000sp. This is made up of small way is broken by large puddles, the listens, Benjin Earthforger steps for-
ingots of precious metal, and various party is able to resume their travels and ward and identifies himself as the
coins. The only other item of value in make fairly good time. patron of the clans who dwell in
the entire complex is the figurine of They have only been on the road for Gildenglade.
Kurtulmak from the temple. an hour or so when the trees about them He explains that there is no choice in
thin slightly. In a few miles, the road the matter; the characters must return all
has once again become well tended and of the items removed from the kobold
The Storm Breaks shows signs of frequent use. Shortly lair. It is hoped that these measures will
Greshlyrr and his forces retum to the nest thereafter, they come upon a few scat- be enough to satisfy Greshlyrr. The char-
only an hour after the characters have tered farms and small homes at the out- acters have no choice but to obey, as the
left. The triumph of his forces over the skirts of a small village. entire populace of Gildenglade will be
goblin raiders has done wonders for The town of Gildenglade is a quiet against them if they refuse.
morale, and all are eager to return and settlement of gnomes who make their As the sun sinks from sight, Benjin
display their newly acquired trophies. livings mostly by farming or as crafts- recruits a gnomish soldier from the
When they enter the nest, it quickly men. The village is composed primarily town militia to carry the treasure back.
becomes obvious that their home has of earthen mounds and burrows which The soldier is a brave-looking fellow
been attacked and ransacked. Rage house individuals and small businesses. with defiant eyes who rides a swift
quickly spreads through the warriors as There are a few above-ground struc- pony. The party's treasure is stored in
they hear stories of the invaders and the tures, like the Tallstrider Inn and Public his saddle bags, and, as the sun van-
looting of the caverns. House which seems to be the social cen- ishes for the night, he sets out upon the
The last straw, however, is the theft ter of the area. road. Minutes later, the moon breaks
of the figurine from the temple. There The travelers are greeted with looks above the horizon and spreads its cold,
can be no other course of action, the of curiosity as they enter town, but also pale glow across the village.
thieves must be hunted down and with smiles and waves. For the most
destroyed, no matter what the cost. All part, the people of this community are The Storm Rages
eyes turn to Greshlyrr for guidance. friendly and open to those on the roads.
Lodging at the inn is easily obtained, Several hours pass as the characters and
Greshlyrr looks around the caves townsfolk wait for the messenger's
and examines the various scenes which as is a hearty meal in the public house,
return. In Gildenglade, the tension
mark the adventurers' visit. He makes a at moderate rates. Dinner consists of a
mounts. Throughout the village,
careful study of the evidence and comes good stew made from lamb and vegeta-
bles, which is seasoned with local gnomes make ready for battle. In the
to a conclusion: the trust has been event that Greshlyrr should turn down
betrayed. herbs. Fresh bread is served with the

5
I

their apologies, they do not wish to be other units, they wear metal chest piec- They are a mob unit.
wholly unprepared. es and helms, but do not carry shields. The Huntsmen are gathered from all
Across the town, those with military The Breakers are lead by Frenger (CR of the farms around town. They are
experience are gathering to bolster the 6 ” ) , a cruel and violent kobold who gnomes who have been trained, both
local militia. Weapons are handed out hopes to follow Greshlyrr as chief of the formally and informally, in the use of
when they can be found, and impro- Scything Claw. bows. What armor they have is primar-
vised when they cannot. By the time the The Black Stingers are a unit of ily of leather with bits and pieces of
moon has reached is zenith, the good archers who use short bows to provide more solid metal scattered about. If one
folk of Gildenglade are as ready as they supporting fire for the melee units. of the adventurers wishes to command
can be for the battle which might await They draw their names from the ebony this unit, he may. Otherwise, their lead-
them. arrows which they employ in combat. er is Tyrradin Woodshaper (CR 7”),a
In the early hours of the morning, the Their leader is Estalex (CR 6 ” ) , a lithe farmer who is well known for his wood-
watch spots a single rider. A pair of but hardy kobold whose quick wits working skills. He is much respected
militiamen move forward to help down have brought down many foes. and loved by the people of Gildenglade.
the returning messenger. Greshlyrr’s The Night Stalkers are Greshlyrr’s Although not all of the Huntsmen are
answer is quite clear. pride. He commands these fierce veterans, they are better disciplined
The body of the gnome rider has been kobolds himself. Far superior to the than the common citizenry.
pierced with a score of black-feathered average kobold unit, the Stalkers wear
arrows. He is quite dead and has been light mail armor and carry keenly The Field of Battle
lashed to his pony. The sadldle bags, sharpened scimitars. They carry short
and all that they held, are missing. bows and can augment the Stingers’ For the most part, the battle is fought in
In a matter of seconds, thle deadly attacks. Greshlyrr’s powerful personal- the fields just outside of town. A small
calm of the night is broken by a shrill ity and their faith in his leadership stream runs roughly through the center
horn. The armies of Greshlyrr have make the Stalkers one of the most fear- of the battlefield, dividing the forces as
gathered at the edge of the woods. some kobold units in the Forgotten the contest opens. The village lies at the
Their arms and armor glisten in the thin Realms. center of the boards western edge, a
moonlight. road runs away from the village to the
Without a word, Greshlyrr sounds The Defenders of Gildenglade north. A one-yard high stone wall has
the horn again and signals for an been laid along the side of the road.
The Town Militia is made up of brave Most of the fields have been harvest-
advance. The battle has begun.
souls who have had varying degrees of ed already, but the eastern third has
After Greshlyrr’s battle with1 the gob-
military experience. Some are currently not. The grain which grows there runs
lin raiders, his forces have been weak- members of the town watch, but most
ened. Still, because of the outrage only about 4 feet high, but that is well
are simply retired army veterans. They over the heads of most of the soldiers on
which the kobolds feel over tlhe attack
wear whatever armor could be found either side. For all troops under 4 feet
on their nest, their morale is good. The
around town and wield various weap- tall, this area is treated as woods.
fatigue which might ordinarily lessen ons, many of them no more than farm-
their prowess has been driven from ing implements. If one of the player
them by their long restrained !hatredof Perspectives
characters does not take charge of
the gnomes of Gildenglade. them, their leader is Benjin Earthforger As this adventure begins, the characters
(CR 9’l). He is brave and fierce in com- have no idea that their fates will, sooner
Order of Battle bat and fights as a member of the unit. or later, bring them to the attention of
The Citizenry is just that. The good both Yrkhetep and his rival, An-
Greshlyrr‘s Forces folk of Gildenglade have taken up thraxus. The daemons themselves have
whatever arms they might and gathered no reason to be aware of the party‘s
The Claw Raiders are a unit of infantry existence.
who wear light armor and met;albreast- together make-shift armor. For the
most part, they are a curious lot who Greshlyrr, however, has provided
plates. They are armed with small scim- Yrkhetep with some minor amusements
itars and daggers. Their commander, look almost comical compared to the
steady ranks of the militia and the in the past. The arcanadaemon has con-
Heggahst (CR 6 ” ) ,is a veteran of sev- sidered the possibility of future con-
eral campaigns and a faithful follower vicious kobold units. One of the char-
acters should be assigned to command tacts with him and the potential
of Greshlyrr. recruitment of the kobold lord.
The Dark Breakers are a team of this bunch. If that is not done, they will
be lead by Haggath Alebringer (CR 8”), When the adventure draws to a close,
fierce fighters who battle with small, things will have changed little. Yrkhe-
but dangerous, war hammers. Like the the keeper of the inn and public house.

6
tep will be mildly upset over the loss of most certainly, keep an eye on them. that it was the characters who brought
a being with Greshlyrr's potential dis- The characters, if they survive, will the kobolds down upon them. Now, their
played by Greshlyrr, but he will place be able to help the gnomes pick up the kinfolk have been slain and injured and
no significance on it. Still, he is vastly pieces after the battle. Win or lose, the the truce which they once enjoyed with
intelligent and has a long memory. people of Gildenglade will have mixed the kobolds has been shattered.
Anthraxus will have gotten a slight feelings for the adventurers. Once things have settled down in
chuckle over the efforts of the charac- On one hand, they are thankful for Gildenglade, the characters will be
ters and their actions in Gildenglade. the assistance which the characters pro- asked politely to be on their way. Their
He has noted their potential and has vided in the battle with Greshlyrr's presence amongst the gnomes will only
come to the conclusion that they may hordes. serve to remind them of that dark night
be of some use in the future. He will, However, none have forgotten the fact when the storm broke.

Greshlyrr's Forces

UNIT NAME TYPE LVL AC HD/FIG MV AR ML DL #FIG DMG

Black Stingers Infantry Kobold 7 5 6" 20 10 10 10 lct6


Night Stalkers Infantry Kobold 5 1 6" 20 10 10 6 ld8

The Defenders of Gildenglade

UNIT NAME TYPE LVL AC HD/FIG MV AR ML DL #FIG DMG

7
This is an adventure for a well-balanced history of the Chessentan Empire was get near her, and a successful charisma
party of 4th-5th level. The adventure is not; together they made Theodoric an check will calm her.
set in the southern land of Chondath, ideal pawn for the arcanadaemon. O r the party may decide that it
and involves the church of the war dei- As the adventure begins, Lord would be safest to kill the mare. If
ty Tempus. Yrkhetep has psionically driven injured, the mare will attack blindly,
Theodoric insane, and has given him biting any character unfortunate
the Stuff of Skuflsand compelled him to enough to be in front of her. The cart
Background for the DM raise the dead and from them fashion an will also sweep side-to-side, menacing
Theodoric, patriarch of Tempus, smiled undead army modeled on the old Ches- those in the rear.
broadly as he poured his guest another senta Imperial Guards. Once the danger is passed, a middle-
glass of wine. ’Your lordship knows I Lord Yrkhetep already has gathered aged figure approaches the party. He is
don’t get many visitors, this shrine a force of gnoll brigands, intending to short, but muscular, dark skinned,
being far from the major trade routes. join them with Theodoric’s sepulchral balding, and has a thick graying beard,
You said you’re a pilgrim?” legions. cut squarely in the Turmish fashion. He
Lord Yrkhetep accepted the glass gra- However, the PCs find themselves carries no weapons but wears leather
ciously. ”Of a sort. This shrine looks involved with powers moving to armor, studded decoratively in brass,
positively ancient. Surely it was built counter the daemon’s bold moves. The stained and dented as though it had
before your tenure here?” oinodaemon Anthraxus, suspicious of been through many battles. In a rum-
”SurelyI These walls once stood as an Yrkhetep’s ambition, instructs his bling bass, the man says, ”Her master
outpost for the Chessentan Empire. earthbound agents to alert the region’s took her too near the embalmer’swork-
When my duties have allowed, I’ve militia. And Tempus, irritated that his shop. She has been skittish all day, and
made quite a study of those times.” servant is being used, sends his faithful the smell of the grave alarmed her. But
”Do say.“ an omen to set things aright. your part in this fulfills a prophecy, one
“Why, yes. For example, after which hints of rich rewards for those of
exhaustive research, I‘ve concluded The Adventure bold and hearty spirits. My name is
that their war god, Tchazzar, was actu- Ulliam. Would you care to follow me?”
The skies above Hlath have roiled, dark He turns on his heel and leads the
ally a.. I’
and threatening, since midmorning, party three blocks to a small and simply
As Lord Yrkhetep drained his wine,
and the waves at the docks crest high ornamented building at the edge of
his gaze, and more, fixed on Theodoric,
and white. But the druids, who know Hlaths dark side. ”Warriors, I bid you
who fell insensate under his guest’s nature’s moods, are conspicuously pre-
mental assault. enter in the name of the Lord of Battles.
paring for a dry day. The PCs are mak- Tempus.”
”Rise, Centurion,” Lord Yrkhetep
ing their way through the wide market
bade in flawless Old Chessentan,” and
square, dodging laughing children who The Offer
see these troubled lands about us. The
roll a hoop along the cobbles, when
people rebel in their pride, and the The building is a chapel devoted to
they hear a horse shriek. Turning, they
strong arm of the Empire must again see a magnificent white mare, her nos- Tempus. It is clean and without frills.
take up sword and shield. trils flared and her eyes wide with The walls of the main chamber are oak,
“Take my staff, praefectus, and gath- decorated with weapons and armor. At
fright, pull free of her owner’s grasp.
er your forces. I will return in a fort- Still harnessed to a small cart, she rears the base of the altar is a blood-red shield
night with my men, and we will show and charges into the square. bearing the blazing sword of Tempus. A
these upstarts what it means to chal- A PC with the Animal Handling young acolyte stands in a side doorway,
lenge Chessenta.” (horse) non-weapon proficiency (see nervously twisting the sleeves of her
Lord Yrkhetep, a powerful arcana- Wilderness Survival Guide) could try scarlet vestments.
daemon in human guise, has gained to calm the horse before she injures Ulliam bends his left arm and salutes
possession of the Staff of Skui’ls,a pow- anyone in the crowd. To do so, the PC her with a smart slap to his left forearm.
erful necromantic item. His innate mag- must get alongside the mare, a difficult ”Elspeth, would you fetch the vial I pre-
ic resistance prevented him from using task requiring a Dexterity check each pared this morning?” The acolyte bows
the stuff himself, so he sought a human round calming is attempted. Then the and disappears into another room, and
agent. character may attempt an Animal Han- Ulliam offers benches to the party.
He found Theodoric, an 8th level dling roll, with the standard + 4 ”pan- ”I serve Tempus Foehammer as his
cleric serving Tempus. Theodoric’s skill icked penalty. A PC druid with speak chaplain here. An omen accompanied
in military matters was typical of Tem- with animals could also attempt to qui- the spells he granted me this morning. I
pus’s followers; his interest in the dim et the horse. Again, the character must believe our meeting was heavy with
fate, and I mean to persuade you to
accept a mission holy to the Lord of
Battles. We are poor here and can offer
little in the way of gold, but if you agree
to this undertaking, I'll place myself
and this shrine in your debt." Specifi-
cally, Ulliam is prepared to credit the
party 7,500 gp worth of clerical serv-
ices, redeemable at any time, but only
in Hlath.
Elspeth returns, gliding to Ulliam's
side, a white clay vial in her hands.
Ulliam speaks, "I admit, my interpreta-
tion of the omen is dim and ill-defined
in its particulars. I do know, however,
that you must first seek out a man I
know as Theodoric, a humble priest
who tends a small shrine some 15
leagues south of here. The shrine is out- and the Nun river splashes noisily in its Solaria is 5'6" tall and weighs 150
side the small town of River's Run, bed. pounds, most of that muscle. She has a
where the Nun River sweeps near the Through the night, characters who confident air about her, mostly for the
Chondalwood. And you must give him are awake will sometimesfeel as though benefit of her troops. She will not take
this." He hands the vial to a PC. "This is they are watched by something hiding kindly to anyone questioning her
a potion of health, an elixir possessing in the darkness, unheard over the wind. orders without a particularly good rea-
the power to restore both body and However, there will be no visible sign son. She wears chain mail under her
mind. Although I get the impression of any such thing until noon on the tunic, she carries a shield +I. Her
that his needs are urgent, I cannot speak forth day, when the party is only a few favored weapon is her spear +2 (she
of any particulars." If pressed, Ulliam hours away from River's Run. Then, has weapon specialization in spear).
will admit a vague impression that the any character making an Intelligence She also carries a bow, for which she
party should find many allies on the check will glimpse shadowy figures in has 12 normal arrows, 6 arrows +I,
way, but that's all he might venture to the distance, sometimes ahead, at other and one treasured arrow + 3 , which
guess. If the party asks, he will also times on either side. casts an eerie green trail behind when
claim that Theodoric is a shy man, well Shortly after the figures are noticed, shot. Solara also keeps three potions
suited for his solitary duties. Ulliam the party comes over a hill to see one with her; two of them are healing, and
knows of Theodoric's historical avoca- woman, her spear held low and her the third is her ace in the hole, a potion
tion, but would not think such informa- right hand raised in greeting. Behind of heroism.
tion germane to the situation. her stand at least five score men, in At the moment, Solara isn't looking
Ulliam sternly recommends that the rough leather armor, all with long for battle, but she is curious why armed
party leave at dawn the next day. If nec- swords resting at their sides. As the characters such as the PCs are riding
essary, he can buy them riding horses. woman takes three steps toward the here. And she's nervous enough to be
party, the sound of light mail is heard edgy. If the party explains their mis-
Solara, and from beneath her red-brown tunic. She sion, Solara will return the favor:
First Signs of Trouble throws back her shoulder-length blond "As you are passing through, you
hair and says, "Greetings, travelers, on should know then the events of the past
Deep storm clouds pour from the behalf of these lands. I am Solara, and I two weeks. It began when a farmer in
southeast like a great overhead ocean. lead my people in battle. Who are you, the town of Orbesh (a day's journey
Late in the third day of travel, lightning who go so proudly through these twice- west across the Fields of Nun) witnessed
cracks the heavens, and rain can be seen cursed plains?" something I can only consider fantastic;
to the north, perhaps 10 miles behind one of the numeri peditatae, or local
the party. The horses have grown skit- Solara: AC 2; Move 91r; R4; hp 21; infantry, of the ancient Chessentan
tish, and they are difficult to settle #AT 1; Dmg by weapon; THACO 18; Empire, marching east in the distance.
down for the night. The setting sun ST 16 IN 14 WI 18 DX 15 CN 15 CH 15 Since then, there have been a score of
paints the clouds purple and scarlet, the CM 13: AL LG. similar rumors, and some of them
wind howls through the tall grasses, appear reliable. Now, I don't actually

9
..:,
- A- . .- , , -,
I -”-- *-”. - -

believe that Imperial Chessentan soldiers Chessentan troops. Earlier this day, he soldiers prepare to cook dinner.
are still wandering about the countryside, came by River‘s Run with a force of zom- For a moment, the entire sky flares
but there does seem to be some sort of bies and chased the halfdozen frightened with lightning, and a thunderclap
major military action going on, and so villagers into the woods. He then invoked explodes above the camp, echoing in
my Company of the Singing Dawn has an ability particular to his stufi, calling the distance. The rain has begun at last,
decided to investigate. forth great numbers of undead, but the promising a drenching by morning. It
”We would welcome your company as summons was not answered immedi- seems as if things couldn’t get worse.
we travel, and perhaps your aid should ately. Only when daylight fades will the Then the hands of four score skeletons
troubles arise. We will rendezvous Earth give up her dead. break the ground, grabbing onto any-
tomorrow morning with two other Anthraxus anticipated this, and bade thing that might help pull them free.
forces, Uandrydd’s Steel and the Will of his pawn Gwyndion to suggest River‘s There are two mobs of eighty skele-
Enhanen, in the village of River’s Run.” Run as a rendezvous place in hopes that tons each springing up on opposite
The Company of the Singing Dawn is the Company of the Singing Dawn sides of the camp. Another ten skele-
a small mercenary company that occa- might prevent these exhumed recruits tons exhume themselves into Solara’s
sionally performs charity work, which from reaching Theodoric. tent. These creatures will first attack
in Solara’s opinion, promotes the cause Yrkhetep is ignorant of such machi- Gwyndion and Randwulf, and then
of the group’s patron deity, Lathander. nations. But he did feel it best to dis- attack opportune targets as the battle
It is divided into three units, each of fif- patch some guardians to watch over the progresses.
ty fighters: macabre garden, These agents, a dozen The skeletons will have initiative the
Solara’s Elite, commanded by Gwyn- vargouilles, promptly slew the resi- first round, but cannot move other than
dion the Bald; a tight-lipped human dents of River’s Run and now patrol a to unearth themselves. Their instruc-
who is suspicious of the PCs. If the PCs forested area near where the skeletons tions are to join with Theodoric’s other
and Solara disagree, Gwyndion will lie. forces in the woods, and they will
suggest that they should leave if they When the PCs arrive (alone or with attempt to do so at the first opportuni-
don’t like Solara’s ideas. Gwyndion’s Solara’s forces), the hamlet of River’s ty. However, the mobs will turn to
aide, Edmund, is a spy. He is one of Run is deserted. As this place serves as a attack any creatures (except other
Anthraxus’ human agents andl perhaps meeting place for the few local farmers undead) within 6” if a Discipline Check
the party’s most valuable ally. and trappers, there are but five build- fails. They also will return any attacks
Forester Guards of Nun are com- ings: a mill, a stable, a general store, a made upon them.
manded by Miebhailar, an elf. He is tavern with a few rooms, and a private The surprised units are considered in
friendly enough, but prefers to keep residence. Nothing worth more than a open formation and out of command.
himself busy rather than hobnob with few silver can be found, and the only In these extreme circumstances, they
the PCs. obvious clues indicate that the people suffer a -2 penalty to both discipline
The Spears of the Dawn are com- left recently, quickly, and without vio- and morale on the first round. This pen-
manded by Randwulf Doorbane, a lence. alty falls to -1 on the second round,
scarred veteran of more battles than he Solara or PCs with Tracking skill can and remains at -1 until the unit is put
can count. locate the villagers’ corpses by follow- under command.
If the party wishes to leave the Com- ing their trail, searching the woads for The Forester Guards are not sur-
pany of the Singing Dawn belhind and half an hour, and making three success- prised and are in command. They will
travel on horseback to River’s Run, ful tracking checks. rush to their comrades’ aid. They begin
Solara advises against it. As battle- Most of Solara‘s men-at-arms are 20” away from camp, in any direction
tested as the PCs are, they would be lit- spooked by the villagers’ disappear- the PCs like.
tle match for a large, well-run military ance. Because of this Solara suggests In any fair fight, the skeletons would
group. Traveling with the Singing camp be set a few hundred yards away be a minor inconvenience, but the situ-
Dawn will cost the party only two from the village. Her troops are amena- ation is ripe for units to rout. If this
hours, and Solara suggests that they ble. happens, the units will flee into the for-
travel together. The clouds grow red and dark as the est, where the vargouilles will easily kill
sunlight fades, and the Forester Guards them within minutes. This is a battle of
River’s Run and patrol a large perimeter around the attrition: can the PCs assume command
camp. Solara has asked Gwyndion and over their forces, or otherwise keep
the Rain of Terror Randwulf (as well as any PC who them from routing? Gwyndion and
Theodoric‘s studies showed that the vil- insists on accompanying them) into her Randwulf will almost certainly be
lage of River‘s Run was built almost tent to discuss tactics. The Spears of killed, and Solara might be busy for a
directly atop a mass grave of Imperial Dawn gather firewood, and some of the long time.

10
The firewood may be used as clubs These are the allies Solara spoke of you fought last evening, Milady."
by any PC or unit in command which earlier, Llandrydd and Enhanen. Enhanen glares at Llandrydd. "You
moves adjacent to the woodpile next to Llandrydd commands two units, speak needlessly, as is your habit. Did
the campfire. Llandrydd's Steel, a crack unit of you expect us to be stupid enough to
On the third round of combat, six swordsmen garbed in green chain mail, miss that conclusion?We're here to pre-
vargouilles sweep in from the woods and Llandrydds Auxiliary, a pike unit. pare strategy, not marvel at your grasp
15" north of the camp. These horrid Enhanen is a man of high charisma of the obvious."
creatures will attack any single figure, and cunning ways, who gathered to Also this morning, a thief or monk in
such as a unit commander or hero. him a small, semi-permanent horde of the party will find a small bag in his
(Remember that three rounds of indi- followers he calls The Will of Enhanen. belongings. The bag contains a vial of
vidual combat occur for each round of Enhanen has agreed to join the cause for smoked glass filled with a milky liquid,
BATTLESYSTEM" Fantasy Combat the challenge of fighting legendary and a note reading "I hope you find this
Supplement.) Chessenta, for glory, and for fame, potion of wraithform useful." One of
After the battle is over, Solara tallies rather than over concern for the safety Anthraxus's agents deposited the vial
her remaining forces, sets watch, and of the region. sometime after the fight last night. The
tries to settle the camp. The rain and the To Solara's surprise, there is also a potion acts just as the third level illu-
storm continue until the early morning. company of Hybsils. Their leader is a sionist spell of the same name, except it
The PCs might allow some of the Hybsil named Marcabruk. Llandrydd works for 3-12 (3d4) rounds. If it lasts
skeletons to escape, then track them to has been hard-pressed to keep the little for a full 12 rounds, there is a 5%
their destination. Neither Solara nor fellows from charging into the woods chance that the potion will perma-
any of her troops are in any condition for the last several days, and they will nently change the imbiber into a
to accompany the PCs, but her objec- make their impatience known as they wraith.
tions to their going will be weak. wait of the Company of the Singing
Skeletons which escape soon reach a Dawn to ready itself to join the arriving The Battle
path that runs perhaps twelve miles forces.
through the woods. Characters follow- Solara, Llandrydd, Enhanen, Marca- After the planning session, the forces
ing the path to its end see a small build- bruk, and any PC who so wishes will move out. There is an easily traveled
ing, indistinct in the rain and darkness. meet together to discuss the events of path in the Chondalwood which leads
Small fires burn inside, their light reveals the past few days and make battle to Theodoric's shrine. If the PCs did not
the silhouette of a terrible regiment of plans. Unless the PCs investigated after find this place the night before, Solara
skeletons and zombies, all immobile, all the battle last night, no one knows just (or a PC with tracking skill) will be able
sleek in the rain, all armed and armored how strong Theodoric's undead legions to find tracks in the wet earth directing
in the archaic battle garb of old Chessen- are. the army down the path.
ta. The wind whistles shrilly through the During the discussions, Marcabruk is The shrine is located on high ground,
bones of three hundred skeletons, carry- eager to move on immediately, and sug- facing a clearing the party must pass
ing the smell of carrion. This is a sight gests making any necessary plans on through. The area off the map is heavi-
which ought to dissuade most parties the way. His scouts have detected a ly wooded. The shrine itself was
from attacking immediately. The PCs large group of gnolls somewhere in the designed as a citadel for Imperial Ches-
will probably perish if they attack before area. He says if his hybsils found out senta and was taken over and modern-
getting help. about the presence of their most hated ized by the clerics of Tempus. It is
foes, he's not certain how well he could detailed more carefully below.
keep them from blindly charging to Theodoric's spectral legions surround
Reinforcements the building.
attack. He feels it's better to move on as
The clouds are scattered in the sky the soon as possible to reduce the chances Theodoric's strategy in battle is to
next morning, and when the dawning of running into such troubles. break the center of the enemy line and
sun peeks out, the light reflects playful- Solara then explains (or asks one of then wipe up the isolated remains. One
ly off the river, which runs high and the PCs to explain) about the attack on tactic he might use is to charge the cen-
fast. Puddles are everywhere, and the her forces last night. ter of a unit with a large frontage, using
air smells fresh and damp. Llandrydd reports that the walking the war shields and spears in the second
Minutes after dawn breaks, march- dead have been reported from lands to rank (see unit descriptions) to cause
ing can be heard in the west, and the the south and east. "I'm afraid we ought immediate damage. It would be likely
banners of friendly troops come into to expect a force not only directly con- that the enemy would wrap around the
view around the edge of the Chondal- trolled by a tactically-competent intelli- skeletons to avoid the effects of a shield
wood. gence, but also considerably larger than wall. The zombies will attack any ene-

11
my who moved around the skeletons. seen, as well as two curving staircases however it is obvious that these have
After a short, bloody fight, the undead which join in a landing leading to the not been used for long time.
should split the enemy line. level above. As this area is investigated, a
Non-charging units will use their 2. Sitting Room This room is a con- huecuva approaches from behind.
positional advantage, moving just to servatory where Theodoric might join Although it is not too bright, it has
the edge of a contour line so that the guests in conversation. There are com- decided to polymorph into a rust mon-
enemy will suffer disadvantages for fortable chairs with side benches, and ster, hoping to attack a PC who is afraid
attacking uphill. unremarkable landscapes painted on to use magical weapons against it. It
On the sixth turn of combat, a force the walls. will run away after two rounds. It can
of gnolls (see Order of Battle), accom- 3. Strategy Chamber The center of inflict no wound damage, but can cause
panied by six hyaenodons will appear this room holds a large table, 5 feet by disease. It will reappear in three
in the southwest corner of the board 10 feet, covered with miniature military rounds, polymorphed to resemble a
and advance to join in battle. The figures. Theodoric tests his strategy in PC. In this form, it can only do 1-6
hyaenodons will attack single figures or simulations of historic battles here. points of damage, but its disease power
heroes, especially spell casters. Currently, the figures on the table are in is still effective. It will attack until
the midst of a siege of a river city. destroyed.
Theodoric's Fortress 4. Kitchen Rats scurry away from 12. Theodoric's Chamber The door
anyone who enters. It is otherwise into this room is locked. Inside is a
The PCs and their allies are out-classed. unexceptional. room much like the guest rooms, but
Although the humans might have a 5. Breakfast Room When not enter- with personal effects scattered about.
chance against the undead, the gnolls taining guests, Theodoric eats alone in There is a delicate silver candelabra
attacking from behind could over- this room. (weight 8gp, value 25gp) holding two
whelm them. Clearly, the time is ripe 6. Dining Room This room hasn't votive candles which act as Incense of
for decisive action. By now, the party been usedfor quite some time, except as Meditation when burning. They are
should have pieced together the clues access to other rooms. The walls dis- unlit, and Theodoric is not currently
that lead to a meeting with (and ideally play examples of archaic armor, the under their effects.
the curing of) Theodoric. table seats eight. 13.Chapel The second floor is mostly
The shrine is two stories high, with 7. Museum Immediately before the devoted to the chapel on its west side.
the western half of the roof open and party enters this room, a shuffling The large stained-glass window casts a
level, providing a large patio. It is an sound and a loud bump can be heard. tranquil amber light over the room,
old building, the stone walls discolored Inside is Theodoric's collection of his- with its martial decorations. Several
and moss-covered in places (doubling a torical relics, most of them military. small anterooms contain spare religious
thief's chances of slipping). It has been Tables hold delicately carved swords and military paraphernalia, some of
holy to Tempus for over four hundred and spent wands. There are displays of these rooms have been emptied to pro-
years and has seen a number of curates. great battles and also great historical vide gear for the armies of skeletons
Its current caretaker assumed lhis duties events. There is a closet at the far end of and zombies outside.
ten years ago, and like his predecessors the room. The guardian of this trea- 14. The Staircase A long and narrow
has remade some of the rooms accord- sure, a necrophidius, lurks nearby. hallway with a wide window to the
ing to his personal taste. The monster will attack any intruders. south leads to an old metal staircase
8. Sun Room This room is pleasant, helixing up to the roof. The battle
First Floor with a number of handsome, but unwa- below is visible from the window.
The entrance into the shrine is a set of tered, plants and a high-back chair.
double doors on the east wall,, resplen- 9. Library The books on these shelves The Roof
dent with brass etchings depicting the are old but common, most are thick This area covers only the western half
deeds of Tempus's warriors. This portal with dust. of the building. Two ballistas, in the
is open, and the shrine is dark and southeast and northwest comers, rest
silent. Second Floor unused. Although they are operational,
1. Parlor Light from outside shows 10. Landing The balcony provides an and there are three bolts for each,
that this foyer is tiled in coral and yel- impressive view, the acoustics here pro- Theodoric refuses to use them, as they
low. It is two-stories high, with a railed duce remarkable echoes. were not invented in the time of the
balcony eight feet above the ground 11. Guest Rooms These are neatly Empire. In the center of the roof is a
floor. The walls give a hollow echo to kept, with a bed, a desk, a chair, and a raised platform, and on the platform is
the PCs' footsteps. Four doors can be small altar to Tempus in each room, a man in bronze plate mail wielding an

12
, .. . . I .

i . .

ebony staff tipped with an ivory skull. the charge, this unit will form a shield Argent, a phoenix rose between three
Theodoric: ST 12; IN 14; WI 16; DX wall (see BATTLESYSTEM Fantasy keys vert. The long swords they carry
13; CN 16; CH 13; CM 13; AC 1;Move Combat System rule i11.61, page 20). each have a dusty pink stone in the hilt.
6”; CL 8; hp 57; #AT 1; Dmg staff; The Skeleton Spearmen also wear This unit is commanded by Gwyndion
THACO 16; AL CN; ring of protection ancient garb. This unit can join the Tur- the Bald (CR 10”).
+ 2 , under the effects of a potion of mae Peditis in melee, attacking from Llandrydds Steel. This unit’s stand-
speed. the second rank. ard is vert, a sword between two maun-
Spells: bless, cause fear, command, The Zombie Auxiliaries are elite ches in fess, or. This mercenary
curse, penetrate disguise, dust devil, corpses armed with tridents and small company is slightly larger than
hold person, silence 15’ radius (x2), shields. Solara’s, and is renowned for precise
spiritual hammer, dispel magic, magi- The Gnoll Elite are armed with hal- and often unconventional military tac-
cal vestment, prayer, cure serious berds. tics. The soldiers wear chain mail of an
wounds, spike stones The Gnoll Cowards are armed with unusual (but non-magical) green tint,
Theodoric is quite mad, If a PC battle axes. and each soldier is skilled in the use of
approaches from the air, Theodoric will Both Gnoll units have unnamed unit short sword and dagger simultane-
assume the PC i s an enemy and attacks commanders (CR 6”) Hybsils are their ously. Llandrydds Steel can make two
with all his might. If, however, a char- hated enemies. attacks per combat round, once with
acter comes from below, Theodoric The Hyenas are a mob unit. They each weapon. The second AR reflects
will take the PC to be a comrade and attack Hybsils that come within range the penalty for attacking in such a man-
will salute. Anyone playing along with of a charge. Either gnoll unit can ner. The unit is commanded by Llan-
Theodoric’s delusion might have a attempt to give them orders. drydd Wyvernheart, whose epithet
chance to persuade him to give up the The six Hyenodons fight as heroes. hints at his speed in battle and his repu-
stuff (and command over the undead), They attack other heroes and spell cast- tation for a deadly sting. Llandrydd is a
or to join the PC in a toast to victory, or ers. large and powerful-looking man, 35
some other ruse to get him to drink years old, wearing a worn and stained
Ulliam’s potion. Human Forces tan tunic with the company’s arms dis-
Assuming the PCs can either kill played over the heart. His authority is
The Spears of Dawn. Each fighter
Theodoric or (better) cure him, they wears chain mail and wields a silver- palpable, and he has won many allies
will affect the outcome of the battle. If tipped spear. When the Spears of Dawn during his career. He always remains
the Staff of Skulls is left without an are being paid for their trouble, their with his unit, and has a CR 14”, a Cha-
owner, the undead immediately Morale and Discipline rise to 11. The risma of 18, and 15 hit points.
become a mob and attack any unit unit is commanded by Randwulf Door- Llandrydds Auxiliary. This a compa-
within 6”. (This is an exception to bane (CR 10”). If he is with any other ny of pikemen who dress in leather
BATTLESYSTEM” Fantasy Combat armor. Since they can attack from the
unit, Randwulf‘s Command Radius
System rules [2.81 and 113.91.) drops to 6”. second or third rank, Llandrydd’s Steel
Only evil characters can control the will often wrap around the pike unit
Forester Guards of Nun. These char-
staff. (Theodoric has been given a schiz- and face outward, a lethal block of
ismatic fighters from the towns border-
ophrenia in which his second personali- steel. Nevertheless, the pikemen are
ing the Chondalwood dress in studded
ty is an evil cleric from the time of treated as second-class members of the
leather and carry long swords and sim-
Imperial Chessenta.) If the stuff is bro- company, cowards who must hide
ple wooden shields. They are recruited
ken all undead it has summoned imme- for their chivalry as well as their brav- behind the real men. Their unit com-
diately return to their original resting mander Cercamon (CR 8”) is the butt of
ery, and for their grace and battle-skill.
places. many jokes in the swordsmen’s camp.
There are no brutes among them. The
The Autnak Tribe is a group of
Forester Guards are practiced scouts,
Order of Battle possessing the elven ability to hide in hybsils. These hardy little fellows get
natural terrain. These fighters are the + 4 on all saving throws. They are
Yrkhetep’s Forces armed with daggers and short bows.
cause of the PCs‘ jitters the night before
Their arrows are coated with a sleep
the first battle. Their unit commander is
The Skeleton T i a e Peditis wear the poison ( - 4 to save). Their commander
trappings of the ancient infantry of Ches- Miebhailar (CR 11r‘ ) .
is Marcabruk (CR 10”).
senta. They c a r y large, spiked shields. Solara’s Elite. These are fighters from
The spikes can be used as weapons in a the Plains of Nun whom Solara person-
charge. The spikes inflict 1-12 points of ally recruited and trained. They wear
damage, but at a +2 AR penalty. After scale mail and carry shields blazoned:

13
Human Forces

Unit Name Type Lvl AC HD/Fig MV AR ML DL #Fig Dmg

9” 19/21

Yrkhetep’s Forces

Unit Name Type Lvl AC HD/Fig MV AR ML DL #Fig Dmg

Hyenas Inf Hyenas 7 30 12Ir 18 11 8 6 ld3.0


Hyenadons Inf Hdon 7 5 12I’ 30 10 9 6 3d4

Theodoric’s Fortress
One square = 10 feet

flluL 1 1st Floor

14
The Battle of Urml 'Twas then a hush A s goblin smote goblin
Fell o'er the village And steed attacked steed
In thunder they came And all eyes together The air filled with smoke
The hordes of war Goblin and mankind And green droplets flying
And rent the hills In the space of a heartbeat A s the battle was turned
With the cries o f bloodlust Turned towards the mountains And the raiders repelled
On steel-shod beasts A tall stony finger
That beat a tattoo The peak named Tyr's Watch The battle was ended
Of death and destruction And slowly the victors
On innocent breasts For there standing proud Emerged from their quarters
At the top of the summit To search for survivors
The horns were blown A man in white armor Or bury the dead
The clarion calling With white horse beneath him But no sign could be found
And men left their wives Right hand extended Of the man in white armor
A n d children crying Raised toward the heavens 'Cept a fist of bright steel
To mount their steeds Sunlight reflecting In a puddle of blood
To meet the invaders From a fist of bright steel
Whose numbers seemed endless (A recounting of the Battle of Urml as
From the foothills streaming Then swiftly he galloped penned by Galenous the Bard and
Into the battle taught to all children of the Church of
Then white-robed clerics And pointing his hand Tyr)
Fell down on skinned knees The hand of bright metal
And prayed to Tyr He called down the lightning Background (100years ago)
The God of justice To strike the invaders
To right the scales The small settlement of Urml, nestled in
And goblin screams mixed the southwestern corner of the Orsraun
To stop the swinging With cheers of the townfolk
Of goblin axes Mountains had long been a haven for
Slippery with gore artisans and scholars of every ilk.
And fear filled the faces Those wishing to escape the hustle and
Where once there was bloodlust

15
bustle of the larger cities and desiring a rebuked his offer, No-Nose spat at their As the story of the savior in white
quiet haven to study and create found feet and threatened to level the town. armor was repeated, all began search-
Urml to be ideal. Urml had nothing in the way of a mili- ing for the warrior to offer their thanks.
Sculptors, painters, poets, architects, tia, but with this threat the citizens But no sign of man or horse could be
metal smiths, wood workers, glass- decided that something should be done found. Devron, a scribe of the church,
blowers, potters, and stone masons to protect the town which they had happened to notice something gleaming
together with the scribes and clerics of worked so hard to create. Mercenaries in a pool of blood and gore. He gingerly
the new religion of Tyr combined their and horses were called from Westgate retrieved the object, a shiny metal
skills and erected buildings that would to instruct the villagers in the arts of rid- gauntlet.
symbolize the artistic and religious free- ing and fighting. But before the lessons This was all the proof the clerics of
dom of the village. A large school and could be completed, the goblins struck. Tyr needed. The savior, they said, was
library, dubbed the ”Keep of Knowl- No-Nose, hearing of the arrival of in actuality the god Torm sent by Tyr to
edge,” was established to instruct young men and horses in Urml, hastily con- deliver justice in answer to their pray-
apprentices in the finer arts. Across the tacted all the goblin, orc, troll, and ers. He left the gauntlet as a sign that
street, a beautiful cathedral to the god kobold tribes in the area. Lured by the the town was under his protection.
Tyr was built, where those of any reli- promise of vast wealth and easy pick- As the rest of the townspeople spent
gion could come to pray and meditate. ings, the tribes forgot their petty differ- the next few weeks repairing the dam-
Thus it was that many travelers from ences and banded together for a raid on age and beefing up their militia, the
Ormath to Hlondeth made an out-of- the town. Sweeping down from the clerics built an ornate glass shrine to
the-way stop in Urml either to acquire a mountains on horses, mountain goats, house the gauntlet, Months passed and
high quality object of art at one of the dire wolves, and wild boars the goblin the impact of of the white warrior’s
indoor or outdoor shops, or to marvel army swiftly overran the village. Those assistance dimmed in the eyes of some
at the twin structures. villagers who could ride and fight made and grew in the hearts of others, caus-
As word of the village spread a valiant effort to repel the attack, but ing a rift to develop. On one side were
throughout the area, Urml found itself they were overcome by sheer numbers. those who had lost husbands, sons and
in a unique position. Merchants from Then something happened. Abrupt- fathers in the battle and insisted on a
the north offered high prices for all the ly, a hush fell over the town as if all strong and well-armed militia to pre-
items the residents could produce, and sound had been sucked from the air. vent further raids on the town. On the
the swelling ranks of applicants for the Man and monster fearfully turned other side were the clerics who insisted
school and church threatened to turn toward the mountains to behold a lone that such a show of force was not need-
the small community into a major fighter, dressed in shining white armor ed, as Tyr would send Torm to reclaim
metropolis. and mounted on a pure white horse, his gauntlet and again intervene if the
A meeting of the town council was descending into the village; his raised need arose.
held to discuss Urml’s fate. Should the right hand was encased in gleaming
village to allowed to expand and per- metal that painfully reflected the sun’s Introduction
haps become that which most of the rays into the the combatants’ eyes.
inhabitants had escaped from, or Reaching the village, the stranger The Hand of Tyr is designed for a group
should it retain its small town size and kicked his horse into action and of 4-8 characters of 6-7th level. The
flavor? As one, the townfolk voted to charged directly into the midst of the group should consist of several fighters
keep Urml as it was. Only those stu- goblins. Bolts of lightning seemed to fly and at least one cleric. Magic-users,
dents who showed the most skill or reli- from his steel gauntlet, striking and kill- while helpful, are not necessary. The
gious fervor were allowed to study at ing the invaders without mercy. So action centers around a festival and
the church and school, and anyone great was the goblins’ fear that in their battle reenactment to be held in the
desiring to reside in Urml had to first be haste to escape they were soon attack- town of Urml, located at the southern
approved by the council. ing and killing each other. Inspired by base of the Orsraun Mountains on the
But with one problem solved, the appearance of the stranger, the vil- Forgotten Realms map. At the start of
another appeared. A large goblin band, lagers soon sent the remaining creatures the adventure it is the referee’s job to
calling themselves the Bloodier Teeth, scurrying back to their lairs. Although play up the festival as much as possible.
had heard stories of the town’s wealth the casualties had been heavy, the town The object is to generate excitement so
and prosperity. Down from the moun- had been saved. the PCs will believe this is one event
tains came No-Nose, their leader, and The clerics of Tyr, who had been they will not want to miss.
several of his henchmen to demand that praying for deliverance during the bat-
the town pay them a tribute for; ”protec- tle, rushed from the church when they
tion.” When the council unanimously heard cheers of victory.

16
The Beginning bats, Puppeteers, and Story Tellers! day on horseback. The road, winding
Marvel at Strange and Fearsome Beasts through the Shining Plains, is little
The adventurers, newly arrived in Caged and Displayed! As a Very Spe- more than a path, worn down over the
Ormath, are seated at a low oval table cial Event We Will be Presenting a True years by the weight of horses and wag-
in the Inn of Seven Stars. The inn is one Re-creation of the Battle of Urml! All ons. Because of a drought during the
of several fine establishments in this Those Skilled in Horsemanship and past months, the grassy plains are
bustling municipality. It caters to the Weaponry are Invited to Participate! brown and very dry. The following
needs of travelers and city dwellers This is Not to be Missed!” encounters might take place during the
alike. Hot meals, strong drink, hot With much bragging and boasting, characters’ trip. DMs should use their
baths, clean sheets, and an appreciative the bar patrons make plans to attend own judgment in deciding which
ear for boasts and complaints can all be the event, Play up this in a big way, as encounters to use, and where and when
had at the Inn of Seven Stars. the PCs should be caught up in the they occur.
As the party sets about devouring excitement and want to attend as well.
their noonday meal of roast mutton, The stranger, who introduces himself as
stewed potatoes, candied yams and Encounters
Emric of Urml can relate the following
sweetbread, the bell over the entrance information. The festival will begin in
rings, and a slight man carrying several Daylight
one week and last for four days. From
rolled up parchments under one arm Ormath to Urml is about a 2 1/2 day 1. Drunken Horsemen
enters. He pauses at the doorway to ride, but the countryside is flat grass- Loud shouts and galloping horses come
beat the dust from his simple woolen lands and the going is very smooth. from the road behind. Six men on
garments, and his eyes scan the interior, There are several boarding houses set horseback are bearing down on the par-
settling on Ethran, the proprietor. He up in Urml just for the event, as well as ty, waving swords and ale bottles. The
quickly makes his way to the a huge campground for those who pre- men are very drunk and sway alarm-
horseshoe-shaped bar, drops his bun- fer to sleep under the stars. The Battle ingly in their saddles as they fight a
dles, unrolls one of the parchments and of Urml, which took place one hundred tribe of delirium-induced goblins. They
shoves it in Ethan’s face. After several years ago between the town forces and ride directly down the center of the
seconds of fast talk and animated ges- bands of goblins will be recreated on an road, oblivious to the party, shouting
tures, Ethran gives a nod of consent and expansive field next to the festival site. war cries and urging their mounts to go
the stranger, handing over the parch- Anyone can participate, playing the faster. There is a 45% chance that one
ment, tips his hat and settles himself on part of the town militia or the goblin of the riders will fall from his horse
one of the stools. hordes. Real weapons and horses will within 10 yards of the party. The fallen
Ethran turns and tacks the parch- be used, but everything will be careful- drunk will lay sprawled on the road
ment to a wall behind the bar. The ly staged to prevent bloodshed. while his fellows continue on their mer-
parchment advertises an upcoming fes- Emric, who is a member of the cur- ry way. The party can revive the uncon-
tival. Several patrons cluster around, rent Urml militia, will try to answer any scious fellow with a neutralize or s2ow
excitedly pointing to the colorful adver- questions the characters have. If they poison spell. If they do so, he will bel-
tisement, and talking animatedly with ask him about the Battle of Urml, how- ligerently tell the PCs he is on his way
the stranger and each other. If the PCs ever, he will not mention the white war- to the festival to fight goblins, then
manage to squeeze through the crowd rior or relate anything about the Hand order them to get out of his way. This
they will be able to read: of Tyr. During the intervening years, said, he will stagger down the road,
”Come One! Come All! In Celebra- the official story of the battle has holding his head and shouting “Wait for
tion of the 100th Anniversary of the changed(see below). After talking with me!” If the party attempts to stop the
Battle of Urml We Are Pleased to the party, Emric will beg their leave to others before they can do any damage,
Announce For Your Amusement and resume putting up posters. For the next they must first rein in the horses and
Gratification a Festival to be Held in the few days, the entire town of Ormath bring them to a stop. All the drunks will
Town of Urml This Feast of the Moon will be abuzz with talk of the festival. be hostile, and some might even attack.
Day of Uktar! A Wonderful Time is Any lecture on the evils of drinking the
Guaranteed For All Who Attend! Pur- party might deliver to the men will be
chase Beautiful and Exotic Items at Our
The Road to Urml met with downcast eyes and mumbled
Many Shops and Bazaars! Partake of The distance between Ormath and curses.
Foodstuffs and Delicacies Most Deli- Urml is approximately 270 miles. Drunks (6): AC 10; Move 12” (24”
cious! Quench Your Thirst With Wines Assuming that the party is traveling when mounted); HD FO; hp 3 each; #AT
and Ales Brewed to Perfection! Enjoy light and does not make unnecessary 1;Dmg Knife; THACO 2d 20; AL N; SA
Jugglers, Clowns, Magicians, Acro- stops, they should average 60 miles a greatly intoxicated (see DMG page 82).

17
2. Alfrendo Pickpockets (7): AC 7 (dexterity will make off with their prizes and leave
At the side of the road are a string of bonus); Move 12"; HD T3; hp 10 each; rocks or small sticks in return.
four gaily painted wagons. The words, #AT 1;Dmg dagger; THACO 2d 20; AL
"Alfrendo's Mythical Menagerie" are N; SA pick pockets 45%, other thief 3. Runaway
painted in huge letters on the side of abilities. While eating their evening meal, one
each wagon. A beefy, red-faced man PC will see a small figure standing a few
squats next to the last wagon, shaking 4. Stampede yards from the camp. If the PCs are
his fist at a broken wheel. The man is A herd of 25 wild cattle, grazing next friendly, the young boy will gladly
Alfrendo Galona. The wagons contain to the road, will be frightened into a approach and ask to share some of their
the mythical creatures from his show. stampede by the appearance of the par- food. Reluctantly, he will tell the group
Alfrendo was on his way to exhibit his ty and their horses. There is a 25% that his name is Rudox, he is 11years
creatures at the festival when a rut in chance that they will run directly at the old, and that he ran away from his
the road caused him to lose a wheel. If party. If this occurs, roll 2d4 for each home in Ormath to see the festival
the party stops to help him fix his wag- member of the party in the path of the because his parents were "too mean" to
on, he will thank them profusely and stampede to find out how many cattle take him.
offer them a free look at his creatures. trample each party member. Mounts Rudox will beg the group to let him
All four wagons are barred in the cannot be trampled, but their riders go to the festival with them, promising
front and covered with tarps to keep must make a dexterity check or lose to be on his best behavior. If the group
out prying eyes. The first contains a their seats and be trampled. A cavalier declines his offer, Rudox will go on his
chimera, which has been declawed, or other character with riding skill may own. If the party tries to take him
defanged, and deprived of its ability to check his skill instead of his dexterity if home, he'll threaten to just run away
breathe flame; it is fat, lazy, and harm- he wishes. again. If the party allows Rudox to go
less. with them, they'll be sorry. Rudox will
The next wagon contains a gargoyle. Night want to stay up all night talking and
When it sees the party, the gargoyle will asking questions, play with the charac-
1. Fire
go berserk, screaming and shaking the ters' weapons, bother the horses, and
As the PCs prepare to settle in for the
bars of his cage. There is a 55% chance make a general nuisance of himself. The
night, they will see a plume of thick
that it will pull loose the already weak- party should be all too happy to finally
gray smoke appear over the horizon. A
ened bars and attack the group. get rid of him.
few minutes later, one of the drunks
The next wagon contains a sleeping Rudox: AC 10; Move 12"; HD FO; hp
from Daytime encounter #lwill ride
harpy. The harpy is gagged and her into their camp screaming "Fire! Fire!" 2; #AT none; Dmg none; THACO 2d
wings have been clipped. When the drunks made their campfire, 20; AL N.
The last wagon contains a frightened they neglected to ring it with stones and
baby copper dragon named Cueperia. 4. Ogre
the dry grasses went up in flames. They
Alfrendo will pet the creature and talk During the night an ogre, recently
are too inebriated to put it out and will
to it in a soothing voice in an attempt to banished from his tribe in the Orsraun
just run around in circles yelling and
calm it. After a while the creature will Mountains, will sneak up on the camp-
screaming. site in an attempt to kill the group and
lick his hand, curl up in a ball and close The party has three turns to take
its eyes. steal their possessions. The ogre is
action. If they fight the fire they will be
armed with a spear and stone club and
able to smother the flames before they
3. Thieves is mean-tempered enough to fight to the
spread too far (usingblankets, shoveled
Seven pickpockets, headed to the fes- death. If subdued, the ogre will reveal
dirt, water, etc.) If they fail to fight the
tival to ply their trade, are walking some important information in ex-
fire it will devastate a circle 25 miles
down the road. They will hail the party change for his life: He was banished
across, moving outward at a rate of 36"
as they approach. While some of the from his tribe for accidentally killing
a turn. Anyone caught in the blaze suf-
members innocently ask for directions the chief's brother during war practice.
fers 3-24 (3d8) points of damage.
and make small talk, two of the thieves He has no love for his former tribe and
will try to rifle the characters' saddle will tell the party that they are planning
2. Rats
bags, taking any valuables that they something big to teach Urml a lesson.
During the night, four curious pack This is all the information he'll give
can get their hands on. If they are rats will infiltrate the camp looking for
caught in the act, they will claim that them, except to say that the big plan
food and any small shiny objects (but-
the item(s) fell out of the bags and they will take place during the festival.
tons, buckles, and jewelry being
were just putting them back. Then they favored). If they are not detected, they
will quickly walk away.

18
Urml Today
Urml is a small community of about 800
nestled in the southwestern foothills of
the Orsraun Mountains. Most of the
villagers are craftspeople, specializing
in weapons, armor, and other military
items. The rest are students at the col-
lege or farmers. The main attractions in
Urml, apart from the high-quality mer-
chandise, are two large twin buildings
built well over a hundred years ago.
The first is a school and library dubbed
the Keep of Military Knowledge (for-
merly the Keep of Knowledge). Here
students from all over come to train in
the use of weaponry and hone their
fighting skills. Across the street is the
Temple of Tyr. This building is in a state
of disrepair, and those who attend the
services are few; possibly due to the
fanatical nature of the church elders
(see below).
Urml maintains a 300-man militia
composed of townspeople, farmers
from the small wheat farms that sur-
round the community, and students at
the military college. Raids from the Inside the rou demonstrati ns of rid- If the PCs gree, he will ask the PCs
goblin gangs that dwell in the Orsraun ing and figiting skills are being con- to meet him I 2re on the battlefield two
Mountains are almost nonexistent as a ducted under the supervision of days before the reenactment. He will
result of this force. Creosoe, a militiaman. Creosoe is also have their troops ready. If the charac-
in charge of the battle of Urml reenact- ters have not yet secured lodging, he
The Festival ment. If the party loiters here for more will invite them to make use of one of
There is no doubt that the town of Urml than a few minutes, or begins asking the dormitory rooms in the keep. If the
is in a festive spirit. Paper banners and questions or making comments about players gained any information from
streamers decorate all the streets and the demonstrations, Creosoe approach- the ogre (see Night Encounters #4) and
shops; push carts filled with delicious es them. mention anything about it to Creosoe,
smelling delicacies compete with street Creosoe, a crusty old white- he will dismiss it as utter nonsense.
merchants hawking their wares. mustached general, whose craggy face Creosoe is very hard-headed and is sure
Almost any item the characters wish to bears the scars of many battles, will the goblins wouldn't dare try anything
purchase can be found at one of the explain to the party that he wants to with his militia around.
shops or booths, often at greatly make the mock battle look as realistic
reduced prices. Signs advertising as possible, but he does not want any- The Keep of Military Knowledge
"Room, Board & Bath are prominently one to get hurt. He will be in charge of Several young men in highly-polished
posted in front of the four inns as well the militia forces, but he needs some plate mail stand in front of this beauti-
as at several of the larger dwellings. people with good leadership qualities to ful three-story stone and glass build-
A campground has been set up in a keep the untrained volunteers who will ing. The men will conduct tours of the
large field to the north of town. Next to play the goblin forces under control. keep for any interested visitors.
the campground, large colorful tents Creosoe will ask PCs if they would be Inside are several displays of weap-
have been erected to hold the shows willing to organize the volunteers and onry in glass cases, a huge library of
and attractions. run them through their paces. This military tactics and history, several
To the south of the fairgrounds, a would also be a good time to weed out classrooms, dormitory rooms where
large open area has been roped off. any potential troublemakers or those out-of-town students stay, shops and
that might hurt themselves.

19
forges where the making of weapons and told him he would punish the blas- The Fairgrounds
and armor is taught, and a large room phemers for besmirching his deeds.
containing a simulated battlefield. As Ponton delivers his speech in a high, Many large colorful tents have been
Thomas, the tour guide, points out the thin voice verging on hysteria. He pitched here to house the festival's
various items of interest in the building, seems to be a religious nut, but he exhibits and attractions. Acrobats,
he will relate the story of the Battle of knows the truth and is extremely frus- clowns, puppeteers, illusionists, freaks,
Urml. The currently accepted version trated that over the years the town has wild animals, and demonstrations of
has the brave villagers, under the guid- turned its collective back on his teach- strength and derringdo can be found
ance of the then newly formed militia, ings in favor of weapons and armor. within their canvas folds. The admission
rising up to turn back the hordes of gob- to most of these attractions is 2 sp. Other
Ponton took his training under
lins that threatened to overrun the tents are set up to display crafts, domestic
Devron, a cleric at the time of the origi-
town. No mention is made of the inter- animals, and culinary skills. Admission
nal battle. As he grew up within the
to these is free.
vention of a white-armored stranger or church, he watched the membership
the Hand of Tyr. This story is now steadily decline and the visitors to see
believed to be nothing more than a folk the Hand of Tyr dwindle to a trickle. He Basic Training
tale. believes this to be the cause of death of Arriving at the practice field in the
After the tour, Thomas will ask the his mentor, and will do anything to morning, the PCs find a rag-tag group
PCs if they are interested in participat- right what he feels is an injustice. of about 250 men and horses waiting
ing in the mock battle of Urml. Experi- If the characters show any interest in for them. The PCs should divide the
enced men are needed to lead the his story, he will invite them in to see men into units, deciding whether they
opposing forces, and being a good the Hand of Tyr. Making his way wish to take the parts of unit com-
judge of men, he thinks the party will through a conspicuously empty wor- manders, deputy commanders or
do nicely. If they agree, he will take ship room, Ponton climbs a set of rick- heroes during the battle, and begin their
them out to the field behind the college ety stairs to the second floor. training. All the men have their own
(see above) where mock battles and dis- Taking a brass key from a fold in his swords, although their expertise varies
plays of horsemanship are being con- robes, he will unlock a narrow wooden widely.
ducted for the tourists, and introduce door at the top of the stairs. It opens The units commanded by the PCs are
them to Creosoe. into a small, dusty room, in the center playing the part of the goblin forces.
of which sits a beautifully etched glass They are supposed to charge from the
The Temple of Tyr case containing a shiny metal gauntlet. extreme east of the battlefield near a
At first glance, this three-story stone Ponton will bow before the display and group of low foothills at the base of the
structure across the street from the in hushed, reverent tones bid the party mountains (see map). They are to meet
Keep of Military Knowledge seems to to examine it. However, he will not the militia, charging from the west, in
be an identical twin. Closer examina- under any circumstances open the case the center of the field. After a fierce
tion, however, reveals cracks in the and allow them to touch it. Every mock battle, the pseudo-goblins are to
walls, crumbling mortar, broken win- square inch of the gauntlet's outer sur- rout back to their starting point.
dows, and a weed-choked yard. In face is covered with strange runes. The next few hours should try the
front of the temple, an elderly, bald (Any magic-user can see that the runes patience of even the most saintly char-
priest of in threadbare white robes is are magical, but they are unreadable acters. Although most of the volunteers
trying to interest passersby in one of the even with a read magic spell.) are able to ride a horse without falling
papers he is holding. If the party shows interest in Pon- off, some are obviously suffering the
ton's story, he will invite them to stay at effects of hangovers. Near misses, both
When he sees the characters, he will
the church if they wish. The third floor in riding and weapon wielding should
beg them to take one of his pamphlets
contains several unused bedrooms and be the order of the day. As the players
and read the "true story" of the Battle of
a large library of religious tomes. run their troops through their paces,
Urml, zeroing in on the party cleric if
If the PCs tell Ponton they plan to they will notice a crowd gathering
there is one. The pamphlet is a printing
take part in the mock battle, he will be around the edges of the field, laughing
of the poem 'The Battle of Urml" and
very disappointed and try to talk them and pointing at the antics of the pseudo-
whether the PCs take it and read it, he
out of it. Ponton is a kindly old man goblins.
will launch into his version of the battle
who takes his religion very seriously.
(see Background).
His main problem is in the overzealous
Ponton, the cleric, will end his recita-
manner in which he preaches, which
tion with the statement that he has had
tends to alienate most people.
visions in which Tyr appeared to him

20
I
I
- -. .

Lord Yrkhetep's Plot Nocturnal Visitors Gaining this information, the PCs
should try their best to inform Ponton
For a long time, Lord Yrkhetep has been The night before the reenactment, four or Creosoe of the plot, to keep Yrkhe-
aware of the existence of the Hand of white robed figures enter the town from tep from getting the hand.
Tyr and longed to add it to his arsenal. the east and make their way to the Tem- If the PCs try to convince Ponton, he
Because of the holy nature of the build- ple of Tyr. The PCs might see them, will simply dismiss them as heretics and
ing in which it is kept, he was unable to depending on where they are staying. pay no heed to their warning. He will
enter and steal it as he would have These newcomers are Yrkhetep's ser- never surrender the gauntlet to the PCs
liked. However, when news of the festi- vants, sent to prepare the cleric for his and plans to honor the "clerics"'
val and the re-enactment of the battle appearance. request. To secure the hand, the PCs
reached his ears, he saw his chance. If the PCs eavesdrop on the conver- probably will have to steal it.
Knowing of the bitter resentment the sation between Ponton and the figures, Creosoe will be more receptive to a
goblin tribes in the area harbored they will hear the following: warning, but it will still take a lot of
towards the town of Urml, he visited The four claim to be pilgrims of Tyr convincing (a live prisoner would
each in turn, and using whatever means who have journeyed to Urml to relate help). If they can get him to believe
necessary (i.e. coercion, blackmail, or an important message. Three days ago their story, plans can be made to be
violence), got them to listen to his plan. they had a vision that Tyr would again ready for the goblin hordes when they
As soon as the reenactment began, send his emissary to Urml. Their vision attack. Creosoe will not commit any of
the goblin tribes, divided into four told of something terrible happening his troops to try to raid the goblin
main armies, would attack. Two groups during the reenactment of the Battle of camps. He views this as suicide, as the
would confront the militia, keeping Urml, and that once again, Tyr would goblins would have the definite advan-
them occupied, while the others would have to intervene to save the town. tage in the mountains.
ride through the town and the fair- They ask that Ponton heed their mes-
grounds, looting, destroying, and cre- sage well, and be ready to turn over the
Hand of Tyr to the savior when he
The Battle
ating general confusion. Before the
militia had a chance to regroup their appears. They will then take their leave The reenactment of the Battle of Urml is
forces, Lord Yrkhetep would make his of Ponton. set to take place at noon. However,
appearance on Tyr's Watch in the guise Once the servants are away from people begin arriving quite a bit earlier,
of Torm (white horse and armor) and town, they will throw off their robes, lugging blankets and picnic baskets, to
ride to the Church of Tyr and demand mount four horses they have tied up claim a good viewing area. Sections of
his gauntlet from Dioseus the cleric. near the foothills, and ride cross- ground along the north and south edges
The cleric, thinking that his god Tyr country toward Timindar (see Rumors of the battlefield have been roped off
had again sent an emissary to save the of War). The four pseudo-clerics are for spectators.
town, would turn over the artifact. actually fighters in Yrkhetep's employ. Promptly at noon, the Urml militia
Yrkhetep would then use the artifact to takes its position along the west edge of
destroy the militia so the goblins could Fighters (4): AC 6; Move 91f (18" the field, accompanied by cheers and
have their way with the town. Yrkhetep when mounted); HD F4; hp 34 each; clapping. Then the PCs' units, dressed in
stressed that all he wanted was the #AT 1; Dmg footman's mace; THACO dirty rags to simulate goblin garb, may
hand. The goblins could have every- 16; AL NE. set up on the east end of the field. Their
thing else. Appealing to their greed, he arrival is met by boos and catcalls.
also mentioned all the rich tourists who If the PCs challenge or attack the fight- After a long-winded speech by the
would be in town for the festivities. ers, they will expose their true nature. mayor of Urml, the battle may begin.
All the goblin leaders, thirsty for Any who are taken prisoner will reveal, The players' units should charge first,
revenge and loot, committed their under threat of torture or the offer of a accompanied by the appropriate yells
tribes to the plan, put aside their differ- huge bribe (at least 200 gp), Yrkhetep's and curses. They will be met by the
ences, and called a council of war. plan to gain the gauntlet and attack the defending Urml units in the approxi-
Lord Yrkhetep, however, has no town. They think it is too late for the mate center of the field. At this point,
intention of following this plan. Once characters to do anything about it any- no actual damage should be meted out
he gains possession of the Hand of Tyr, way. They do not know the locations of by either side.
he will disappear, leaving the goblins to the goblin camps, except that they are If the PCs have not uncovered Lord
their fate. He has no desire to waste the scattered throughout the mountains. Yrkhetep's plot, or alerted the Urml
device on the town of Urml. He will, They add that if the party found one of militia to any suspicions they may
however, retreat to one of the mountain the camps they would just be killed by have, both sides will be ill-prepared for
peaks to watch the battle. the sentries (a very real possibility). what occurs next.

21
Sweeping down from the low hills This abandonment by their mentor capable of delivering a 6d6 lightning
east of the battle grounds, a large army will be a serious blow to the goblins' bolt (as the the 3d level magic-user
of goblins and orcs (Units #1, 2, 4 & 6) morale. Whether they continue fight- spell) at a cost of two charges. In addi-
will charge the field, slashing and hack- ing, retreat, or choose to follow Yrkhe- tion, the hand has the ability to call an
ing at anyone in their way. tep is at the DM's discretion. If any of 8d8 lightning bolt (as the 3d level druid
At the same time, a group of hobgob- the player characters attempt to pursue spell) once per day, at a cost of one
lins (Unit #3) will charge the fair- Lord Yrkhetep, they will quickly lose charge. To wield the hand, the owner
grounds from the northeast. They his trail at the point where he entered must first cut off his own right hand and
spend three game rounds causing as the mountains. No amount af searching then press the Hand of Tyr to the
much destruction as possible, hoping to will reveal his path, though they might wound. If the person desiring the hand
divide the Urml forces. They will then find his horse (he has teleparted to is worthy (DMs discretion), the hand
circle around to the south and attack safety.) will adhere.
the battlefield from behind. The hand can store 2-24 charges.
While all this is going on, a group of Aftermath Before the last charge is expended, the
gnolls (Unit #5) and a group of kobolds owner must raise the hand in the air and
(Unit #7)will sweep into the town from Several endings are possible to this sce- call lightning to strike the hand. When
the southeast. After spending five game nario, depending on the outcome of the lightning strikes, the wearer must make
rounds causing as much destruction, battle and the player characters' inter- a saving throw vs. spell. If the save
looting and loss of life as possible, they vention. fails, the owner dies; if the save is suc-
will circle back and attack the forces on If the goblin forces win the battle, cessful the hand is recharged. Legend
the field. they will loot everything in sight, and has it that the hand was a gift from the
then burn the town. If the DM wishes, god Tyr to his worshippers. However,
the town can be saved by the timely another story is that the hand was craft-
Lord Yrkhetep arrival of reinforcements from Ormath
Makes His Move ed for the paladin Mythera whose own
(respondingto a call from Creosoe, per- hand was lost in battle. Mythera is said
Lord Yrkhetep, who has been watching haps). to have perished during the first Battle
the battle from the summit of Tyr's If the goblins are defeated, whether of Urn1 while attempting to recharge
Watch, waits until he feels the time is by loss of numbers, low morale caused the hand.
right (the Urml forces seem to be los- by Yrkhetep's retreat or any other fac- If Yrkhetep gets the hand, he drains
ing). He will shape change into the tors, they flee back to the mountains. all its charges to power his Infinity
White Warrior, mount a white horse, The townspeople and visitors will band Train (see The Final Battle). If he fails to
and make his appearance. together to take care of the dead and gain the hand, completion of the train
A pregnant silence accompanies his wounded. The PCs will be honored as will be more difficult, but not impos-
ride into the field of battle. As the par- heroes for their intervention. sible. The Final Battle will not be affect-
ticipants turn to watch his approach, he Whether or not Yrkhetep gets the ed either way.
raises his right arm to the sky, revealing hand, Urml's citizens, realizing that the
a missing hand. entire battle was staged to get the hand
(after questioning prisoners, etc.) gains
Order of Battle
Ponton, who has been watching the
proceedings from the steps of the a new respect for the church's teach-
ings. They vow to help restore the Urml Forces
church, will cry out in joy and run
inside to retrieve the gauntlet.. Unless church to its former glory and to live in Urml Militia A is an elite unit of 50 4th
Yrkhetep is hindered in some way, he greater harmony. Level fighters riding armored light war-
will ride to the church and receive his horses and armed with long swords.
prize. The Hand of Tyr Urml Militia B is an elite unit of 50
Once the hand is in his possession, (Gauntlet of Lightning) 4th Level fighters riding armored light
Yrkhetep will give an evil laugh and warhorses and armed with spears.
trample Ponton with his horse. Then he This artifact is a realistically crafted Urml Militia C is a unit of 50 2d Level
will ride back to the mountains to metallic hand. When worn by a fighter fighters riding light warhorses and
observe the rest of the battle. If Yrkhe- or cleric, the hand improves AC by + 2. armed with long swords.
tep is kept from obtaining the hand, he In addition, the wearer receives a bonus Urml Militia D is a unit of 50 2d Level
will still vent his rage on the cleric and of +2 to hit and damage with all weap- fighters riding light warhorses and
retreat. He has no desire to take part in ons wielded by the hand. By itself, the armed with broad swords.
the battle and will avoid fighting at all hand strikes for 2-8 (2d4) damage. The Tourists are a regular unit of 100
When charged (seebelow) the hand is 1st Level fighters riding draft horses
costs.

22
and armed with broad swords. Goblin Forces The Worm Eaters is a unit of gnolls rid-
The Hired Hands are a mob unit of 80 ing wild boars and armed with battle
The Bloodier Teeth is a unit of goblins
1st Level fighters riding mules and axes.
riding dire wolves and armed with
armed with pitchforks. The Scum Patrol is a unit of orcs rid-
broad swords.
The Drunks & Thieves is a mob unit ing mountain goats and armed with
The Scab Eaters is a unit of goblins rid-
of 30 0 Level fighters riding draft horses clubs.
ing dire wolves and armed with spears. The Night Fright is a unit of kobolds
and armed with clubs and bottles. The Back Crackers is a unit of hob-
The Bystanders are a mob unit of 50 0 riding giant weasels and armed with
goblins riding medium warhorses and short swords.
Level fighters riding draft horses and armed with flails.
armed with spears. The Spine S n a n n m r c ;c a rrnit nf hnh- The Grunts are a unit of ogres armed
long swords.
goblins riding 1
armed with mal
P

Urml Forces

Unit Name Type Level AC HD/Fig MV AR ML DL #Fi

Tourists Cav F1 10 20 12” 20 9 9 10 2d4

Goblin Forces

Unit Name Type Level AC HD/Fig MV AR ML DL #Fig

4. Spine Snappers Cav Hgbn 7 20 18” 1,B 13 11 4 ld6/ld6/1$6/ld3


5. Worm Eaters Cav Gnl 7 30 1.5” 16 13 11 4 ld8/3d4
6 . Scum Patrol Cav Orc 7 20 18” 19 13 11 15 ld6/ld3

24
Thurgabanteth
Upon his discovery o1 :he Realms, Bane
held a great feast of blood, in celebra-
tion o f the bloodletting to come. His
talons were red and dripping with ven-
om as he descended for the first time
into the new lands, and he placed his
iron foot, which burned with pillaging
fire, on Burgateth, highest mountain of
Chondath. A n d he crushed it, and
burned it, so that afternards it was but
a lifeless hill of black glass, burning
crystal.
Then Bane, seeing the lifelessness and get even. To exact her revenge, she has Getting Involved
ruin in the middle of such beauty become an agent of Yrkhetep, who has
promised to destroy the town and Timindar will send riders towards
smiled, and spoke with a voice like that Arrabar and Hlath. In both of these cit-
of cam‘on: ‘<Letthis place resonate with everyone in it, except for the one person
Durissa loves, her twin sister Morissa, ies, word of the Skull of Bane can
new songs; the cries of the wam‘or, the spread to the PCs ears.
melody of clashing swords, the harmo- the town archivist.
To enact her scheme, she is posing as If the PCs are not altruistic, then
n y of iron shod boots marching in uni- word may go out that the Lord Tymin
son over the stones, the crescendo of Morissa and spreading dire rumors. The
real Morissa, who believes that her sister will pay good money to mercenaries
the death wail, and the chorus of the who wish to fight against the evils
widow’s lament. Let this place be a tap- has suffered enough, is sheltering her. She
will not reveal the deception. She is descending upon Timindar. If the PCs
estry upon which I shall paint new are following from the previous sce-
scenes, and blood and ash shall be m y allowing Durissa to use her indentity
because she believes the rumors Durissa nario, the pseudo-clerics might tell the
pigments. These are the things that I PCs that they were to meet their
cherish, and they shall dominate this is spreading-particularly the one about
the Black Skull (see below). employer in Timindar or supply other
place, as they do wherever the hearts of information that will lead them to
men are weak and quick to desire. The Durissa’s rumors will cause trouble
among various mercenary groups in the Timindar and the battle at Thurgaban-
four winds shall spread these things to teth.
every corner of this land, and no crea- town, problems that the PCs will have to
ture shall evade them. This place is a solve. Morissa’s most elaborate rumor is
special symbol of m y domination, and I about the Black Skull, the remains of an Timindar
shall name it Thurgabanteth, the Hill o f aspect of Bane. She claims to have uncov- Timindar is located on the Chondath
Black Ruin. I t is m y footstool, a portent ered documents that say the artifact is Road between Arrabar and Hlath,
of m y final victory.” buried in Thurgabanteth. She also says about one hundred and fifty miles east
Satisfied, Bane retreated t o his that enemies are struggling to unearth the of Arrabar. A large area of farmland
domain, and watched with hateful eyes artifact. Unless Timindar and its allied surrounds the walled town. Over the
as his tem‘ble seed began its work.) mercenaries strike quickly, the forces of past fifty years, it has prospered from
From the Black Tome of Chondath darkness will acquire a power that will merchant traffic, and grown from a
enable them to win any battle. She has small hamlet to a prosperous, if quiet,
Introduction authentic-looking documents to prove little town.
her claim, documents that have fooled The area has one black spot, Thurga-
In this adventure, for characters levels even her sister. banteth, or the Evil Eye of the Dark
8-9, the players once again confront the In truth, Thurgabanteth is a death Gods (or simply the Evil Eye), as it is
forces of the arcanodaemon Xrkhetep, trap for a force the size of Timindar’s. known to the locals. This hill of black
who has camped by the dreaded hill The majority of Yrkhetep’s forces are glass is located about fifteen miles
Thurgabanteth. hidden in underground tunnels dug southeast of Timindar, on the edge of
This scenario takes place in the town around Thurgabanteth. It will be up to Chondalwood. There are many dark
of Timindar in Chondath. Nine years the PCs to discover the truth and bol- legends about spirits of war rising from
ago, a wicked woman, Durissa, was ster their forces, or they will surely be the hill to slay anyone who is foolish
cast out of the town for many crimes defeated. enough to come near, and any local
and evil acts. At the time, she vowed to disaster is always blamed on the hill. As

25
one might expect, the locals usually when she was a girl. Durissa, a mischie- Araband is Lord Tymin's only son,
shun the hill. vous child, had more interest in the art and considered to be very irresponsi-
Timindar is a place where merchants of deception than normal magic, so she ble. He often gets drunk and carouses
buy produce to take to markets in larg- became an illusionist. As she became with friends, much to his family's disap-
er cities (usually Arrabar). The farmers more skilled as an illusionist, her decep- pointment. He is very competent in
in this region are prosperous. They tions became more dangerous, and she times of need (although no one realizes
must pay tithes to any of the town's rec- finally killed someone. Had the towns- this). Araband likes to talk with stran-
ognized churches, and to the Lord of people caught her, they would have gers about adventures in far-off lands,
the estate, Lord Drumath Tymin, but executed her. Durissa did not regret the which fuels his wanderlust. Araband
they are allowed to keep most of their killing, but she was forced to leave would love to be an adventurer, but can
incomes. People bringing goods into Timindar. Durissa enjoys creating dis- rarely sneak away from home. Ara-
the city must pay a small tariff (usually sension, and seeing people at each oth- band dislikes metal armor, which he
about 2% of the value of the goods), ers' throats because of her illusions. refers to as "the walking rack," and typi-
which does not discourage merchants. Durissa never uses weapons. Durissa is cally wears worn leather armor without
The city is divided into two sections, about thirty years of age, tall, with the emblem of his station, which is also
the market section, and the Lord's braided raven black hair and brown a matter of shame to him. Araband is
manor, a small castle. There are four eyes. commander in chief of the Timindar
recognized churches near the market; forces (his father is lame). Araband is in
listed in order of importance to the Morissa: ST 11; IN 18; WS 14; CN his mid OS, slightly taller than average,
locals, these are devoted to Chauntea, 11;DX 16; CH 13; CM 12; AC 7; Move handsome, and slim.
Waukeen, Tempus, and Gond. New 12";MUS; hp 13; #AT 1;Dmg dagger;
churches may be built with the permis- THACO 2d 20; AL NG; ring of protec- Zerbin Gethrik: ST 16; IN 12; WS 16;
sion of the Lord, but the builder must tion +I) CN 15; DX 15; CH 12; CM 10; AC 3;
buy a 10,000 gold lion construction per- Spells: comprehend languages, Move grr;CL5; hp 34; #AT 1; Dmg F
mit. Timindar typically uses Arrabar's friends, mending, read magic, rope Flail; THACO 18; AL CN; footman's
currency, but most merchants will trick, shatter, tongues flail +I, chain mail + 1
accept currency of other types. Spells: bless, create water, cure light
Timindar has a large hostel for shel- Morissa Thornion is Durissa's sister, wounds, (x2), protection from evil,
tering large merchant caravans. There and keeper of the Thornion archives, augury, chant, resist fire, speak with
is one tavern, the Black Eye, which is which are adjacent to the Lords manor animals, spiritual hammer, dispel mag-
owned by Tallanna Fhyord, a feisty and in Timindar. Morissa is as kind as her ic
efficient middle-aged woman. The inn sister is malicious; she would not will-
and the hostel will be full when the ingly harm a fly. Morissa is the most Zerbin Gethrik is the priest of Tem-
player characters arrive, due to the trusted person in the village, Lord pus in Timindar and Araband Tymin's
number of mercenaries in town. Tymin often calls upon her to help set- most trusted friend, although they
The most noteworthy residents of tle disputes. She has one weakness, she spend most of their time arguing. Zer-
this town are: talks too much, typically about things bin was originally a murderer in a city
that interest her (ancient legends, mag- of the Sword Coast who fled into a
Durissa: ST 11;IN 17; WS 9; CN 11; ics), but no one else in Timindar really church to escape justice, and ended up
DX 16; CH 13; CM 12; AC 4; Move wants to hear about, aside from a few becoming a priest. In spite of his odd
12"; 110; hp 21; #AT 1; Dmg N/A; children. The rumor of the Skull of conversion, he is devout and follows
THACO 19; AL NE; potion of invulner- Bane, which Durissa passed on to her the principles of the Church of Tempus
ability, potion of polymorph self, wand sister, has, however, interested people faithfully-few though they be. Zerbin
o f negation, ring o f protection + 3 ; greatly. Morissa looks exactly like her complains about everything, especially
boots of striding and springing. sister. They dress alike and even their the fact that nobody (Araband Tymin
Spells: change self, chromatic orb, hair style is identical. in particular) pays any attention to his
gaze reflection, phantom armor, wall of advice. Zerbin overeats and drinks too
fog, blur, mirror image, misdirection, Araband Tymin: ST 17; IN 1.1; WS much, but is a doughty fighter and true
11;CN 14; DX 18; CH 14; CM 15; AC companion. Zerbin is in hi late 30s,
ventriloquism, nowdetection, spectral
force (x2), improved invisibility, phan- 2; Move 12"; F6; hp 39; #AT 1; Dmg
-3
taller than average, bald, and over-
tasmal killer long sword; THACO 13; AL NG; ring of weight.
protection +2, long sword +2
Durissa Thornion was one of the
daughters of the town mage, who died

26
Lord Reland Tymin: ST 14; IN 11;
WS 14; CN 11;DX 10; CH 13; CM 12;
AC 10; Move 6”; F4; hp 30; #AT 1;
Dmg long sword; THACO 15; AL LN;
long sword + 3 )

Reland Tymin has been Lord of


Timindar for eighteen years. He is a
somber man and absolutely serious
when governing his manor and sur-
rounding lands. Reland came to the
manor seat when his brother, the pre-
vious ruler, was poisoned. Relands
nephew was blamed for the death and
executed, although at the time many
said the wrong man was killed. Reland
was once a mighty warrior, but is lame
now and leaves fighting to his son, Ara-
band, despite his irresponsible nature.
Reland is close friends with Morissa
Thornion (some say that her mother
was his mistress, and blame him for her
father’s death). Reland is a fair ruler
despite his stern nature. Reland is in his
early 50s, tall, and gray haired. His
pain-racked body is scarred from the
numerous battles he fought in his
youth. At the Inn, several mercenaries, Town Militia (5):AC 9; Move 12”; FO;
including their leader, Olway Lezard, hp 4(x4),3; AT 1;Dmg 1-8; THACO 20;
Evil in the Black Eye are seated but a few tables away from AL LN
the town’s stoutest troops, including
The gates of Timindar shut at dusk, Araband Tymin and Zerbin Gethrik. In Once he is drunk, Olway Lezard will
especially when evil is gathered at the meantime, Durissa has disguised start insulting Timindar, trying to goad
Thurgabanteth. The night creatures are herself as a barmaid and has put a very Araband. Initially, Araband will agree;
aroused, cloaked by fog. As the charac- powerful drug into the inn’s ale; those indeed he will drunkenly accuse Olway
ters enter the Black Eye, they realize who drink but a single mug will become of being flattering. Then, Olway will
that this is a night when the might of very drunk, and prone to violent words start insulting the people of Timindar.
their enemies is waxing. and rash deeds. (Player characters may Araband will accuse him of being rude,
The town is currently hosting the make a Wisdom check; if successful, even if his words are true. Then Olway
Gray Doom, a newly-formed merce- they will recognize the ale as being will start insulting Araband. Araband
nary company, survivors of many skir- extraordinarily strong). The merce- replies by accusing Olway of stealing
mishes on the Sword Coast. They are a naries, who have remained in town for his (Arabands) father’s tongue.
long way from home. Lord Tymin is several days and have endured If the PCs try to intervene at this
waiting for another mercenary compa- uncounted suspicious stares, will be point, Olway and Araband will start
ny, the Sailors of the Crimson Sea, to ready for a fight. insulting adventurers, and the militia
arrive before he marches against the and the mercenaries will find common
enemy. The people of Timindar are Olway Lezard: ST 15; IN 13; WS 9; CN ground insulting the PCs. Olway will
restless; rumors have been circulating 15; DX 14; CH 15; CM 11;AC 4; Move start insulting Zerbin, calling him Tem-
that the mercenaries are planning to 9” ; F5; hp 38; #AT 1;Dmg long sword; pus’s fat pig, or is it a sow? If this hap-
sack the town and the farms after the THACO 16; AL N. pens, Araband will draw his sword.
battle. Meanwhile, rumors are circulat- The party must find a way to prevent
ing among the mercenaries that Lord Gray Doom mercenaries (7): AC 4; the NPCs from killing each other. If
Tymin will not pay them once the battle Move 9 ” ; F1; hp 7 each; #AT 1; Dmg Olway is slain, the Gray Doom merce-
is over. long sword; THACO 20; AL N naries will go berserk, raze the town,

27
and there will be no troops left to attack ty of ten men went into the forest to get point. It is not fair.” It is a large treant.
Yrkhetep, save the Sailors of the Crim- firewood and food. They have not “You are the ones that were
son Sea, who have troubles of their returned, and it has been over a day wronged.” Variath declares. ”Do you
own. since they left. The PCs will have to not want vengeance?”
If Araband is slain, the grief-stricken find them. ”No, justice.” the treant replies calm-
Lord Reland will attempt to arrest The forest in this section of the Chon- ly.
Olway, and the Gray Doom will storm dalwood is thick and nearly impass- Variath will at this point convene a
the manor and the Lord will be mur- able. There are no paths that the trial of the mercenaries. At the treant’s
dered, with much the same effect as list- mercenary party could have used to suggestion, the PCs are allowed to
ed above; Timindar will be in ashes, travel. It seems impossible that ten men watch, and even to testify on behalf of
and Yrkhetep’s troops will be unop- could enter the woods to hunt and then the mercenaries.
posed, free to join its legions in Hades disappear without a trace. If the party
for the final battle. spends at least two hours searching the Variath: ST 16; IN 15; WS 16; CN 16;
A drastic means that the PCs can use woods they will find a piece of torn red DX 18; CH 15; CM 9;AC 0; Move 12”;
to prevent either eventuality is to start a cloth belonging to the leader of the DR11; hp 78; #AT 1; Dmg scimitar;
fist fight before a sword is drawn. hunting party, Lherk Jareth. After this THACO 12; AL N; bracers of defense
Grabbing at either Olway or Araband cloth is found, the party will find a nar- AC5, scimitar +2
before they strike a blow will suffice. In row, concealed path leading deeper Spells: animal friendship, entangle,
this case, combat will be non-lethal; into the forest. A ranger or character faerie fire, locate animals, pass without
there will be injuries (and even more with tracking abilities can confirm that trace, predict weather, speak with ani-
aching heads), but Olway and Araband this is the path the hunters took. Any- mals, barkskin, cure light wounds, find
will have earned each other’s respect, one can follow the path. traps, heat metal, locate plants, trip,
and there will be no more trouble from The forest is very musty, as if rain warp wood, protection from fire, sum-
the Gray Doom in Timindar. and the wind never got past the treetops mon insects, call lightning, cure serious
to clean out the woodlands. Game does wounds, dispel magic, plant door, con-
Hanging Trees Are Judges Too? not appear to be thriving here, and it is trol winds, insect plague, weather sum-
very dark, even during the day. Those moning
The day following the trouble in Timin- with woodland backgrounds (ie. rang- Variath was born and raised in the
dar, a messenger will come from the ers, druids) will get the impression that Chondalwood and left it only once. He
Sailors of the Crimson Sea. They were this forest is ancient. hated what he saw of the rest of the
ambushed as they marched along the After a half-day following the path, world and returned to the wood as soon
edges of Chondalwood. Their leader the party will come to a huge glade, as possible. Variath believes that the
was slain by sniper’s arrows, and his where they will find ten men tied up world outside of Chondalwood is evil,
body was burned by flasks of burning with strong vines. They are gagged, but that man is evil, and only by becoming
oil; no cleric can raise him now. Fur- a look of fear in their eyes gives warn- a druid can a man be purified. (Druids
thermore, their food supply was ing of a trap. who travel outside the woods can
destroyed. They need a cleric to help A figure steps out of the under- become impure, however.) Variath is
feed them, to help them to get battle growth. “Go back. The trial is about to full of petty hatreds, and he intends to
ready, and to perform last rites for their begin, and outsiders are not welcome,” vent his wrath on the mercenaries.
fallen leader. All priests in Timindar it croaks. The treants of Chondalwood are
will be unavailable (unlessthe PCs have It is a tall, thin, gray-bearded, wild much more patient than Variath. They
no cleric, then Zerbin will go if the PCs man who looks as though he has spent are not happy with the mercenaries, but
agree to accompany him). The messen- his entire life in these woods; he is wear- are willing to listen to their side of the
ger will escort them to the Sailors‘ ing ragged, filthy green robes that story. The treants fear the power of
camp. appear too small for him. He is Variath, Thurgabanteth, which they call the
The messenger is genuine; the a powerful druid who governs this sec- Blackwold, more than anything; the
ambush took place a day and a half tion of Chondalwood. His words are treants have not forgotten how it was
from town. When they get to the camp, almost a whisper. If asked about the tri- created, they never forget.
they will find many wounded men, and al, he replies: ”These ones have com- The mercenaries currently on trial
quite a few dead mercenaries, buried mitted serious crimes. They are to be are the elite of the Sailors of the Crim-
but awaiting funeral rites. The tried, and executed.” son Sea. They entered the forest, killed
ambushers were eventually slaugh- If he is told this is unfair, he will get a deer, cut off some branches from an
tered. However, another disaster has angry, but a tree will stir, move from its old dying tree, and burned them. To
befallen the mercenaries; a hunting par- place, and address him: “He has a Variath, this is a horrible crime. (”HOW

28
would you feel if we slaughtered your should appoint a single speaker, who folks morale against the battle to come.
children, cut off your right arm, and will address the treants. Roll a reaction However, Durissa now will be aware
burned it!”) The mercenaries argue that roll (see DMG p. 63), adding appropri- that the party is a force to be reckoned
they had every right to feed themselves ate bonuses for charisma, and applying with, and will take steps to deal with
and keep themselves warm. the following modifiers: them.
- 5 % if speaker is a half-orc Her agents will secretly kill Lord
Lhrek Jarsyn: ST 18/36; IN 12; WS +lo% if speaker is elven or half- Reland Tymin and his bodyguard. She
12; CN 16; DX 14; CH 15; CM 13; AC elven will take his place, disguised by illu-
4; Move9”; F7; hp 38; #AT 3/2; Dmg + 10% if speaker is a ranger sions, and two of Yrkhetep’s nyca-
long sword; THACO 14; AL LG; chain +20 % if speaker is a druid daemons will accompany her, disguised
mail, longsword +3 + 10% if Lhrek is persuaded to apol- as guards.
ogize Durissa, disguised as Lord Reland,
Lhrek is the current commander of +25 % if speaker tells the entire story will call the party to a private confer-
the Sailors of the Crimson Sea. He is truthfully (especially about Thurga- ence late at night. When they come her
normally a friendly man, but during the banteth) bodyguards will turn to their true forms
trial he will be frustrated, angry, and + / - 10% for role-playing and attack. ”Lord Reland will appear
arrogant. His men came to save the To judge how effective the role- to be startled. If it looks like the nyca-
people of this region-is this the thanks playing was, the GM should consider: daemons need help, she will help them,
they get? He will be grateful if the PCs Was the player uncertain or out of char- but only if she can get surprise.
help rescue them. acter? (-5%) Did the character use Once Durissa has revealed herself,
empty flattery? ( -5%) Was the player her true nature should be clear. If the
Iurnan Chall: ST 10; IN 16; WS 11; in character during the entire speech? PCs mention that Morissa got
CN 14; DX 16; CH 12; CM 11; AC 3; ( + 5 % ) Did the character emphasize the ambushed, she will be shocked and
Move 12”; MU7; hp 23; #AT 1; Dmg importance of defeating the evil in uncertain. The nycadaemons will laugh
dagger; THACO 19; AL LN; bracers o f Thurgabanteth? ( + 5 %) and say that a single life is insignificant
defense AC 5, dagger +I, elaen cloak If the result of the reaction roll is 55 % against the triumph of Yrkhetep and the
and boots or greater, the treants will agree to let power that awaits her. If the PCs give
Spells: charm person, feather fall, the mercenaries go (if they apologize). Durissa any encouragement at all, she
magic missile (x2), ESP, invisibility, If the result is above 75%, then the will turn against Yrkhetep.
knock, fireball, fly, polymorph self treants will agree to join in the attack on If Durissa switches sides and sur-
Thurgabanteth. vives, she will tell the characters the
Iurnan is the magic-user of the Sail- Following this encounter, the party truth about Thurgabanteth; half Yrkhe-
ors of the Crimson Sea, and Lhreks will find a woman on a horse, riding tep’s strength is concealed; while scouts
rival for leadership of the group. He away from town. Her horse is lame, from the town have identified orcs,
considers himself older and much wiser and she has been shot with several gob- ogres, and, there are also mezzo-
than the young fighter. He is treacher- lin arrows. This is the real Morissa, daemons and yagnodaemons in the
ous, and while he will not betray or who took Durissa’s advice to leave host. The party must awaken the
backstab Lhrek, he has said some nasty town in secret before the battle, lest the mound, the power of Bane, who will
things about him behind his back, and worst come. Durissa did not want to see destroy any who try to defile Thurga-
the company is demoralized I: -1 from her sister come to harm, but goblin banteth. She will claim that Morissa
their ML). If the PCs help Lhrek resolve archers had other ideas. Morissa is not will know how it is done. Morissa does
the crisis with Variath, Lhreks popular- dying, but thinks she is. As the party know.
ity will increase and their morale level tends her, she will tell them what she The town of Timindar has an ancient
will return to normal. thinks is the truth-that Durissa is try- seal, given by a black-robed priest who
The treants are demanding some ing to reform and is doing her best to said it would protect the town against
compensation (1,000 gold crowns, take care of her-and asks them to give Thurgabanteth. The priest, if priest he
since these humans have an attraction their most sacred word that Durissa was, has never been seen since, and no
for this odd shiny metal) and an apol- will not come to any harm. one believed his claim. If the seal is bro-
ogy. Lhrek is not willing to give either. ken against the black glass of the hill,
Variath argues that if they cannot see A Stranger in the Knight then Bane’s Skeleton Knights will be
the error of their ways, they are beyond unleashed to defend the hill. However,
redemption and must be punished (exe- When the Sailors of the Crimson Sea it is said that he who breaks the seal of
cuted). enter Timindar, there will be a great cel- Blackwold will die.
For the PCs to resolve the trial, they ebration, if only to bolster the towns-

29
Timindar Forces

Unit Name Type Level AC HD/Fig MV AR ML DL #Fig Dmg


Gray Doom 1 Inf F1 0 10 9” 20 11 11 6 ld8
- .. Toom 2
Grav Arch
~ F1 7 10 12” 20 8 9 3 ld6
Sailors 1
Sailors 1 Reg F1 4 1 9” 20 11 11 6 ld8
Sailors
Sailors 2
2 Reg F2 2 20 6” 20 11 11 2 ld8

Elves 2 Arch F3 5 3 12” 18 14 13 12 ld6+1


Treants Trea 8 0 8 12” 17 14 13 12 2d16/
2d16

Yrkhetep’s Forces

Unit Name Type Level AC HD/Fig MV AR ML DL #Fig Dmg


Goblins Inf Gob1 6 10 6” 20 10 10 15 ld6
Orcs 7. Inf Orc 6 10 9“ 19 12, 12 18 ld8
Orcs 2 Arch Orc 6 10 9” 19 11 11 9 ld6
Orges 1 Inf Orge 5 20 9” 18 14 14 8 Idlo

Id6 +6
Yagnodaemons YD 1 26 18” 19 14 14 3 ldlO+12

Bane’s Forces

Unit Name Type Level AC HD/Fig MV AR ML DL #Fig Dmg


Skeleton Warriors Inf sw 0 18 6” 19 15 16 10 Idlo

31
The PCs are traveling through Chon- Inside the tavern's common room, the Windriders, griffon-mounted
dath for reasons mutually agreed upon the party sees two evidently experi- knights.
"
by the DM and PCs. enced human knights, an elf lord, and a "This noble elf to my left is Lotherius
When visiting the city of Arrabar, the female warrior talking animatedly over Goldentree, commander of the Sun-
party hears whispered in all the inns a map. Ignoring them, the couple ush- shafts, an elfin archer unit that rides
rumors of ominous, daemonic happen- ers the party to seats and calls for food pegasi.
ings in the east. The party decides to and ale. There are no other customers "Finally, this lovely lady is Adrienne-
investigate and takes the Highway of in the place. dar Valgarien, commander of the Sister-
the Sunrise toward Hlath. Auricose stands and begins to speak. hood of the Oaks. She and her women
Sixty miles up the road, where Chon- "I suppose we owe you an explanation are rangers."
dalwood is at its closest point, the party of who we are and what we are doing These four sit down and join the par-
finds the Inn of the Five Crowns. It is a here. These forces are assembled here ty as the innkeeper brings the ale. He
most welcome sight since the sun is for a war against a host most sinister. seems concerned that his precious inn
beginning to set. This evil approaches on both wings and could be destroyed in the ensuing con-
Clearly an impressive establishment, feet and includes an evil cloud giant's flict.
the inn has a large central three-story floating castle. Scouts tell us they Auricose, slightly perturbed at this
building with wings to the left and right advance even now. We know not why interruption, resumes the story.
and a large stable in back, along with a they come, but we guess they wish con- "We have other allies. As you can
fenced area for guests' mounts to exer- trol of the road, the inn, and of the city see, the 6th Municipal Guard of Arra-
cise. of Arrabar. bar has been mustered for ground sup-
Even more impressive is the host "It is not the castle itself that is the port. Others are arriving later. But we
gathered around it. Scores of armored true problem, but rather the gate to still lack one thing. We need a group to
troops mill about the inn. Banners rep- Hades that has been set-up beside it. enter the cloud giants' castle. The gate
resenting different companies flutter in This gate is meant to allow daemonic must be destroyed and the cloud giants
the breeze. Cooking fires and sentry armies to cross back and forth, and rendered harmless. A unit flying up to
posts have been hastily assembled on allow a powerful daemon lord to exert the castle for a direct assault would fail.
the perimeter. control of the land." Ah, but a small talented group such as
This host has unusual mounts. Amid Auricose's tale is interrupted by the you may succeed."
the elves and knights are griffons and four commanders, who roll up their If the party expresses concern about
pegasi, the soldiers keeping both spe- map and saunter over to the party. One Auricose knowing who they are, he just
cies well away from each other. of the knights, dressed in pure white smiles and replies, "I know much. That
To the left of this winged army are plate mail, looks intently at the party is my and my mate's contribution to
soldiers from the city guard of Arrabar, then whispers to his friends. The knight this noble effort."
and a group of female warriors in is a paladin, and he is detecting for evil The four leaders will add that some
greedgray cloaks run through combat in the party. of the party could even lead a unit or
drills. "So, Auricose, will they do it?" the two in battle if they are qualified and
As the party draws closer, a man and knight in pure white plate mail asks, as willing. However, they recommend
a woman emerge from the crowd and the others look on expectantly. that the majority go to the castle. Trans-
approach the party. They are a hand- Auricose shakes his head. "I have not port to the castle, incidentally, will be
some, blond couple in their thirties, even asked them yet, Justin, be patient. provided by the golden couple, who
both dressed in a simple robes made of We still have some time before the foe smile enigmatically, clearly enjoying
spun gold and belted with bands of closes in." being mysterious.
solid gold. They wear gold circlets on The knight known as Justin flushes The innkeeper has been listening as
their heads. They carry wooden staves red. "I apologize for my abruptness, he cleans beer mugs at the bar.
shod with gold ornaments and topazes. good folk, but urgency dampens my Unknown to everyone, he is an ultro-
The man introduces himself as Auri- manners. I am Justin Ironedge, a holy daemon who has killed the real inn-
cose and his wife, Aurianthalius. They warrior, or paladin, as some call me. I keeper and has taken his form. The real
are kind folk, very polite, and they command the unit called the innkeeper is buried behind the stables.
invite the party into the inn for refresh- Lightblades, which is made up of This ultrodaemon is working for
ments. Auricose dismisses all questions pegasi-riding knights such as myself. I Yrkhetep. During the night, he will
with a casual wave of his hand, "All am also considered the overall com- attempt to kill the party, since they are
will be answered in due course, my mander of this army. an unexpected power.
brave friends. Come inside and refresh "My other knightly companion here Auricose says the armies are expect-
yourselves." is Bren Wingblade, he who commands ed to reach this area at sunrise. They are

32
marching/flying from the east, and the Municipal Guards, the lammasu, who the party sees the evil hordes begin their
foul host is hoping to have the advan- call themselves The Winged Law, or the fly-by. Wyverns, harpies, orcs riding
tage of the sun at their backs and in centaurs. Though the latter will not be manticores, and humans on hippogriffs
their opponent’s faces. He suggests that too happy being led by a human. A grif- race by. Bringing up the rear are a pair
the party stay the night at the inn and fon or pegasus will be available to any of huge red dragons. The sentries on the
start at dawn. PC who wishes to command or even roof salute them as they pass.
The party at this point may be over- just to accompany the armies, acting as
whelmed about all this and might not deputy commanders. The Forces Collide
have yet agreed to go. Justin will appeal As the PCs and the dragons race clos-
to any good-aligned PCs, and especial- er to the castle, they disappear. The The defending commanders realize that
ly to any paladins or cavaliers, from dragons have cast invisibility on them- positioning is difficult with air units.
whom he will demand help. selves and invisibility 10’radius on the Their goal is to halt the advance of the
If the thought of doing good is not PCs. The dragons explain this only if evil host, especially not allowing them
reward enough, Aurianthalius will dis- asked, saying that stealth is necessary. to gain control of the road and the inn.
gustedly say the party can keep any After a half hour’s ride, the group
wealth or magic found in the castle sees dozens of specks on the horizon, Order of Battle
”And giants certainly have enough of most of them barely visible against the
both to satisfy even the most avaricious rising sun. Between the party and the Forces of Good
people,” she will add caustically. distant evil hordes sits a large square The Windriders are 5th level cavaliers
Night falls, and the armies have tents castle nestled on a fluffy cloud. An odd mounted on griffons. They have medi-
pitched all around the area of the inn. doorway, 10’wide and 25’ high, sits on um lances and long swords. They can
Grimslaak will gate in three yagno- the same cloud. The doorway glows an assume closed formation on the
daemons to attack the party. This will angry red. It is 90‘ to the right of the ground. They are led by Bren
occur around two in the morning. castle and guarded by six yagno- Wingblade: ST 17/70; IN 14; WS 14;
Grimslaak himself will not take part, daemons. This is the gate to Hades. CN 17/34; DX 17/09; CH 16; CM 14;
keeping his identity secret. The castle itself is a simple square AC - 3; Move 12”;CA7; hp 60; #AT 3/
After the melee, or when the party is stone structure with sides 170’ long and 2; Dmg long sword or lance; THACO
getting badly beaten, the army com- 40‘ high. The roof is graced with stone 13; AL LG; Rank Unit; AR 28; CR 15”;
manders arrive, alerted by the noise. parapets. Four 50’ wide towers are CB +1;longsword + 3 .
They will be impressed by the PCs’ attached, one in the middle of each wall The Lightblades are paladins mount-
combat skills and will aid in the fight if rather than at the corners. The tower ed on pegasi. They wield medium lanc-
the daemons are not yet dead. How- facing west contains the main entrance. es and long swords +l.They are are
ever, they are also very worried, since Eight cloud giants patrol the parapets, allowed to enter closed formation when
this attack clearly means that the ene- each with a griffon on a leash. Boulders on the ground. They are led by Justin
my is aware of the party and its plans. for throwing are within the sentries’ Ironedge: ST 17/70; IN 13; WS 16; DX
Their mission becomes more urgent. reach. A spiral staircase set in the mid- 16/04; CN 16/04; CH 18/18;CM 15;
The next morning is clear, with no dle of the roof goes down into the cas- AC -2; Move 6”; PAS; hp 70; #AT 3/
clouds or breeze, almost as if nature tle. 2; Dmg long sword or lance; THACO
itself is aware of what will transpire and The party can be dropped either on 13; AL LG; Rank Army; AR 28; CR
is holding its breath. The armies suit the roof near the staircase or at the front 16”; CB +2; long sword, + 5 holy
up. Their mounts, anxious to fly, paw door. Auricose stresses that they cannot avenger.
the ground nervously. aid the party any further, since they The Sunshafts are elven archers
The party is awakened by Auricose, must save their breath (literally) and mounted on pegasi. They attack 3/2
who tells them it is time to go. When the spells for the enemy armies. If the party with their swords. They are allowed to
party ventures outside, they see that is dropped on the roof and lingers there enter closed formation on the ground.
during the night some lammasu and for more than three rounds, the giants Their leader is Lotharius Goldentree:
centaurs, the latter from Chondal- will smell them and realize that there ST 16; IN 13; WS 13; CN 10; DX 18;
wood, have joined the host. are invaders on the premises, sounding CH 15; CM 15; AC 0; Move 9“ ; F7; hp
The couple grin at the party, then the alarm and searching for the PCs. 40; #AT 3/2; Dmg long sword or long
polymorph into their true forms, that The dragons also explain that in bow; THACO 14; AL CG; Rank Unit;
of huge adult gold dragons. The PCs order to destroy the gate, the party AR 29; CR 14”; CB +l;long sword,
who are attacking the castle are told to must find the object that anchors it to flame tongue.
climb aboard and hold on tight. The this plane. It may well be in the castle. The Sisterhood of Oaks are all female
PCs remaining behind can lead the 6th Two rounds after the dragons leave,

33
rangers with high Dexterity scores. long sword or long bow; THACO 14; fight at +1penalty to their AR due to
They carry long swords and long bows. AL LE; Rank Unit; AR 29; CR 6”; CB the sun in their eyes.
They begin in open formation. They -1. The evil armies gain a + 1 to their
are led by Adriennedar Valgarien: ST The Skykillers are air cavalry riding morale due to the sun at their backs.
17; IN 14; WS 16; CN 16; DX 18; CH hippogriffs. They are armed with long Yrkhetep will accompany the Dark
17; CM 15; AC 1;Move 9”; R5; hp 54; swords +Z. The unit can enter closed Watch.
#AT 1; Dmg long sword or long bow; formation on the ground. Their leader The Dark Watch, Skykillers, and
THACO 15; AL CG; Rank Unit; AR 30; is Sir Lehakin: ST 16/79; IN 17; WS 14; wyverns start out at medium altitude,
CR 14”; CB +2. CN 16/65; DX 16/34; CH 18; CM 16; the Arrowflighters, red dragons and
The 6th Municipal Guard are among AC -2; Move 6“;CV8; hp 66; #AT 3/ harpies at low altitude.
the best of Arrabar’s city guard. The 2; Dmg long sword or lance; THACO Victory conditions for the evil host
city leaders, with remarkable foresight, 14; AL LE; Rank Unit; AR 29; CR 16”; are the capture of the inn and the road
sent them to stall the evil forces so the CB +2; longsword +4. while having at least ten figures left.
city may have time to organize a good The Cloudwarriors are cloud giants Control of the road is defined as one
defense. They begin in closed forma- from the floating castle. They wield side having the only non-routed units
tion. great clubs and hurl rocks. They begin on the control locations. The control
The Winged Law is a group of lam- in open formation. locations are: the eastern- and western-
masu who wish to help protect good. The Sisterhood of Carrion is a group most road edges, the stretch directly in
They cannot enter closed formation. of harpies that will attempt to charm front of the inn, and the point where the
The centaurs are locals from Chon- the enemy. They can never enter closed forest meets the road.
dalwood and are here to protect it from formation. All advanced rules are in effect.
invasion. They have long swords in The wyverns were summoned by Remember that all airborne units must
addition to their bows. They begin in Yrkhetep to supplement the dragon be in open formation while they are in
open formation. force. the air. The board should be 16 feet by 8
The two huge adult gold dragons are Yrkhetep’s Devoted are 4th level neu- feet.
here because they heard the evil host tral evil clerics. They are fanatics that Special Rules: Bren Wingblade and
recruited two red dragons. They think never need to check morale. They begin Sir Leharkin are mortal knightly ene-
this is hardly fair and have joined the in closed formation. The DM is free to mies. They will seek each other out and
good forces. choose their spells. They are led by fight a duel to the death. All units com-
Kara Godslave: ST 14; IN 18; WS 18; manded by the loser must immediately
Evil Forces DX 16; CN 16; CH 16; CM 12; AC -1; make a morale check with appropriate
The Dark Watch are elite air archers on
Move 6”; CL8; hp 60; #AT 1; Dmg -
penalties. If they succeed, they get a 1
footman’s mace; THACO 13; AL NE; AR bonus-the death of such a popular
hippogriffs, all with high Dexterity, and leader has whipped them into a battle
neutral evil. They are armed with long Rank Unit; AR 28; CR 12”; CB +l;
footman’s mace +3. fury. If the morale check fails, they
bows and long swords. They can enter Spells: cure light wounds (x2), curse rout.
closed formation on the ground. They (x2), darkness, silence 15’ radius (x3), Any evil units that enter Chondal-
are commanded by Thurindar Pelamar: resist fire, hold person, dispel magic wood are attacked as soon as they pro-
ST 17; IN 17; WS 11; CN 16; DX 16; (x3), feign death, cure serious wounds, ceed more than 2” into the woods.
CH 18; CM 15; AC 3; Move 9 ” ;F8; hp protection from good 10’radius, sticks Their attackers are centaurs and satyrs
72; #AT 3/2; Dmg long sword or long to snakes using guerrilla tactics. For game play,
bow; THACO 13; AL NE; Rank Unit; use an abstract AR of 18, and l d 8 dam-
AR 28; CR 16”; CB +2; age. The guerrillas do not need to check
The Arrowflighters are 2d level orc Set Up
morale or discipline and cannot be
archers mounted on manticores. Not It is a calm, cloudless morning. The ter- attacked. Evil units must make a
only do the orcs fight, but the manti- rain around the inn is flat grasslands morale check every round after the ini-
cores launch two volleys of six spikes, with Chondalwood to the southwest. tial guerrilla attack. Failure means they
one volley per round. Elves are their The forces of good set up first. Air units bolt out of the woods as quickly as pos-
hated opponents. The Arrowflighters should start out no further than 120’ sible. The guerrillas will continue to
may enter closed formation when on (4”)from the Inn. attack until the enemy units leave the
the ground. This is an elite unit, com- The Windriders and the gold dragons woods.
manded by Gluuvesh: ST 16; IN 9; WS start at medium altitude, the
10; CN 18; DX 17; CH 6; CM 4; AC 2; Lightblades, Sunshafts, and lammasu
Move 9”; F7; hp 40; #AT 3/2; Dmg at low altitude. The good forces will

34
The Giants' Castle The entire set is worth 28,000 gp. Ban- good and evil, white for good, orange
ners from armies the giants have defeat- for evil. One orange pin has the word
The castle is very simply constructed. ed hang from the ceiling. Two tapestries "Yrkhetep" printed on it. Another
It is a two story structure, each story is hanging on the walls show cloud giants orange pin is on the Inn, with the phrase
20' high. A 3O'-wide hallway splits each building the castle and fighting other "Grimslaak-innkeeper." A notation on
level into four large rooms of equal (good)cloud giants. Each tapestry is 20' one corner of the map says "Best of
dimensions. A spiral staircase located square and is worth 5,000 gp. Hades." There is a large, oak table and
at both of the hall intersections con- Grand study: Carpeted in sky blue eight seats. Scattered documents and
nects the first and second levels and deep shag, this is among the most com- scrolls give the exact strengths of the
gives access to the roof. The first floor fortable rooms in the castle. A massive evil hosts (with a profile on each unit
halls end with doors leading to the tow- fireplace lies opposite the door; a two- commander and the tactics he plans to
ers. handed sword of sharpness hangs over use in the battle), an account of
Each tower is three levels high, the the mantle. The swords dweomer is Grimslaaks deception, the PCs' names
only entrance is at ground level. The hidden by a reversed Nystul's magic and classes with estimates of their
four towers house ten giants each, aura spell. Bookcases hold tomes of all powers, and a final scrap saying "Next:
though currently 16 giants are on the shapes, sizes, and languages. Three Orient?!"
ground participating in the war. Out of large sofas and four large (even by giant The room is guarded by four dergho-
the remaining 24 giants, eight will be standards) easy chairs are scattered daemons.
asleep, two in each tower. Each tower haphazardly about the room. A spotted Upper Level, The chief's room This
has the same layout: the first floor is the lion stalks about in this room. When it vast chamber is carpeted in mink pelts
living area, the upper floors are sleep- hears the door open, it hides behind a worth 50,000 gp. The bed is solid pine
ing quarters. There is no treasure in the sofa and peeks at the intruder. If the set with 24 emeralds worth 500 gp each.
towers. Doors to the towers are 10' intruder is not a giant, it lies in wait. A chest under the bed is locked and
wide and always locked. When the intruder is close enough, it trapped with a poison needle (save at
The west tower's first floor contains pounces, automatically gaining at least -3 or die). The chest is eight feet long
the castle's main doors. The doors are one segment of surprise. and four feet wide. Inside is the wealth
30'-wide double iron doors. They are Kitchen and storage: Before the party of the castle: 17,500 pp, 19 gems worth
locked. Even when unlocked, it takes a enters, they smell meat roasting and 1,000 gp each, a ring ofshootingstars, a
creature with cloud giant strength (23) bread baking. This room has a vast ring of truth, a bastard sword, +2 giant
and mass to open them, or a group of at pantry with sides of meat from many slayer, gauntlets of ogre power, a staff
least three man-sized creatures with a sorts of creatures. In addition, there are of the magi, a staff of the woodlands,
combined strength of at least 50. The sacks of spices and dry goods. There are and a cloak of elvenkind. These items
doors will open to a knock spell or casks of ale, brandy, and wine, three of are man-sized and useless to the giants.
chime of opening. each, stacked in a far corner. Each cask They plan to sell them soon.
All rooms measure 70' square with is giant-sized and holds 100 gallons. The Chief, Fracto-Nimbuli, and his
20'-wide double doors, always locked. The kitchen proper has two ovens, four three spotted lion pets/guards are also
They also require a 23 strength to open. fire pits, and three work tables. A large here. The chief is sitting in his chair,
The castle is made of granite, and sits sink and pump produce one gallon of admiring himself in his mirror. He can
atop a puffy cumulus cloud that floats hot or cold water per round upon com- see the exact position of each PC as they
at an altitude of 600'. mand. Many cooking and cutting uten- enter the room, courtesy of his mirror.
sils hang from the walls. There are
Room Descriptions several cookbooks, including one Fracto-Nimbuli: AC -2; Move 15";
Since all the rooms are the same size called, "The Best Ways to Serve Man." HD 12 + 7; hp 90; #AT 1;Dmg 6-36 + 4;
and of the same configuration, it does Three cloud giants work in here, their THACO 9; SA hurl rocks 2d12 hp; SD
not matter which quarter of the level it clubs within easy reach. Before attack- surprised only on a 1;MR 30%.
occupies. ing, they will use pots and pans as
Ground floor, Dining hall: This makeshift gongs to warn the rest of the Fracto is the vain, greedy owner of
room is empty except during dinner castle. There are also two spotted lions this castle. Yrkhetep has promised him
time (sundown) or parties. There are skulking about, gobbling up scraps the power and wealth if he helps in the bat-
two tables of solid oak, 50' long and 20' cooks let fall. tle. Fracto wears a silver headband
wide, with 14 giant chairs around each. War Room. The most impressive fea- which confers 30% magic resistance to
There are 28 gold plates, mugs, bowls, ture of this room is the massive map of the wearer, shrinking or expanding to
and eating utensils stacked in cabinets. the area set into the wall opposite the fit. His massive club is enchanted to
door. Little pins show the armies of + 4.

35
Spotted Lions (3): AC 5 / 6 ; Move GriffodLion Den: Eight griffons and Aftermath
12”; HD 6 +2; hp 50; #AT 3; Dmg 1-4/ eight spotted lions occupy this room.
1-4/1-12; THACO 13; SA rear claws for They will attack any non-daemon or If the party went through the entire cas-
2-812-8; SD surprised only on a 1; AL non-giant who enters. tle, they have some idea of some of the
N. The Roof: Eight cloud giants with goings on at the battle. They can cer-
griffons on leashes always patrol this tainly deal with the false innkeeper if
Fracto has personally trained these area. There is an alarm gong here which the place is still standing.
lions since birth. They obey his orders is used to alert the rest of the castle.
exactly, and receive a + 4 bonus vs. any
charm spells due to their intense devo- Leaving the Castle
tion to Fracto.
Prison: A good cloud giant and a sil- There are several ways to leave the cas-
ver dragon are chained in this room, tle. The party can get a ride on Agrilea’s
guarded by evil two cloud giants. If back, or try and ride one of the griffons.
released, the prisoners will help the par- The latter will be nearly impossible
ty escape the castle. They might even unless the griffons charmed. Cirrus will
aid in fighting the denizens of the castle offer to levitate earthward, carrying
if the party deals politely with them. three PCs with him.
The cloud giant is called Cirrus If the evil host is victorious, the lead-
Thunderhead, the dragon is Agrelia. ers, the giants and the red dragons will
Both were scouts for the good host but return to the cloud castle. Due to the
were captured. They were being saved quick and especially violent nature of
for a sacrificial offering. the battle, an outcome can be expected
Agrelia is a female adult silver in less than two hours. If the party is
dragon. She has no spell casting ability still in the cloud castle, they may have a
but wishes she did. bit more to deal with than they bar-
Gate Conjuration Room:A platinum gained for. Yrkhetep will also probably
thaumaturgic circle is set into the floor, return to the castle before continuing
dominating the room. Replicas of the his campaign c
castle and gate hover above it. There is
a golden compass rose set in the ceiling. The Gate
This controls the direction of drift for The six yagnodaemons that guard the
the cloud castle. The replica’s front is gate will attempt to throw any
pointed to the compass heading that the approaching non-giant or non-daemon
giants wish to steer. It takes Strength of into it. It leads to Hades, specifically to
23 to move the replica. the foot of Yrkhetep’s castle. A group of
An ultrodaemon maintains the gate six yagnodaernons that patrol the
through heavy concentration. There grounds will immediately accost the
are four yagnodaemons and a cloud reluctant travelers.
giant assigned to protect the ultro- The gate can only be destroyed by
daemon and make sure his concentra- ruining its model counterpart in the
tion is not broken. They will attack any cloud giants’ castle.
intruders immediately. If the party assails the gate and its
The ultrodaemon cannot fight while guardians, the yagnodaemons will
concentrating on the gate. If he is automatically summon one dergho-
injured, the gate winks out of existence. daemon each round as reinforcements.
Yrkhetep will be immediately aware of If the party flees, the yagnodaemons
this, but will remain in the battle below. will not give chase, but the dergho-
The ultrodaemon will attack if the gate daemons will.
is broken.
If the castle replica is smashed, the
whole castle lurches and topples earth-
ward, crashing in three rounds. All
inside will die on impact.

36
,
- 1 ’

Forces of Good

UNIT NAME TYPE LVL AC HD/FIG MV AR ML DL #FIG DMG

Lightblades Cav P3 6 30 24“/48”(MCD) 16 14 16 6 ld8+1/1d8/


ld8/ld3

Sisterhoodof the Oaks Arch R3 3 30 12 18 13 13 6 ld6


Winged Law Air Lam 6 35 12”/24” (MCC) 17 12 14 6 ld6 lld6
Centaurs Archers Cen 5 40 18 15 13 12 6 l&/ld6/ld6
Gold Dragons A:r GD -1 11 12”/30”(MCE) 25 16 16 2 ld8/ld8/6d6

Evil Forces

UNIT NAME Type Lvl AC HD/Fig MV AR ML DL #FIG Dmg

Arrowflinhters Arch F2 6 20 12”/18”(MCE) 20 14 14 6 ld6/6d6


Skykillers Cav F7 4 35 18”/36”(MCD) 18 17 17 10 ld8+l/ld6/

Sisterhood of Carrion Air Harp 7 30 6”/15”(MCC) 16 10 8 8 ld3/ld3/ld6


Yrkheteu‘s Devoted Inf ~4 2 40 6/24 17 13 12 6 ld6 + 1
wyvern’, Air Wyv 3 35 9”/24“(MCE) 25 15 15 2 2d8/ld6+
Red ‘Dragons Air RD -1 11 9”/24” (MC E) 25 16 16 2 ldF‘ld8/3dlO
It begins with rumors in Hlath-a huge center two have gates opening into the man steps forward in greeting. His
army has been sighted in the eastern city; these gates are protected by draw- name is Lord Fior Botpur, and he is the
wastelands, marching west into Unther. bridges. The population numbers about ”duly elected representative of the peo-
Soon peasants and refugees begin pour- 2,000, mostly merchants and local fish- ple of Hlath.”
ing in from the southeast, telling horror ermen (the latter are renown for their Forgetting to introduce the others
stories of a barbarian horde, of demons long and durable nets). The people are with him, Botpur immediately quizzes
and monsters, of riders with bloody packed into a small area, cramped but the party about their past fighting expe-
scimitars. The people tell of a mysteri- safe inside the thick walls. rience. If the party has been through the
ous ”Khan” who leads this deadly army. Visitors are greeted by a lot of com- other scenarios in this book, Botpur
His warriors number thousands, swol- motion. People of all races rush from will be impressed. While the PCs talk,
len with slaves from every city that falls place to place. Merchants pack their Botpur nervously wrings his hands.
to him. wares and close up shop, groups of When they finish, he will explain that
It seems that an unstoppable army poorly trained locals march the streets he is very worried about his people’s
threatens to overwhelm Chondath, and and call for their neighbors to join the safety. Clearing his throat, the Lord
the good folks of Hlath are getting militia and defend the homeland. A proclaims:
scared. group of Turmish men are hurriedly ”The safety of the people is what
This adventure is for PCs level 10-12. patching a longboat in the street, ignor- matters here! While many would die
The role-playing adventure can be ing the curses of inconvenienced trav- rather than see Hlath fall to barbarians,
started in many different ways: the PCs elers. Cattle and goats wander the dirty we must think about the children and
can begin by wandering into the bar- cobblestones, and pigeons flutter and the women and those too old to fight. I
barian army and meeting Szuma (see coo, scattering before the adventurers. must say it is important that we make
The Bushido Warrior). If they serve The streets wind between four- and correct decisions, whether to flee,
Hlath or Chondath already, they can be five-story buildings lined up wall to whether to fight, and we’re so woefully
recalled from another front to defend wall, like tipsy rakes leaning on one lacking in the truths! We need the truth!
the homelands. The PCs could be pass- another for support. Every store-front I am impressed by your list of accom-
ing through Hlath, traveling by boat to teeters over the dim lanes. Young boys plishments, and our need is great. Gen-
Hlondeth or Arrabar, or to Alaghon in distribute handbills to everyone- tlemen, you could take a high post in
Turmish, or they could be traveling the proclamations by the authorities cover- my army by responding to this, my
Arrabar-Hlathian highway when they ing preparations for a siege and a call to challenge: Ride like the wind three hun-
hear that mercenaries are being hired. arms. The notices promise generous dred miles to the south and collect the
With their qualifications and skills, the mercenary wages and give instructions truth of this barbarian army and bring
PCs could easily gain command posts on enlisting. it back to me. I will see that you have
in the Hlathian armed forces. Whether If the PCs follow the instructions on the finest horses and the best supplies
their hearts are filled with altruism or the handbills, they will come to a large for your mission. As duly appointed
avarice, they’ll be drawn to Hlath. building near the eastern wall, the leader I shall see to your award, and
Hlathian Armory and Great Hall. It is place you at the helm of our armada!”
Hlath of Chondath three stories tall with barred windows Botpur’s speech surprises his confi-
and a flagstone courtyard. The party dants, and a small bald man begins to
Hlath is a rich merchant city set on will be recognized as seasoned warriors argue with him over his right to make this
the waters of the Vilhon Reach, just 130 immediately,and a militiaman will rush bargain. But the lord continues, “No,no,
miles from the Sea of Fallen Stars. Its them inside to meet with the commu- all your maps are bought from fleeing
largest import is timber and exotic nity leaders. peasants, and none we have commis-
woods, raw and carved. Many long The party is ushered through a sim- sioned have returned to aid us! Look at
warehouses brimming with lumber ple hall and lead into a wide conference this,” and the lord snatches up the map
stand along the highway to Arrabar room furnished with a heavy oaken from the table and waves it in the air, ”It’s
outside the city’s great walls. table and many surrounding chairs. nonsense, it’s impossible! We must know
No novice to pirates and raiding arm- There are rich tapestries and ceremoni- the truth! The offer stands-return with
ies, Hlath has fifty-foot walls, well but- al weapons hanging on the walls (value the truth about our enemy and you will
tressed and set with ramparts. Each of 20,000 gp). Five men stand around the lead our army. I will not argue anymore,
the city’s land-locked gates to the east, table discussing a map. One man keeps we are not mighty warriors, and we can’t
south, and west, have a portcullis out- notes. All activity stops as the party leave this in the hands of a mason’s son!
side the main structure. Six stone piers enters. The Militiaman announces the This is no war council!” And throwing
extend forty feet from the northern wall PCs as more who have come to join the the map to the floor, the lord stomps out
into the waters of the Reach. Only the cause, then takes his leave. A portly of the room.

38
The small bald man will address the Influential Hlathians: standard is a blood red hawk on a field of
players, and tell them that they have an Baron Krondac is a 4th level fighter, white. Zarre was hired to fight under
offer to join the ranks as mercenaries at age 50, who witnessed Botpur‘s offer tc Pohidge. He believes the PCs are sea-
4 gp per day, or they can take the lords the PCs. He is a loud talker who ha: soned warriors better qualified to com-
challenge and take high level posts at 75 brought a force to join the defender: mand. He will support the PCs’ mission
gp per day plus bonuses for victories. If (see Order of Battle). He wanted Pho and will invite them to stay at the Blue
the PCs want to spy and claim the high- hidge, the mason’s son, to lead the Roan, Mira Satra’s lodging house (see
est ranks in the army, they must leave troops in battle because he had influ- below), where he and some of his more
immediately. The bald man is Minister ence with the younger man. The baror important men are lodged. He has a good
Thorn. He carries lists on scrolls and will want to attack the enemy before knowledge of tactics, but as he would put
tally books: reports to support his call they reach the city. He is a poor combal it, “Me and my men are paid to fight, not
to abandon the city. He explains that leader. His strategy is short-sighted, think.” He’s not worried-the Hawks
ordinarily Hlath is governed by a tri- and he takes orders belligerently, yet he negotiated special wages and they make
umvirate council, the Three Lords of adds - 2 to the morale of his unit. In the good money sitting and waiting. Zarre
Hlath, but Lord Warkas and Lord BATTLESYSTEM” Fantasy Combal will take orders well in the field, and his
Nybahn are in the Turmish Courts for System that follows, Baron Krondac men are courageous by mercenary stand-
negotiations and a wedding. Botpur’s can only act as a hero or commander ards. He will scoff at any plan that calls
word rules, even though Thorn con- when he leads his own men. If the party for passive defense. He fights with his
siders Lord Botpur a wind-bag and a returns with Szuma, the baron will unit and cannot act as a NPC hero in the
buffoon. He is very angry that the lord demand that he be imprisoned and BATTLESYSTEM Fantasy Combat Sys-
has used this offer to stall a painful deci- questioned. If the PCs refuse, the baron tem.
sion, and he distrusts the PCs. He will will sulk and hurl racial insults at Szu Ulliam, the High Priest of Tempus, is
try to discourage the party with stories ma. a striking fellow wearing a gleaming
of others who have been commissioned Pohidge Plam is 6th level fighter whc steel skullcap, his head is shaved except
as spies and never returned. They prob- is known about town by his father‘s for one lock growing from his left tem-
ably died at the hands of vicious bar- reputation, masonry. Pohidge spent 15 ple and pulled back behind his ear. He
barians. He warns the PCs that the years chasing fortunes. He wields a will see the wisdom in a sneak attack
army is only 300 miles to the south, so long sword +2. For the last three years and support any such plan whole-
one week is all he will allow for their he has lived a settled, domestic life with heartedly. Ulliam believes that the PCs
”mission” before he calls for an evacua- a wife, living off past earnings. Pohidge were sent in answer to his prayers to
tion. is apt at leading his own people. HE Tempus, and he has faith that the PCs
The PCs can question others (various loves them and hopes for few casual- can lead them to victory. He cannot (or
members of the community are out- ties. Pohidge is sensitive and proud of will not) advise strategy or get any
lined below), to learn more about the his name and will quarrel with anyone information to help the PCs. As a
situation. True to his word, Lord Bot- who teases him or laughs. He was priest, he knows very little about the
pur will provide good warhorses and offended by Botpur’s offer to the PCs, city and its defenses.
one week’s supply of food for all those as he had been the logical choice foI Mira Satra owns and runs one of the
who go on the mission. He will see the general, considering his combat experi- local boarding houses, the Blue Roan. It
party off and wish them well. ence and the fact that he is a citizen. is well known for its Cormyr-style fare
If the PCs return, Thorn will be genu- However, he will loyally serve his lord and its well-kept stables. The Blue Roan
inely happy to see them, but he will be and will respect the PCs for theiI is really a series of four buildings in the
wary of Szuma (see below). He is glad accomplishments. He will judge any center of the cramped city. Mira will
to let the PCs take control of the defense war plans strictly by their merits, but not run from the enemy or enlist in the
of the city because it relieves him of the Baron Krondac will sway his opinion5 army. He would prefer not to hear
responsibility, and he will quietly slip in other matters. Plam can fight with about war. His rates are high, but the
away in a small sail boat if an attacking any unit and can act as an NPC hero. Blue Roan has feather beds and no rats!
force arrives. Upon their return, a Dak Zarre also witnessed Lord Bot- Mericrom, Sturkoss and Benelcreth
grateful Lord Botpur will allow the PCs pur’s challenge. He is an 8th level fightel are three prominent magic-users of
free reign over the troops and the with extraordinary strength (18/78), Hlath. They can be convinced to join in
defenses of the city, and will support hired to fight in the armed forces. His defending the city by a serious fellow
any plan his new generals put forth. long black hair is tied into a braid, and he magic-user, or they can be bribed into
Not too lion-hearted himself, Botpur is marked with a bright scar under his lefi joining the fray.
will be terribly frightened by the battle eye. Zarre‘s band of many Turmish war-
and will hide until it is over. riors is called the Blood Hawks. Theii

39
The Mission If the PCs decide to trust Szuma, they our cavalry also dressed in night. They
must return to Hlath with his volun- will run, all but the bravest, and we can
It will take the PCs three days on horse- teered information and sell it to the citi-
back to reach the enemy. The trip will overpower those few to kill the demon
zens. Szuma will give an accurate and set by sworn brothers free. Surprise
be uneventful. The roads are filled with timetable of events and will describe the will give us what we lack in size. It is the
people and domestic animals running exact siege formation that the Khan will way of wisdom, as written in the clouds
from the on-coming forces. O n the employ in attacking the city. He will tell for me alone to read. All other paths are
third day, the refugees slowly dwindle the party that the Khan has predicted a lost!“
in number until by mid-morning there mighty battle at a city on an inland sea.
is no one in sight. At noon they see the Szumai’s plan will work, up to a
Most important, Szuma will offer this point (see The Dragons are Coming!).
Khan’s army, a sprawling force num- plan of attack:
bering 2,450 warriors and slaves, “With large opponent, it is best to use
including weird beasts and at least 50 The Defense of Hlath
surprise. The Khan like siege attack, so
engines of war. he surround and then send traditional Szuma predicts 3 weeks until the Khan’s
While the party watches the army, a delegation to offer terms of surrender at legions arrive at Hlath, and he’s only off
bushi in full battle armor will approach sunset. If no surrender by dawn, he by two days, so the PCs have time to
the PCs. His helmet is a black-enameled attack, but is routine and men are lax prepare a defense.
demon face. He will call to the PCs in during night of terms. Every town falls Hlath has five ballistas and three
the common tongue, but with a strange same way. How do we defeat the Khan? heavy catapults, all trained on the
accent. First, city spokesman must say “We no Vilhon Reach. It will take 40 men one
”I am Szuma Li, bushido warrior, fear you because we protected by week to re-orient the weapons toward
and I am honorable and learned man. A dragons!” My countrymen fear ancient the land.
slave teach me your talk for this land. I wyrms and such boast is sure to scare All strategy should be left to the PCs.
am not traitor but you must help me them. We tell the people of the city that If they decide to stay in the city and
stop Khan! You must take me to your the Khan cut the nose off all slaves and wait-out the siege, the Khan will send
capital and let me tell your prince how send them to pull the war machine. This ninja into the city each night for two
to defeat this evil thing. I have followed will make them strong like metal, ready weeks. The assassins poison water and
the mighty Khan for four years because to fight. We collect a coin from all in the foodstuffs, and murder soldiers and
I saw him strike bargain with the ogre city and give, in secret, to the generals civilians. These attacks lower the
magi, and I saw the tamed foo beast of the attacking army, saying “we will defenders’morale - 1each night. If any
that he rides and we have never been only fight a little, so we are not called unit’s morale reaches zero, Botpur sur-
defeated.. . All his predictions came cowards, then we surrender.” This will renders the city. If Szuma is with the
true, so we believe he is chosen one... make them sure of victory in their PCs, he has a 40% chance to catch these
until night before last I come with mes- hearts and they will sleep well. assassins as they slip over the walls each
sage to tent of Khan, and enter unan- ”After midnight, we gather all the night.
nounced. I find a most horrible bulls and dress them in silks and paint
jackal-faced demon there who changes them as dragons, and we tie a torch Ninja (20): AC 3; Move 12”;N3 ;hp 20
back into Khan Kertep! The demon soaked in oil to their tails. All the city’s each; #AT 1; Dmg ninja-to + tanto +
calls for my death by beheading and my troops must dress in black clothes and poison; THACO 18; AL NE
kinsmen obey. But I bribe two guards gag themselves so they do not make a Ninja Abilities: HS 20%; MS 27%;
and escape into unconquered land, and noise, while all those who don’t fight, F/RT 30%; CW 87%; DI 28%; OL
I find you. It is my duty to free my the old and young must get noise 33%;TW 30%; PV9.5‘; F 10’; ES 18%;
brothers from this demon that rides makers and climb silently to the roof- BS x2
them in bondage. Only way is to trick tops and high walls. At two hours past
them, and I know how!” midnight I will light the torches and Szuma will also describe the initial
If someone decides to attack, Szuma send mad bulls into sleeping eastern deployment of the Khan’s forces and
does not attack to kill, he feints, then army, and I shout ”dragon, dragon!” in give an idea of the skills of each group,
strikes to disarm; calling on the PCs to my people’s talk. This is the time for the speaking reverently of the mystical ”ki”
stop fighting. If the party fights and women and old people to make a great powers. Szuma will persistently argue
inflicts more than 15 points of damage, noise, a wailing and banging to scare against any attempt to weather the
Szuma uses his ki power, but will not the Khan’s army and confuse. And fol- siege, and will reiterate his plan to any-
attack to kill. If the party is foolish lowing the bulls come our warriors, one who’ll listen.
enough to kill Szuma, they will lose a silent like angel of death-it will disturb The Khan Kertep is really Yrkhetep
valuable ally. my people, I know this. Then we send the arcanadaemon using his shape-

40
changing abilities to masquerade as a rounds, unable to move or attack until
man and leading the oriental army into attacked or rallied. If Yrkhetep is not
the Forgotten Realms. He rides an neutralized, he will circle to the south
enslaved foo lion into battle. A magical and rally as many units as possible,
golden harness keeps the lion from then charge the south gate. The
escaping into the astral or ethereal Eastwind unit, initially deployed with
planes. An iron muzzle keeps it from Yrkhetep, suffersno ill effects from the
biting or roaring. The creature can turn surprise attack.
invisible at will. It will not fight for
Yrkhetep. If released, it escapes to the Victory Conditions
astral plane and returns in 1-10 rounds
with 1-4 more foo lions to avenge his Hlath receives a victory if the oriental
slavery. forces are destroyed or routed from the
The daemon has two blue-skinned field.
ogre magi as body guards, and they The Khan’s army is victorious if the
fight with heavy naginatas and are city is overrun.
always at the Khan’s side.
The Khan has fireworks which he Order of Battle
detonates during battle, causing all Defenders of Hlath
opposing forces not familiar with these The Blood Hawks are cavalry armed
noise-makers to lose morale (-1)and with long swords and javelins. They are if he falls while commanding. Plam has
discipline ( - 1).The Daemon’s prefer- lead by Dak Zarre: ST 18/78; IN 10; two deputies: Nestor (CR 6”), deputy
red strategy is the siege, where his mas- WS 10; DX 14; CN 15; CH 14; CM 15; commander of the Kingfishers, and
sive force surrounds the city and he can AC 2; Move 9”; F8; hp 52; #AT 3/2; Galan (CR 7“), deputy commander of
bring his siege engines into play. In an Dmg long sword; THACO 14; AL CG; the Woodsmen.
open field confrontation, Khan Kertep Rank Unit; AR 29; CR 16”; CB 0. The Volunteers are armed with short
will attempt to out-flank his opponents The Riders of Kron are cavalry swords and shields. They are a mob
and again surround them. armed with long swords. They are lead unit, but three weeks of training will
When the oriental army surrounds by Baron Krondac: ST 16; IN 10; WS bring them to regular status.
Hlath, the Khan will position his men as 10; CN 13; DX 12; CH 16; CM 11;AC
follows: The Westwind brigade 140 3; Move 9“; F4; hp 22; #AT 1; Dmg The Mighty Khan’s Legions
yars (14”)from the west gate of Hlath, long sword; THACO 18; AL NG; Rank The Southwind are elite 2d level orien-
the North and Southwind the same dis- Unit; AR 35; CR 10”; CB +2. tal steppeland barbarians mounted on
tance from the south gate and the The Hlath Guards are regular infan- light horses and armed with horse bows
Eastwind the same distance to the east try armed with short swords and and light lances. They can split-move.
of the eastern gate. Yrkhetep will be shields. Their commander is Naylor Their commander is Ting-tok (CR s r r )
with the Eastwind brigade. The war- Wright (CR 7”). The Northwind are elite 3d level ori-
riors will be sporting horrible masks The Hlondethan mercenaries fight ental forest barbarians mounted on
and disgusting trophies on long poles to with short swords and shields. Their light war horses and armed with battle
demoralize the on-lookers from the commander is Armand bois Gilbert axes. Their commander is Ning-wu (CR
walls. (CR 8”). V).
The Kingfishers are local fishermen, The Eastwind are elite 3d level bushi
The Dragons are Coming! they have bows and daggers. The mounted on medium horses and armed
If the PCs follow Szuma’s advice, the Woodsmen are craftsmen and loggers, with katanas. They can use their ki
surprise attack will cause all barbarian also armed with bows and daggers. power once per day to raise their effec-
troops to rout. These groups have a ter- Both of these local infantry units were tive level for one game round. During
rible superstitious fear of dragons, and organized by Ham: ST 17; IN 13; WS 9; this round their AR improves by -2,
prefer to run first and question later. All CN 16; DX 12; CH 16; CM 14; AC 4; and each figure gains 20 hit dice. When
other non-elite units’ morale are low- Move 9” ; F6; hp 43; #AT 1;Dmg long the temporary hit dice disappear on the
ered by -2 and discipline is lowered sword or long bow; THACO 16; AL following round, any wound markers
until Yrkhetep or one of his deputy NG; Rank Unit; AR 31; CR 11”;CB placed the previous round are
commanders can rally it. All non- +1; long sword +2. Either gets a +2 removed. Their commander is Tocha
routed units will be surprised for Id20 to morale if he is in command, but a - 5 Mura (CR 9 )

41
The Sword Saints are 3d level kensai death, prayer, hold person, resist fire, Ho Lan: ST 10; IN 16; WS 13; CN 8; DX
armed with katanas. They can use their chant, slow poison, spiritual hammer 10; CH 15; CM 14; AC 10; Move 12”;
ki power to cause maximum damage (x2), bless, command, cure light MU7; hp 19; #AT 1; Dmg none;
three times per day. The controlling wounds, resist cold, remove fear, light THACO 19; AL LN
player simply announces that the Spells: accuracy, magic missile,
power is being used, and the unit’s Mericom: ST 9; IN 17; WS 13; CN 9; shield, wall of fog, whip, woodshape,
attack roll is automatically assumed to DX 10; CH 10; CM 11; AC 9; Move protect from normal missiles, dancing
be a ”2“. Their commander is Sakagi 12”; MU 6; hp 27; #AT 1; Dmg none; blade
Tabito (CR 7”) THACO 19; AL CG; ring of protection
The Korobokuru are dwarven 2d +I Chirath: ST 9; IN 17; WS 15; CN 12;
level oriental jungle barbarians. They Spells: shield, magic missile (x3), DX 13; CH 13; CM 15; AC 10; Move
fight with battle axes and get +1 on detect invisibility, stinking cloud, fire- 12”;MU5; hp 16; #AT 1;Dmg dagger;
saves versus magic. Their commander ball (x2). THACO 20; AL NE
is Chu-qua (CR 10”) Spells: confusion, melt metal, fire,
Westwind #I are elite 2d level bushi Sturkoss: ST 8; IN 18;WS 12; CN 11; rain, fire wings, fire shuriken, blind,
infantry. They wear individual flags on DX 16; CH 13; CM 10; AC 3; Move pyrotechnics, wizard lock, magic mis-
their backs with solid colors denoting 12”; MUS; hp 38; #AT 1;Dmg dagger; siles, know history, fiery eyes, melt,
their brigade and unit. They fight with THACO 19; AL CG; cloak of protection spider climb
katanas and straw shields. They have +2, bracers of defense A C 7
the same ki powers as the Eastwind Spells: shield, magic missile (x3), Mazrahn: ST 11;IN 18;WS 12; CN 13;
unit. Their commander is Tocha Saigo detect invisibility, stinking cloud, DX 14; CH 13; CM 13; AC 4; Move
(CR 8 ” ) strength, fireball (xz), lightning bolt, 12”;MU5 ; hp 17; #AT 1;Dmg dagger;
Westwind #2 are 3d level oriental for- wall of fire, confusion THACO 20; AL CE; Rank Deputy
est barbarian infantry, armed with Army; AR ; CR 9” ; CB 0
spears. Their commander is Song-chen Benelcreth: ST 6; IN 18;WS 15; CN 10; Spells: hypnotism, cloud ladder, ele-
(CR 8” DX 14; CH 10; CM 12; AC 10; Move mental burst, wall of fog, secret signs,
The Slaves pull the army’s siege 12”;MU6; hp 28; #AT 1;Dmg dagger; fog cloud, smoke shape, stinking cloud,
machines, supplies, and plunder. The THACO 19; AL CG . wind breath, omen, dispel magic, face,
engines of war include 15 massive rams Spells: shield, magic missile (x3), shout, emotion
on wheels (Dmg l d 6 vs. fortifications), detect invisibility, stinking cloud, light-
10 heavy catapults which can throw ning bolt (x2). Nag the Mysterious: ST 13; IN 18;WS
flaming loads ( + l d 6 fire dmg), 20 tow- 13; CN 11;DX 14; CH 15; CM 16; AC
ers on wheels to scale walls, 5 light cata- The Khan’s Heroes and Spell Casters 2; Move 12”; MU9; hp 25; #AT 1;Dmg
pults, and 20 ballistas. Each engine is none; THACO 18;AL LE; Rank Deputy
Khan Kertep (Arcanadaemon): AC - Army; AR 33; CR 12”; CB + 1
crewed by 1st level bushi. 2; Move 12”/18”; HD 13 +39; hp 104; Spells: accuracy, hail of stone, ghost
#AT 4; Dmg 1-4/1-4/2-16/1-6; THACO light, magic missile, wizard mark, mes-
Hlath’s Heroes and Spell Casters 8; AL NE; Rank Army; AR 13; CR 16”; sage, locate object, invisibility, blind,
Szuma Li: ST 17; IN 13; WS 15; DX 15; CB 0; SA/SD See MMI page 28. rope trick, disguise, magnetism, power-
CN 17; CH 16; CM 14; AC 4; Move 9”; Spells: detect magic, charm person, word stun, statue, dimension door,
BU8; hp 68; #AT 3/2; Dmg katana, magic missile (x3), invisibility, weak- confusion, metal skin, wall of iron,
daikyu or karate; THACO 14; AL LN; ness, dispel magic, clairvoyance (x2), metal to rust, warp stone
SA feint, ki power; Rank as assigned; ice storm (x3), minor globe of invulner-
AR 29; CR 12”; CB +l. ability, dimension door, disintegration
(d), power word blind, maze, meteor
Ulliam: ST 11; IN 13; WS 17; CN 10; swarm
DX 13; CH 12; CM 10; AC 4; Move 9” ;
CL10; hp 42; #AT 1; Dmg staff; Ogre Magi (4): AC 4; Move 9” /15“;
THACO 14; AL CN; Rank as assigned; HD 5 + 2; hp 32 each; #AT 1;Dmg 1-12;
AR 29; CR 11”;CB 0. THACO 15; AL LE; Rank Deputy
Spel1s:flame strike, cure critical Army; AR 30; CR 6”; CB 0.
wounds, sticks to snakes, cure serious
wounds, protection from evil IO’ radi-
us, cure blindness, dispel magic, feign

42
Defenders of Hlath

Unit Name Type Lvl AC HD/FIG MV AR ML DL #FIG

Mercenaries Inf F4 5 40 91t 16 11 12 10 ld6


Kingfishers Inf F1 7 10 9" 20 11 12 15 ld6
Woodsmen Inf F1 8 10 9" 20 11 12 20 ld8
Volunteers Inf F1 9 10 9" 20 12 13 20 ld6

The Mighty Khan's Legions

Unit Name Type Lvl AC HD/FIG MV AR ML DL #FIG Dmg


Southwind(x2) Cav F2 5 20 15" 20 10 11 10 ld6 / Id8 / Id8 / l d 3
Nort hwind(x2) Cav F3 4 3 15" 18 10 11 10 ld8/ld8/ld8/ld3
Eastwind
- Cav F4 3 40 15" 18 9 10 10 ldlO/ld8/1d8/ld3
Swordsaints Inf F3 5 30 9" 18 8 8 10 Idlo
Korobokuru Inf F2 5 2 9l' 20 9 10 15 ld8
Westwind I(x2) Inf F2 6 2 9" 20 10 11 20 ldl0

43
protocol, he shouted, "Golconda is many casualties of this past season's
The Opening Scene fighting. Since his death Samakay had
saved!"
The south wind promised spring, but There were several raised eyebrows trusted no other to decide these mat-
the ice in the shadows told of winter's and a harumph at this breach of eti- ters, except himself. It wasn't that he
remaining strength. The season of quette. The king said, "You have our would not listen to expert opinion but
flowers was late in Golconda's hills, but permission to address the throne, rather that each principle of military
for once there were few who wished for Boubakar." science must be explained from the low-
the return of spring's warmth. Spring That man, realizing his error, fell to est level upward to make each salient
this year meant red war. The prospects his knees and said, "Forgive me, sire, point. It was quite taxing at best. And,
for this war cast fear into the hearts of these times have driven all from my so, like a weary teacher speaking to a
King Samakay and his council. This mind. And the news that has just now rich but obtuse student, Boubakar
past season the foe continued the war reached my ears is so wonderful that explained, "Sire, an army on the march
that had raged across the southern joy made me forget protocol." requires much in the way of provender,
Turmish hills for the past three years. The king nodded, then replied, "You which must be in position. The move-
The self-styled King of Muktar had pur- are forgiven, but we entreat you to ment of troops requires orders, or else
sued his dream of empire with demonic share this joy with us, for in sooth good they will not be where their commander
obsession. Golconda had no quarrel tidings have been as scarce as hens' desires when he desires them to be
with anything that could end the centu- teeth these past three years." there. The orders sent to each force
ries of petty wars that had plagued "Oh, sire, one of my agents has must be sent in good time so that the
Turmish, but forced membership in returned in this hour from Muktar. He commander can in turn dispatch his
Muktar's empire seemed too high a killed four horses in the passes to bring subordinates. At this time Muktar's
price to pay. And so the king and coun- us the seeds of victory. He has discov- arm has received their marching orders,
cil met in grim conclave. ered the location of Hetep's battle plans and any change in plans would cause
Joining the council were the heroes of for the coming campaign. If we had great confusion.
this past year's campaign, a group of these in our hands we could use that "Furthermore, if we could seize these
adventurers who had sought revenge knowledge to nullify their numbers," plans unbeknownst to the foe we would
upon Muktar's King Hetep. This had Boubakar answered breathlessly. be able to strike at the weakest links in
been provoked by the permanent Surly old Count Belim spat out, the chain. And should Muktar realize
destruction of several of their compan- "And why didn't your sneak fetch out the loss, he would perforce change his
ions by Hetep. Though not from the plans instead of slaying innocent plans, granting us time to seek allies, or
Golconda, they had won a place in the steeds?" he would retain his original plans for
council by their valiant deeds. The chief of spies tartly replied, "The expediency's sake, leaving us the
For weary hours the council had plans are defended by one hundred stronger. In both events we would ben-
searched for some means of negating ogres and the champions of Muktar." efit, and he would suffer."
the foe's numerical advantage, but Belim muttered sotto voce, "Never The king stated, "Seems to be rather
answers were as scarce as hope. Even heard of a spy with courage." a lot of bother, this army business. But
the stalwart adventurers revealed their He might have said more, but the you've made your point, Boubakar."
doubts about their ability to stop the king said, "Silence, Belim, it takes great At this point debate erupted anew.
enemy army. They swore that before nerve to enter the foes' camp. So cease One council member wanted to march
the foe breached Golconda's red sand- your slights, for Boubakar and his spies with the entire army to the fort that
stone battlements he would pay dearly serve even as the stoutest fighter." held the plans. He was reminded of the
in blood. Then, Saamakay turned back to the mud and snow that slowed travel.
This brave vow brought scant conso- spy and inquired, "Why are these plans Another council member thought that
lation, and the council was debating the so important? Belike Muktar could sending an arsonist to bum the fort
merits of the same unworkable plans change them as I might change my would be the ticket, but it was pointed
for the seventh time. The arguments plans not to hunt when a sudden rain out that this would simply destroy the
were frequent, and at several points arises." plans to no benefit to Golconda. At last
King Samakay the Wry was forced to Boubakar sighed. The king, though somebody suggested that a raid by a
speak sharply to stop duels. The pres- just and kind, had never in the fifty small, but powerful, group would be
sure of trying to solve the unsolvable years of his reign shown even the faint- the efficacious tactic. All eyes turned
was making tempers short and sharp. est glimmering of comprehension about toward the adventurers.
Then, the chamber's ebony doors flew military matters. Lord Daud had served Samakay said, "We need heroes in
open. In rushed the gray-robed chief of as military advisor to Golconda for this time of greatest need. It is true that
spies. Without regard to rigid court nearly a century, but he was one of the you are not of Golconda, but we

44
entreat you to strike us this blow ogres. An armory occupies the entire plan-his forces will attack when the
against your foe and ours, Hetep.” second floor. The third floor contains weakest characters are on watch. (He is
Before any could say yea or nay, quarters for the champions of Muktar. quite familiar with the capacities of
Count Belim leapt to his feet, shouting, There is a guardpost on the roof. The each character, and he has a general
”’Tisrankest folly to send our strongest floors are connected by stairs. The spy idea of what magic items they possess.)
and most potent force into the maw of said that among the champions there The cleric in his party will cast hold per-
death. These folk should be held in were two powerful fighters, a potent son on any characters who are awake.
reserve.“ cleric, and some type of a spell caster. If successful, Belim and his men will
Samakay ignored him, and repeated He heard about, but did not see, two gain automatic surprise. They attack,
his question. Count Belim stormed out giants that are based at the fort. attempting to subdue and bind the
of the room, nearly unhinging the ebo- This is all of the information availa- sleeping characters. Should the charac-
ny portals in his fury, while Boubakar ble to the party unless they use spells or ters resist, an all-out fight will ensue.
stifled a grin. magical items. If they do so, then more The attackers will attempt to pummel
If the PCs refuse this mission, then specific data is available below. or overbear the characters into submis-
accusations of cowardice and treason sion.
will fly. The king will turn against DM’s Information
them, and they’ll be imprisoned or Count Belim: ST 15; IN 10; WS 9; DX
worse. In character, they should jump A deep plot is afoot in this adventure. 16; CN 14; CH 15; CM 15; AC -1;
at the chance to strike a blow, but if The king of Muktar is actually Lord Move 6”; F8; hp 64; #AT 3/2; Dmg
they are hesitant, the king could offer Yrkhetep. He wants to destroy or cap- long sword; THACO 14; AL CG; long
them titles and land as an inducement. ture the adventurers, and to further this sword +2, ring of protection + 3 , field
Once the party has accepted the mis- aim he has devised a plan. Lord Yrkhe- plate armor.
sion, the urgent need for haste should tep has captured the Golcondan spy,
be stressed. To simulate the urgency, the and he has used psionic hypnosis to His ten men at arms have the following;
DM should sharply restrict the time convince the spy that he had been able identical attributes: AC 2; Move 6” ;F<
given players to make any preparations to penetrate Fort Blood and learn of the hp 38; #AT 1;Dmg long sword; AL CN;
or hold discussions. battle plans. In reality, Yrkhetep has no THACO 16.
need for written plans. The whole ploy
is a trap. There are documents in Fort Cleric: ST 13; IN 10; WS 12; DX 16; CN
The Briefing Blood, but they are bogus. Even if the 11; CH 13; CM 11; AC 2; Move 6”;
Shortly after the council meeting adventurers are able to get the plans it CW; hp 20; #AT 1, Dmg footman’s
adjourns, the PCs are gathered in will not aid Golconda-the plans will mace; THACO 18; AL CG
Boubakar’s study. This room is clut- actually lead them astray. Spells: sanctuary, cure light wounds,
tered with papers, books, maps, and a Furthermore, the party is being care- command, hold person (x3), prayer
variety of paraphernalia suited for fully observed at frequent intervals,
thieves. Boubakar, a slight, very and the garrison of Fort Blood will be Count Belim has his men at arms to
intense male of half-elven descent, ready for the raid. do his dirty work. He will remain in the
gives the party the information detailed background with his cleric during the
below: Treachery or Noble Action? fight. If more than one of his men are
Fort Blood is a square, palisaded log slain or rendered unconscious, he will
fort perched atop a steep hill about six During the party‘s journey to Fort
Blood there will be no random encount- call out to the party. He will surrender
days’ ride south of Golconda. The fort his arms, but he will display his usual
is approximately two hundred feet on a ers, although the DM may wish to pre-
tend to roll or add some minor event. arrogance. If the party questions him,
side. The walls, made of pointed logs, he will be quite frank about his
are ten feet tall, with catwalks for During the third night of the trip, how-
ever, Count Belim and a few of retain- motives. The count bears the party no
guards at the top. At each corner a ill will at the moment, and in fact he
crude, wooden tower rises twenty feet ers attack the party.
Crusty old Count Belim truly meant respects them highly. Play up his air of
above the walls. The centers of the pompous condescension, though.
northern and southern walls are pierced what he said during the council meet-
ing, and being obstinate and head- If Belim wins, the party awakes with
by rough gates. More or less in the mid- weapons held to their throats. They
dle of the fort is a square central tower. strong he has decided that for the good
of Golconda he must forcibly stop the will be taken to Belim‘s castle, and
The walls are 60‘ long, and the tower is placed under heavy guard in moder-
40’ tall. The ground floor is the bar- PCs from riding into what he sees as
certain death. He has developed a ately comfortable rooms. They will,
racks for the fort’s garrison of 100 however, be stripped of their posses-

45
sions. Spell casters will be bound and much damage. The two cloud giants, Lazlo won his cursed sword in a game
gagged, while other characters simply who are also invisible, attack at this of chance. He kept it since it suits his
will be bound. Each character will be in time as well, but their duty is to take personality-Nordic and battle crazy.
a private room. out spell casters, especially clerics. His companions give him a wide berth
Very soon, however, they will have a During this melee the champions in combat.
visitor, Bassana, the agent hypnotized make preparations for the next phase of
by Yrkhetep. Me will tell the party that the battle. The illusionist, Lana, has Basil Arness: ST 14; IN 14; WS 7; DX
he overheard Belim’s plan the day that cast the following spells upon herself: 18; CN 14; CH 12; CM 10; AC 3; Move
the count stormed out of the meeting. mirror image, improved invisibility, 12”; A l l ; hp 56; #AT 1; Dmg short
Also, he says that he is totally loyal to true sight, and misdirection. She has sword + poison; THACO 16; AL NE;
the king, and has come to liberate the also cast improved invisibility on Basil, Rank Deputy Brigade; AR 29; CR
adventurers. In fact, Yrkhetep is still and invisibility upon the two fighters, 111/2”; CB 0; leather + 2 , short sword
manipulating him. Yrkhetep wants the Hank and Lazlo. The cleric, Kalia, has +2 with deadly poison.
party freed so that he can have his fun cast sanctuary, protection from good
with them. Bassana drugs the party‘s 10‘ radius, true seeing, and prayer. The Basil likes to become ”friends” with
guards and frees the PCs. He leads the five heroes wait inside the tower on the his victims before he kills them with a
party out of the castle via an appropri- ground floor, since they know that fly- swift backstab. He claims this makes
ately musty secret tunnel. Bassana has ing or climbing to the top of the tower is the kill more poignant. In this encount-
recovered all of the PCs’ possessions as impossibleduring the storm. Their plan er, however, poignancy has to give way
well. The PCs are now able to continue is quite simple-blast the party after to practicality.
on their interrupted journey. There will they enter the room. The assassin, Bas-
be no further encounters until they il, will attempt to slay any magic users Kalia: ST 10; IN 10; WS 18; DX 12;
reach their destination. first. Lana Mara will hit the party with CN 13; CH 17; CM 15; AC -2; Move
a prismatic spray, while the fighters 9” ;CL15; hp 79; #AT 1;Dmg footman‘s
Raid on Fort Blood will defend the two spell casters. After mace; THACO 12; AL NE; Rank Bri-
his attack, Basil will retreat upstairs to gade; AR 25; CR 16”; CB +2; plate
As the party arrives in the vicinity of prepare a contingency ambush on the mail +2, shield + 2 , mace + 2 .
the hostile fort, a cold north wind second floor. Spells: detect good, protection from
begins to blow. There is the smell of good, cure light wounds (x4), cause
snow in the air. A snowstorm has begun Hank the Double-Bitted: ST 18/54; light wounds (x3), silence 15‘ radius
by the time they have found a secure IN 12; WS 9; DX 13; CN 13; CH 16; CM (x3), hold person (x3), resist fire, detect
place for their mounts and completed 17; AC -1; Move 12”; F15; hp 103; charm, know alignment, cause blind-
any final preparations. In a matter of #AT 2; Dmg battle axe; THACO 5; AL ness (x2), cure critical wounds, raise
minutes the weather has deteriorated LE; Rank Army; AR 16; CR 15l/2“;CB dead, heal, word of recall
into a howling blizzard. Visibility is +1; chain mail * 3 , shield + 2 , and bat-
reduced to about twenty yards, and the tle axe + 2 . Kalia is a high priestess of Myrkul,
temperature has fallen to below freez- God of Death. The last thing many
ing. This presents them with a fine Hank is a veteran of the bloody cam- innocent beings have seen is the lovely
opportunity to reach the fort under the paigns of the Turmish. He favors axes, Kalia in her black robes bearing a
cover of the storm. The storm will con- hence his name. Rumor has it that he finely-embroidered skull.
tinue to rage until the party has entered once killed a black dragon all by him-
the tower. self His helm is decorated with black Lana Mara: ST 9; IN 18; WS 11;DX 18;
Despite the storm, those inside the scales. CN 16; CH 15; CM 15; AC 3; Move
fort have been well-briefed and are 12”; 115; hp 50; #AT 1; Dmg dagger;
ready for anything. Muktar‘s champi- Lazlo Lunk: ST 17; IN 9; WS 8; DX THACO 16; AL NE; Rank Deputy
ons have a clear plan which they have 12; CN 15; CH 13; CM 14; AC 0; Move Army; AR 31; CR 15”;CB + 1;cloak of
spent a great deal of time preparing. 9”; F10; hp 88; #AT 3/2; Dmg long protection +3, ring of feather falling,
Their plan is as follows: Yrkhetep has sword; THACO 12; AL CE; Rank Dep- ring of spell storing (3 fly spells cast at
cast mass invisibility upon 30 of the uty Army; AR 24; CR 111/2“; CB 0; 12th level), wand of fire 19 chgs).
ogres. These ogres wait inside the walls plate mail +2, long sword, +2 cursed Spells: color spray (x2), darkness,
of Fort Blood. They don’t realize it, but berserking. detect invisibility, detect magic, rope
their job is to force the party to use trick, fear (x2), continual light, shadow
spells and reveal some of their magic. monsters, dispel exhaustion, shadow
The ogres aren’t expected to cause very magic (x2),shades, prismatic spray ( ~ 2 )

46
Lana is a petite, red-headed power- invisibility, weakness, dispel magic, noted for his patience.) For many dec-
house. She was the last, and perhaps clairvoyance (x2), ice storm (x3), minor ades the tunnel has been abandoned,
the greatest, apprentice of the famed globe of invulnerability, dimension and few have ever heard of it. How-
illusionist, Yhelva the Wicked. door, disintegration (x2), power word, ever, the Sage of the Hills claims that it
Muktar‘s Champions will retire to blind, maze, meteor swarm is documented in the Golcondan royal
the next floor if the PCs are winning. If archives. Muktar plans to make the
the PCs follow and continue to win, Before Yrkhetep retreats, he will say, expected frontal assault upon the pass
Kalia will use her word of recall to retire ”By the beard of my father, I should to pin the Golcondan army. While the
to a nearby chapel, and Lana will fly have burnt the pl ...” then teleport to army is pinned, large elements of the
there using her ring. The fighters and safety. Muktaran host will strike the Golcon-
the assassin are expected to cover the After searching the party will find a dan rear about a half hour after battle is
retreat. The fighters fight to the death, small chest bound with brass. It is joined.
and the assassin will attempt to escape locked and trapped. When the chest is Anthraxus will be persuasive and
to the roof where 10 more ogres are opened, an iron flask containing a styx friendly, even going so far as to grant a
waiting. devil is uncorked. The devil has been wish for the PCs. Should the party
Any PCs who are captured will be imprisoned for a thousand years, and it doubt him or make any hostile actions
imprisoned and stripped of all posses- is very angry when released. The trap is he will disappear instantly.
sions, but not harmed (for the nearly impossible to locate and disarm
moment). Lord Yrkhetep, in human ( -40% to find/remove traps rolls). Surprising Allies
form, will attempt to recruit any pris- Once the party has dealt with this
oners. Should any try to swear fealty to surprise they will find the plans in the After the meeting with the Sage of the
him, Kalia will cast detect lie to deter- chest. They detail Muktar’s plans to use Hills, the party proceeds toward
mine their intentions. If they refuse, a cauldron that transforms water into Golconda. Late in the next afternoon
they will be killed. potions offlying to turn his entire army they behold an awesome sight-10
If the party wins the second encount- into air mobile units. (The cauldron wyverns mobbing a small gold dragon.
er, they will be able to search the tower. does not exist). The flying army will The wyverns have the dragon trapped
Nothing will happen until they reach attack the Golcondan forces at Wilna in a copse of trees too dense to allow
the third floor. Pass, where the Muktaran army will flight. When the dragon spots the party
The third floor contains the champi- use vertical envelopment, and crush he calls for help. It speaks Common,
ons‘ bed chambers and a meeting room, their opponents. although with a lisp.
with Lord Yrkhetep waiting inside for Twenty ogres will follow the party The copse is roughly 250 feet in diam-
the party. He has made some prepara- when they leave Fort Blood, attacking eter. The terrain around it is rocky with
tions to welcome the adventurers to his when the party camps during the night. many gullies. Half the wyverns are on
tower. He has cast invisibility, protec- This is calculated to lend verisimilitude the ground chasing the dragon, the oth-
tion from good 70’radius, protection to the phony plans. er half are flying above the trees. All the
from normal missiles, globe of invul- Sometime before the party reaches wyverns are aware of the party, but will
nerability, and mirror image. Golconda they will run into an old ignore them unless they approach the
When the party enters, Yrkhetep will man. This human calls himself the Sage trees. (Wyverns and dragons have a
be flying near the ceiling, ready to of the Hills. He claims that he has great deep animosity, and these wyverns
deliver a psionic blast at short range. powers and greater knowledge. If asked would rather kill a dragon, especially a
Afterwards, he uses his spells to wreak to demonstrate his powers, he will. good one, than attack any number of
as much havoc as possible. If he is any This is Anthraxus. He will use his psio- more succulent humans.)
danger, however, he will teleport to nic power of molecular arrangement to The dragon, a sub-adult male named
safety. Yrkhetep sees this encounter as a turn lead into platinum. Frizzerfraz, will assist the party if they
”friendly” test of strength, he has no Anthraxus asks the party about the attack the wyverns. Otherwise, he will
desire to fight to the end. Also, he has a documents they are carrying, and pre- curse them for cowardice. If the party
back-up plan-the bogus plans. tends to be amused by their answer ignores Frizzerfraz’s predicament they
Yrkhetep has taken the form of a (whatever it is). He will tell them that can proceed to Golconda without fur-
stately, black man for his physical man- the plans are false. He explains that ther incident.
ifestation as the King of Muktar. His Muktar has found the lost tunnel of Frizzerfraz is a teenager in dragon
voice is cultured, and he acts as if he is Phraz, first King of Golconda. This was terms. He got himself into the predica-
weary of life on this plane. He has mem- dug to skirt Wilna Pass, and allow the ment by chasing a large stag into the
orized the following spells: detect mag- king to avoid following the bed of the woods. He had already frittered away
ic, charm person, magic missile (x3), meandering Niola River. (Phraz was his spells doing trivial things. He is

47
I " .- . . -.

holding back his breath weapons in fear in search of an heir. Unfortunately, they to have a king before the fight is
of wasting those, too. He is very fright- have found two candidates with equal- resolved, one way or another. We must
ened, and wishes his parents were here. ly good, albeit feeble, claims to the prepare quickly for the hourglass is also
However, he will try to use his breath throne. One is the poor Baron Asakia our foe."
weapon on the wyverns if he can use it and the other is Count Belim. Neither
without endangering the PCs. had been aware of their connection to The Battle
The wyverns will attack in a disci- the royal family, since it occurred four
plined, cohesive fashion. Yrkhetep has hundred years ago. At once, Belim The Golcondans deploy first, at the
charmed them, and given them some began campaigning vigorously. Baron pass, within 6" of the woods. The
training. They will fight to the death. Asakia would have waived his rights, Muktarans deploy within 4" of the
At the first opportunity the young but in his long life Belim had stepped on boards southern edge. In the tunnel,
dragon will escape to the air, shouting, many toes, and his enemies banded the first Golcondan unit starts on the
"Hang on, I'll go get my folks." He will together to back Asakia. Under the west edge, while the first enemy unit
return in five rounds with his parents, most ancient of laws, a gathering of all starts on the eastern edge. (Both sides
Wizzerrazz and Izzerazz. noble heads of household must meet to are deployed in columns off the map.)
The older dragons have the following elect a new king. The stream on the Wilna Pass map is
spells memorized: protection from evil, Those laws state that a majority of fordable anywhere, but there is a 4"
magic missile, invisibility, mirror three-quarters is required to elect a movement cost to cross it.
image, protection from normal mis- king. This is beyond the capacity of
siles, haste, dig, hallucinatory terrain either side. Furthermore, Count Belim Order of Battle
has refused any offers of compromise.
The two adults will cast haste on He has been heard to say, "I'll be King of Golcondan Forces
themselves, then attack furiously. Golconda, and no damn hedge knight The Noble Levy is a group of younger
When the wyverns are defeated, the who is too poor to own a chamber pot sons and other noble offspring who are
dragons will introduce themselves. will say me nay!" not involved with the electoral conven-
After the pleasantries, Wizzerazz will No provision was made in the laws to tion. They believe that attack is the
say, 'TVluktar has mobilized by some deal with such an impasse. The king- only honorable tactic. The unit must
magical means many more of these fell dom is locked into factional dispute, make a discipline check whenever an
beasts," pointing a talon at the nearest and since the backers of Belim emulate enemy figure is in sight. If the check
wyvern corpse. his arrogance, tempers are getting quite fails, they will charge. The unit is
The dragons are grateful for the par- short. Almost all of the citizens have mounted on heavy warhorses and
ty's assistance, and eager to slay more forgotten the threat from Muktar. armed with heavy lances.
wyverns. They tell the PCs they will All except Boubakar, that is. He
meet them at Golconda three days comes to the PCs and presents them Units #2,3, and 4 are identical. These
hence. with a parchment signed by King Sama- are the First, Second, and Third Dwar-
As the party finishes their journey, kay on his deathbed. It allows Bouba- ven Foot. They wear chain mail and
spring will be erupting vigorously. kar to nominate a temporary carry shields. They wield battle axes.
Flowers, trees and shrubs are starting to commander of the Golcondan army. He Their commander (CR 7") fights with
bloom. In another time it would be a tells the party, "I waited to see if my fel- the unit.
sight to bring smiles to the grimmest of low nobles could pick a king, but they Unit #S is the String Section, a force
campaigners, but many will die amidst are embroiled in their politics. Mean- of elves who recently appeared and
this beauty. while, my scouts have brought me offered their services. They are wearing
word that Muktar's forces are but three elfin chain mail and are armed with
Preparations for Battle days' march away from the pass. I must long bows and long swords. Their com-
act. Will you serve Golconda once mander (CR 8") fights with the unit.
Under normal circumstances the return more?"
to Golconda would be triumphant, but Unit #6 is the Mosquitoes. It consists
If answered in the positive, Boubakar of halflings armed with short swords.
the party is greeted solemnly. In their will nominate the fighter with the high-
absence the king has died the final death They wear chain mail. Their com-
est combined intelligence, charisma, mander (CR 6") fights with the unit.
and passed beyond the ability of the and level to be the Army Commander.
most powerful cleric to call him back. Unit #7 is the Royal Guard-stout
If he is asked about possible adverse fighters clad in plate mail, and carrying
Since he died without issue and was the reactions, he will say, "In our land a
last of his line, the throne is vacant. The large shields. At enormous expense
king's writ is law. Only another king these men have been equipped with
sages have traced back the generations can overturn it. We seem quite unlikely

48
I
_ . , _.. . .. . . . . - _..- .,
,

long swords +I, because they were a manders (CR 6”)fightwith their units. destroyed or routed from the field). No
showpiece unit for the late king. He liked W Flight is a unit of wyverns. one expects this to happen, if it does,
the way that the swords glowed-perfect the heroes and commanders will save
for ceremonial occasions. Their com- Commanders and Tactics their own skins rather than their units.
mander (CR 9”)fights with the unit. If the PCs find a way to close the tun-
Unit #8 is the Royal Foot, men in The Muktaran army is divided into two nel, the Maneuver Brigade will turn and
chain mail, shields, and armed with brigades, the Maneuver Brigade and march to the sounds of battle.
long swords. Their commander (CR 7”) the Heavy Brigade. The former consists
fights with the unit. of those units marked by an asterisk in
the Order of Battle. All other units are Aftermath
Muktaran Forces in the Heavy Brigade. When the battle is over, assuming the
Any of the Champions of Muktar PCs win, a force of mounted knights
The Ogrish Guard, is a unit of normal that were slain during the raid of Fort arrives on the field. They are led by
ogres; they like being called guards, Blood have been raised from the dead. Count Belim, who has been crowned
however. Their commander (CR 6 ” ) If destroyed utterly, they were resur- King of Muktar. (His opponent with-
fights with the unit. rected using teeth extracted previously drew for the good of the nation.) He is
The Sluggers are hill giants armed and left in a safe place. Those killed lose utterly furious with the PCs over their
with clubs. They can pick up rocks to a point of constitution. conduct. He rants about casualties and
throw anywhere in the pass. Their com- Hank commands the army, but the cost to the kingdom. He will order
mander (CR 9”)fights with the unit. accompanies the Heavy Brigade. He is the remaining troops to seize the ”trai-
The Asbestos Troop are fire giants riding a heavy warhorse. Lana is a hero tors.” However, the survivors will
armed with swords, they are so named and Deputy Army Commander. She refuse, and begin to mutter mutinous
because they enjoy immunity to fire. has the same spells as she had in the Fort words. At this point Belim will relent,
They can pick up rocks to throw any- Blood encounter. and simply declare a new edict that
where in the pass. Their commander Kalia commands the Maneuver Bri- revokes their right to command. Fur-
(CR 9”)fights with the unit. gade She is riding a black mule. Her thermore, Belim will banish them from
The Grunts are orcs riding giant Deputy Brigade Commander is Basil. the kingdom. He gives them 48 hours to
boars and armed with scimitars. Their Lazlo commands the Heavy Brigade. leave. He claims that there is too many
commander (CR 6”) fights with the Lord Yrkhetep is a Hero, but he sim- ”foreign” influences in Golconda
unit. ply flies point high above Wilna Pass, already. Actually, Belim fears the PCs
The Sharp Fangs are goblins riding observing. He remains invisible. He now, and sees them as a threat to his
worgs and armed with short swords. will intervene only if the battle is going shaky regime. The troops will mutter,
Their commander (CR 4”) fights with poorly for Muktar or he sees something and then they will begin spontaneous
the unit. surprising-such as dragons in the ene- cheering for the party. The dragons (if
The Ghastly Foes are ghasts. These my ranks. It will take him six game living) will leave in a snit.
fell undead creatures exude a terrible turns to reach the field, plus time to cast Should the battle go badly, King
stench which causes adjacent creatures preparatory spells. His spells are the Belim meets the PCs during the retreat.
to make a saving throw. If it fails the same as he had in the Fort Blood His conduct will be much harsher. Any
enemy attacks with a +2 AR penalty. encounter. troops present will not support the
Furthermore, the ghasts can paralyze Muktar will attempt a classic single characters, and so PCs either will be
their opponents when they inflict dam- envelopment. The Maneuver Brigade captured or forced to flee. If the party
age (see BATTLESYSTEM” Fantasy will turn the flank by marching through stops to fight, then any pursuing enemy
Combat System rules, case [13.41 page the Tunnel of Phraz to strike the forces will overtake them.
22). Golcondan rear during the middle of Either way, the adventure ends with
Baz’s Bashers are giant trolls. They the battle. It takes ten game rounds to the party leaving Golconda. But, as the
can catch have a 25% chance of catch- reach the northern edge of the pass PCs leave the land they fought so hard
ing large missiles. They also regenerate from the western edge of the tunnel, to save, they see Boubakar high on a
(see BATTLESYSTEM Fantasy Combat and it’s the same for traffic going from hill. He raises his right arm in salute.
System rules, case 113.81 page 22). Baz the tunnel to the southern end of the Then he disappears as a spring rain
(CR 9“), a giant troll, commands the Pass. Meanwhile, the Heavy Brigade begins.
unit. will fix the enemy in position and press
Orcs 1-4are infantry units. Orcs #1 forward. In case of disaster, the stand-
has short bows, #2 carries spears, #3 ing orders are to retire if a brigade has
and #4 have scimitars. The unit com- lost three-fourths of its units (either

49
Scale: 1 square = 1”

50
Golcondan Forces

Unit Name Type Lvl AC HD/Fig MV AR ML DL #FIG Dmg

3d Clwarven Iioot 18 13 14 10 ld8


String Section Inf F3 5 30 12” 17 13 12 10 ld6

Muktaran Forces

Unit Name Type Lvl AC HD/Fig MV AR ML DL #FIG

Grunts Cav O&B 6 40 12’I 19 14 13 8 ld8/’3d6


Sharp Fangs* Cav G&W 6 30 18” 20 13 11 10 ld6/2d4
Ghastly Foes* Inf Ght 4 40 15” 15 N/A N/A 10 2d4 +

Orc 4 Inf Orc 6 10 9” 19 11 10 10 ld8


W Flight Air Wyv 3 80 6”/24”(MCE) 17 13 12 5 2d8/ld6 +

* Members of Maneuver Brigade

51
This adventure is designed for three to have a common link, one that could now. Will you help us?”
five characters of level 15 or higher. The have devastating consequences if action If the PCs hesitate, Pachipol loses his
adventure takes place after all of the is not taken soon. On that we have the temper. ”Don’t you care about your
other scenarios in this book. Although word of Inata Eller.” own world?” He demands to know
familiarity with the previous adven- Pachipol steps back and gestures to a what they want. The mayor of Urml
tures would be helpful, it is not neces- figure lying on a bed of leaves. A thin offers 100 acres of prime farmland. The
sary. woman about 35 years old dressed in a council members from Timindar offer
soiled black robe sleeps fitfully, tossing 4,000 gp and a guarantee of 4,000 more
and twisting in the leafy bed. This is on the PCs’ successful return. An elder
Players Background Inata Eller. Inata spent her youth study- from Hlath offers his six oldest children
Two weeks ago the PCs received mes- ing the mysteries of the outer planes as slaves, but this offer is withdrawn
sages requesting their presence at an under the direction of her second cous- after consultation with his advisors.
emergency meeting of Turmish and in, Gustofsen Eller, perhaps the most The PCs may accept any of the offers
Chondath leaders. Maps included with renowned planar expert in the Forgot- and are free to negotiate for more (these
the messages indicated a secluded ten Realms. Like her mentor, Inata’s leaders have access to plenty of resourc-
woodland south of Arrabar as the insights into the outer planes are es). Assuming they agree to lead the
meeting’s location. No indication of the extraordinary. All well-traveled PCs armies, the PCs are urged to get a good
nature of the meeting was given, but the have heard of Inata and know her integ- night’s rest-details will be discussed in
message sounded desperate. rity is beyond reproach. (For more the morning.
The PCs arrive on the designated about Gustofsen Eller, refer to ”The Sea
evening. When they near the woods, of Screams” adventure in OP1-Tules Dungeon Master Background
they are met by a squad of nervous of the Outer Planes.)
Pachipol asks the PCs not to disturb For centuries, the arcanadaemon
guards who escort them through the Yrkhetep has longed to take away the
brush to a clearing enclosed by dense Inata, because her long journey from
her home in Winterwood has left her title of Lord of the Middle Planes from
trees. Seated around a smoldering Anthraxus. Although the power of
campfire are about two dozen well- exhausted. Pachipol explains that two
weeks ago, Inata contacted the officials Yrkhetep pales before that of
dressed men and women, some attend- Anthraxus, Yrkhetep has developed a
ed by servants and secretaries. It is clear to tell them she‘d received a disturbing
vision originating from Oinos, the first plan to assault the fortress of Khin-Oin
from their apparel that these men and and destroy his hated enemy.
women are officials and dignitaries. If layer of Hades, The vision revealed that
an insane arcanadaemon calling himself For months, Yrkhetep has been
the PCs have participated in any of the secretly inciting warfare throughout the
previous adventures in this book, they Lord Yrkhetep was constructing a pow-
erful weapon to destroy Oinos, the rest Forgotten Realms. Choice warriors
recognize some of them-wealthy (both survivors and casualties) are
council representatives from Timindar, of the outer planes, and then the materi-
al planes, beginning with the Prime. returned to Hades. Some become sol-
the mayor of Ormath, gnome officers diers in his hellish armies. Others are
from Gildenglade, even a regal delega- Since Yrkhetep‘s device requires a mas-
sive supply of bodies and spirits to used to fuel his ”infinity train,” a weap-
tion from distant Hlath. on of potentially limitless power. When
Gloom hangs heavily over the camp- make it functional, he has been instigat-
ing and encouraging wars around the the armies and infinity train are at full
site. Most of the people stare absently strength, Yrkhetep will begin the siege
into the flames, but their faces lighten at world, concentrating recently on Turm-
ish and Chondath. on Khin-Oin.
the approach of the PCs. The PCs are These activities have not gone unno-
offered seats near the campfire, then a ”The device must be destroyed before
ticed. Anthraxus has always been
stout man with a bushy red moustache Yrkhetep completes it,” explains Pachi-
aware of Yrkhetep‘s lust for power. He
rises to speak. This is Pachipol, the cur- pol. ”It will take an army of brave war-
riors and even braver leaders. The has also noticed Yrkhetep‘s increased
rent mayor of Amah, chosen by lottery interest in prime material warfare.
to be spokesperson for the group. He warriors already have been recruited
and will arrive here tomorrow at dawn. Occasionally, Anthraxus assisted the
thanks the PCs for their promptness, opposition to defeat Yrkhetep’s armies,
then soberly addresses the group. Having heard many tales of your cour-
but generally dismissed Yrkhetep’s
”That wars persist in this world is a age on the battlefield, we hope that you
efforts as trivial.
fact of life,” he says. ”But I’m sure we will agree to lead them.”
However, Anthraxus now has reason
agree that Chondath and Turmish have The PCs will likely have many ques-
to take his rival more seriously. Yrkhe-
had more than their share the past few tions, but Pachipol has no more infor-
tep is assembling an army for an assault
months. We know now that these wars mation. ”Eller will provide answers in
on Khin-Oin, and the assault will be
the morning. We need your decision

52
supported by some kind of secret weap- charm, resist fire, cure disease, create “We did the best we could on such
on. Since Anthraxus has not seen this food and water short notice,” explains Pachipol sheep-
”infinity train” in operation, he does ishly. ”The wars have depleted our best
not know how to defend against it. Inata is smart, but she is also shy and forces. And we had a little trouble find-
Anthraxus has devised a plan that naive. She believes her visions are accu- ing soldiers willing to, er, go to Hades.”
will allow him to see the weapon in rate and has no idea Anthraxus is The PCs may now review their
action and also to eliminate some of manipulating her. troops. All the soldiers are of lawful
Yrkhetep’s forces at the same time, all If the PCs question Inata, she tells good alignment. If the indicated NPCs
without his direct involvement. them what she knows, essentially have been killed in previous adventures
Anthraxus knows his layer of Hades is repeating the story Pachipol told them or are otherwise unavailable, substitute
sometimes observed by a spell caster last night. If asked how the visions were similar NPCs.
from the Prime Material Plane. Since revealed to her, Inata explains that a
the magic-user is harmless, Anthraxus magical crystal given to her by her The Iron Legion
has always ignored her, but during a cousin Gustofsen enabled her to peer The Iron legion is so named because
recent observation he made contact, into the outer planes. For the past few most of its members are hardened vet-
inducing a vivid vision of her world in months she had sensed increased activi- erans of the wars. The name also refers,
ruins at the hand of Yrkhetep and his ty in an area of Oinos dominated by the however, to the soldiers’ ages-many
nightmarish armies. In a second vision, cruel arcanadaemon Yrkhetep. The sport more than a few iron-gray hairs.
she was told of a devastating weapon nature of this activity was unclear, but The 1st Mercenaries are a unit of 200
Yrkhetep was developing in Oinos. If Inata sensed it foretold destruction and civilians who have had only minor mili-
the weapon wasn‘t destroyed soon, the death. tary experience. They agreed to partici-
destruction foretold in the first vision ”While attempting to clarify the pate because they need the money
would come to pass. images, the crystal rose from the table promised them if they successfully
Anthraxus knew the gullible woman and glowed like a star,” continues Inata. complete the mission. They are loyal
would believe these visions. Concerned ”Light flashed from the crystal and fighters and are armed with long
for her pathetic world, she would find a bathed my face. It was then I received swords. Any PC may command them.
way to rally the forces necessary to the first vision. I spoke his awful name Because of their inexperience, they
invade Oinos and destroy Yrkhetep, his aloud-Yrkhetep. As soon as the word must make a Morale Check the first
minions, and his weapon. Anthraxus left my lips, the crystal shattered and time they come within 12” of each new
could find out everything he wished to burst into flames. It was then I received non-human opponent (in addition to
know and would barely have to lift a the second vision, and I knew what I any other required Morale Checks).
finger to do it. must do .” This is a militia unit.
The PCs’ conversation with Inata is The 2d Mercenaries are a unit of 200
An Audience with Inata interrupted by a shout from Pachipol. farmers and other rural residents,
”Come, friends!” he cries . including many teenagers. In addition
When the PCs arise at dawn the next have arrived!”
morning, they find most of the officials to short swords, they are armed with
and their attendants are already up, pitchforks, hoes, and rakes sharpened
waiting for the armies to arrive. “We
Reviewing the TrooE to fine points. Any PC may command
have scouts on the road,” says Pachipol. The PCs probably will be eager to get a them. Like the 1st Mercenaries, they are
”It shouldn’t be long.” Pachipol points look at the armies they’ve agreed to militia and their inexperience requires a
out that Inata is awake, and the PCs lead into Hades. Considering the Morale Check the first time they come
may speak with her if they wish. importance of the mission and the within 12” of each new non-human
Inata is sitting alone in the grass resources available to these mighty opponent.
beside a tall tree. She is pale and lost in nations, the PCs likely will be expecting If the PCs participated in the battle at
thought. If the PCs approach, she soldiers of the highest caliber. Urml (see The Hand of Tyr), they rec-
smiles at them timidly. But as the troops straggle in, it’s clear ognize several of the fighters in Urml
that they‘ll have to settle for something Militias A and B. Both units have been
Inata Eller ST 9;IN 15; WS 14; DX 9; less. The first group of ragged soldiers brought up to full strength. Urml Mili-
CN 7; CH 12; CM 15; AC 7; Move 12”; looks frightened and confused. tia A is armed with long swords and
CL6; hp 20; #AT 1;Dmg staff; THACO Another group appears to be made of rides armored light warhorses. Everon
18; AL LG farmers and teenagers. Yet another is their unit commander (CR 14”). Urml
Spells: cure light wounds (x2), detect group leads griffons with tattered wings Militia B is armed with spears and rides
evil (x2), light, know alignment, detect and graying fur. armored light warhorses. Celchar is

53
their unit commander (CR 12”). Both They see themselves as the protectors of creatures of the outer planes are ineffec-
units contain 50 soldiers. These are the the Sisterhood. (The Sisterhood doesn’t tive. A cleric and druid can only regain
most dependable and efficient regular encourage or enjoy this, but they toler- 1st and 2d level spells, unless in his dei-
units available to the PCs. ate it for the sake of the mission.) Any ty’s home plane. In Hades, clerics
The next three units also might be and all enemy units who attack the Sis- should be treated as 4 levels lower when
familiar to the PCs (from the Battle of terhood become hated opponents of the attempting to turn evil undead. For
the Five Crowns). If they’ve met before, Royal Foot, requiring discipline checks more details, see pages 73-82 and 105-
the PCs will notice a few disturbing dif- where appropriate. Additionally, the 106 of the ManuaI of the Planes.)
ferences. Foot will always stay within 12” of the When the PCs have completed the
The Windriders are elite cavaliers Sisterhood, regardless of orders to the briefing with Inata, they may order the
who ride griffons. But these griffons are contrary. (Measurethis from the closest units to move out. They should distrib-
old; their fur is gray and their wings are figures in the Sisterhood and Royal ute command assignments among
stiff and balding. If the PCs ask unit Foot units.) Finally, if the Sisterhood is themselves, determine a marching
commander Bren Wingblade (CR 15”) eliminated, the Royal Foot will attack order for the units, and decide who will
about this, Wingblade explains that the the unit which destroyed them, charg- guard Inata.
lives of prize griffons are more valuable ing if possible, and will continue to
than those of soldiers, and this mission attack regardless of orders. Into the Outer Planes
promises to be deadly. Knowing that Inata Eller will accompany the arm-
old griffons prefer to end their lives on ies into Hades, as she is the only one Inata leads the PCs and the units
the field of battle, the Windriders who knows her way around. Inata will through the woods for about a mile to a
brought these mounts to ride into not participate in combat and must meadow of wild flowers. She pauses
Hades. Because of their age, the grif- remain with one or more of the PCs for before a still pond about 30 yards
fons can only stay airborne for one protection. across. ”Here we are,” she says, gestur-
game round and can go no higher than ing toward the pond. ”This is our gate-
low altitude. They attack normally. way to Hades.” Inata explains that the
Briefing pond is actually a conduit. To cross the
The Windriders are armed with lances
and long swords. After the PCs review the troops, the planes, all they need to do is jump in.
The 6th Municipal Guard is from officials bid them good luck and fare- She demonstrates by tossing in a
Arrabar. They are armed with long well; they must return home to attend flower. The flower vanishes before it
swords and short bows. Any PC can to the business of governingtheir cities. hits the surface.
command them. Because of their reli- When the officials are gone, Inata tells Adriennedar steps forward and vol-
gious convictions, members of this unit the PCs it is vital they leave for the out- unteers for the Sisterhood to go first. A
loathe undead. Undead are considered er planes as soon as possible. She sug- shocked soldier of the Royal Foot says
hated opponents, requiring the appro- gests that the PCs instruct the units to his unit cannot allow a lady to go before
priate discipline checks. make any final preparations. them. This angers Adriennedar, and she
The Sisterhood of the Oaks are If the PCs are curious how they will demands an apology. The PCs may
female rangers armed with long swords travel to the outer planes, Inata tells resolve this dispute any way they wish;
and short bows. Their unit commander, them there is a conduit not far away; the units will abide by the PCs’ deci-
Adriennedar Valgarien (CR 14”), warns this is why she suggested to the officials sion.
the PCs that her unit has vowed never the meeting be held here. The conduit When it has been determined who
to harm birds, fish, or any other ”chil- will take them within walking distance will go first, the chosen unit (or charac-
dren of nature” including any they of Yrkhetep’s domain in Oinos. If the ter) steps to the edge of the pond, then
might encounter in Hades. (Adrienne- PCs ask how she knows about the con- dives or jumps in. Like the flower, the
dar and the Sisterhood decide what duit, Inata tells them the information unit vanishes before hitting the surface.
constitutes ”children of nature”- their came to her in a dream. (It came courte- This is too much for the inexperienced
specific objections are noted later in this sy of Anthraxus.) 1st and 2d Mercenaries. Both units
adventure.) If the PCs are unfamiliar with the must make an immediate morale check.
The Royal Foot (from Gratitude of outer planes, Inata answers any general Failing the check means that 10% of the
Princes) is back ta their full strength of questions they have. ”It is an evil place,” unit (two figures) refuse to go any fur-
100 men. They are armed with long she says, “full of darkness and death.” ther. No amount of coaxing or threat-
swords + I and wear chain mail with (This is a good time to review game ening will change their minds. (Remove
shields. Any PC may command them. mechanics that apply when visiting the these figures from play and adjust the
outer planes. Prime planar spells that record sheet accordingly.)
The soldiers of this unit have an obses-
summon, communicate, or control When the PCs jump into the pond,
sive and adolescent sense of chivalry.

54
their skin tingles, their heads throb, and level or lower (1st and 2d Mercenaries, horses ridden by the Urml Militia (they
they black out. When they regain con- 6th Guards, and Sisterhood of the have no interest in griffons). If asked
sciousness a moment later, they have Oaks) at AR 20 on the D6 column of the what they have to trade, the hag says
passed harmlessly into Oinos, the top combat results table. Place wound "currency" and offers no elaboration.
layer of the Glooms of Hades. markers where appropriate, and The hag adds that if they refuse to
remove any figures which have been trade, they will kill them and take what
The Black Bridge wiped out by disease. (Some of these they want.
unfortunates may have fallen into the If the chosen PC resists or if the party
The PCs and the units find themselves valley below.) attacks, the hag withdraws and shrieks
on a smooth plateau of black stone. When the party has traveled halfway a signal to her companions. The clouds
Any PC examining the stone and mak- across the bridge, they notice dark of hags and night mares draw closer,
ing a successful intelligence check deter- clouds gathering on the horizon. The and the party sees there are thousands
mines that the plateau is made of coal. clouds are moving toward them. As the of them. Having made her point, the
The still air is cold and dry, and all is clouds draw closer, the party sees they hag demands a decision from the PCs.
silent. Above is a dark gray sky-no are actually large groups of living crea- If the PCs agree to trade the horses,
stars, no moon, no clouds. Behind the tures. The creatures fly directly over several dozen hags and night mares
party is a pool of white mist about 30 the army and hover there, about 100 descend on Urml Militia A. They nudge
yards across. This pool is the Hades yards up, then a single creature- away the riders, then fly away with the
side of the conduit; because directions recognizable as a rider and its mount- horses. The riders are unharmed. The
were reversed when the party crossed leaves the group and slowly descends hag negotiator tells the chosen PC that
the planes, they fell "up" through this towards the PC (or PCs) in the front of they'll try these horses now, and if they-
pool. the line. The rider is a demonic woman 're satisfactory they'll come back for the
The sides of the plateau are feature- with hideous purple skin, black hair, rest later. (All the horses are perma-
less and sheer; climbing down is impos- glowing red eyes, and long black tal- nently lost from Urml Militia A. Adjust
sible. About a half mile down, the slope ons. The mount is a gaunt horse with a the unit's statistics accordingly.)
vanishes in a swirl of dense gray fog. huge head, black coat, glowing red When the horses are out of sight, the
Towering mountains extend as far as eyes, and hooves which burn like hags swoop overhead to drop their
the eye can see, their bases all shrouded embers. payment-human-headed larvae.
in the same dense fog. The rider and mount float 20 feet in These are rotted and deformed larvae
At the edge of the plateau is a natural front of the chosen PC. "We come to which are of no use to the hags. After
bridge which extends across the valley make a trade," rasps the rider. dumping thousands of the squirming
of fog to mountain about a mile away. The night hags and night mares larvae on the armies below, the hags
The bridge is about 25 feet wide and is spend most of their time roaming Hades and night mares ride away, disappear-
also made of black stone. Inata tells the searching for the human-headed worm ing in the distance. The larvae don't do
PCs that the bridge leads to Yrkhetep's spirit-larvae used as a medium of any damage to the units-it feels like
domain. exchange and a source of nourishment they're being rained on by jellyfish.
The PCs should decide the order in in the lower planes. Lately, however, Once again, this is more than some of
which the units will march across the the pickings have been slim; Lord the more inexperienced soldiers can
bridge. The surface of the bridge is Yrkhetep has been snapping up all the handle. Both the 1st and 2d Merce-
smooth and flat. With caution, the par- choice larvae to power his mysterious naries must make an immediate morale
ty will have no trouble crossing it. Any device. check. Failing the check means 10% of
character or unit careless enough to fall The night hags and night mares are the unit (rounding up) races back across
in will never be heard from again. cranky and hungry. Spotting the armies the bridge in panic to dive into the mist
The atmosphere in Oinos is thick on the bridge below, they thought the pool and go home. (Remove these fig-
with microscopic spores and disease- horses might make an interesting meal ures permanently from play.)
carrying bacteria. Though higher-level and sent an emissary to negotiate. If the party refuses to give up their
characters are able to tolerate these Ordinarily, the night hags would just horses or instigates an attack against
organisms, less robust characters aren't take what they wanted, but they fear the hags, the hag negotiator retreats to
so fortunate. After traveling across the these armies might be affiliated with her group and orders them to attack
bridge for about 200 yards, some of the Yrkhetep; they'd just as soon avoid with a few magic missiles.(The attack is
soldiers begin to complain of weakness crossing him if possible. made against a randomly chosen unit.
and nausea. To simulate the effects of The night hag tells the chosen PC that The attack inflicts 8 dice of damage on
the disease organisms, make an attack they want the horses and wish to make the target unit.) The party is free to
on each unit whose members are 3rd a fair trade. Specifically, they want the attack the hags and night mares any

55
way they choose, but there is such an appears (see the Guardian of the Realm with a breath weapon, spewed blobs of
overwhelming number of opponents encounter below). lava which automatically hit any target
that any attacks are futile. 2. Craters: These craters are about 4 feet within a 10-foot range for ld6 points of
The hags attack with magic missiles wide and 6 feet deep; there is no damage damage. The mephits attempt to keep
for two game rounds. After the second if clumsy characters fall in. These cra- in contact with the lava pool at all times
attack, the air suddenly fills with explo- ters are linked by an underground pas- in order to regenerate. (Yrkhetep has
sions of bright light, and sheets of flame sage about 5 feet wide and 5 feet high. enhanced their regeneration ability. A
flash across the sky. The hags immedi- Drado Weny, a magic-user minion of wounded unit recovers fully if it stays
ately abandon their attack and soar Yrkhetep (see below), is cursed to in contact with the lava for three game
away into the distance as fast as they remain in these passages. rounds. Eliminated units can’t regener-
can. 3. Conduits: These dense fog pockets ate.)Contact with the lava also supplies
The PCs probably will be at a loss to are actually conduits leading to night- them with ammunition for their breath
explain this. If they ask Inata, she has marish realms in the lower planes. weapons. Their touch destroys metal
no answer, but speculates that some Characters or units coming within 10 almost instantly (plate armor dissolves
demonic enemy of the hags frightened feet of these conduits will feel a power- in one game round). Snox is their unit
them away. (She’s close-Anthraxus is ful suction. Characters or figures com- commander (CR 9).
responsible, wanting to make sure the ing within.5 feet will be sucked in, never The skeletons fight with short swords
armies reach Yrkhetep in good shape.) to be seen again. or short bows and bone arrows. They
4. Track: This is the ”track for Yrkhe- take 1/2 damage from edged weapons.
The Domain of Yrkhetep tep’s infinity train. It looks like a tube 1 The zombies always strike last, and
foot in diameter, glowing with a soft their melee losses should be removed
The rest of the trip across the bridge is white light. The tube begins and ends in before their attacks. Both zombies and
uneventful. The bridge ends in a cave in the conduits on the west and east sides skeletons are immune to sleep, c h a m ,
the side of a mountain. The circular of the map. The tube rises and falls like hold, and cold-based spells. Neither
entrance is about 15 feet in diameter. the tracks of a roller coaster, the highest need to check morale or discipline, but
After winding through the cave for sections rising 100 feet in the air. The they always need to be in command to
50 yards, the party enters a vast valley map indicates the sections that lie close move or fight. If they go out of com-
(see map) completely enclosed by sheer to the ground. mand, they continue following their
mountain walls rising a mile into the 5. Refuse Mounds From a distance, these last order regardless of circumstances.
sky. The floor of the valley is flat and look like 30-fOOt hills of garbage. They Both units are commanded by Multon
made of black granite laced with jagged are actually piles of bones and decompos- Weny: ST 5; IN 10; WS 10; DX 8; CN
cracks. A thin mist hangs over the ing bodies. Zombies and skeletons reside 10; CH 9; CM 9; AC 10; Move 12”;
entire area, and the party can dimly here. MU5; hp 18; #AT 1;Dmg staff; THACO
make out a few features-an immense 6. Lava Pool: This is a steaming pool of 2d 20; AL CE; Rank Unit; AR 35; CR
metal cylinder in the northeast corner, molten lava 10 feet deep. It is the home 9”; CB 0; wand of lightning bolts (60
several pockets of dense fog, and a of 100 mephits, currently shape charges).
glowing tube that winds like a serpent changed into lava. Any character Spells: magic missile, burning hands,
from one side of the valley to the other. unfortunate enough to be immersed in shocking grasp, dancing lights, pyro-
Once they’ve entered the battlefield, the lava pool suffers 6d6 points of dam- technics, darkness 15’ radius, flame
the units may set up in the designated age. arrow
area shown on the map. The appear- 7. Iron Cylinder: This is a featureless cyl-
ance of the quasit in the Guardian of inder made of solid iron. It extends 300 Multon is a human magic-user who
the Realm encounter below marks the yards into the sky and is nearly 100yards entered Oinos in search of his brother,
beginning of the battle. in diameter; only a portion of it is visible Drado, and was enslaved by Yrkhetep.
from the battlefield. This is the source of The two units of hordlings are both
Battlefield Features power for Yrkhetep’s infinity train. commanded by a night hag in the serv-
ice of Yrkhetep (CR 6”, AR 35). The
Following are descriptions of key bat-
Yrkhetep’s Forces first unit is medium-sized, has low intel-
tlefield features. Remember that only
ligence, has MR 5 % , and attacks with
their physical appearances are readily There are 100 mephits lurking in the two huge tusks. The second unit is
apparent to the PCs-they’ll probably lava pool. Lava mephits attack twice, large-sized, has high intelligence, has
have to find out the details the hard once with their claws (shift one column MR 30%, and attacks with talons.
way. to the right on the combat results table Each of the three units of diakka has
1. Guardian: This is where the quasit for additional heat damage) and once its own unnamed unit commander (CR

56
14" for unit A, CR 8" for units B and
C). Unit A is the tall variety. They are
large-sized, resemble huge storks with
human heads and arms, attack with
sharp bills, and bound in and out of
melee combat using jump (once per
day) and weakness (twice per day).
Units B and C are the broad variety.
They are medium-sized, resemble squat
pelicans with human heads, and attack
with clawed arms. If diakka surround
their opponent (at least two units on
opposite sides), they use audible glamer
to make it sound as if more diakka were
coming. If an intact diakka unit spends
one game round hooting and dancing,
the sounds and rhythm invoke a hyp-
notic enfeeblement which has an area
effect identical to the ray of enfeeble-
ment spell.
A year ago, an arrogant, evil magic-
user named Drado Weny ventured into
Oinos to declare himself an ally of
Yrkhetep. Yrkhetep was not amused
and cursed Weny to remain in the
underground passage. Weny will be
freed when he destroys a thousand ene-
mies of Yrkhetep. He has a long way to
go. Weny's brother Multon (see above)
came to rescue him, but was made a
slave in charge of Yrkhetep's undead
troops.

Drado Weny: ST 15; IN 9; WS 9; DX


14;CN 15; CH 9; CM 10; AC 10; Move
12"; MU3; hp 12; #AT 1; Dmg staff;
THACO 2d 20; AL CE; Rank Unit; AR for the PCs, the train isn't yet fully riors involved in the battles Yrkhetep
29; CR 14"; wand of lightning (50 developed, but it will still pose a formi- has instigated in Chondath and Turm-
charges) dable problem. ish. Additional power for the train is
Spells: magic missile, shield, stinking The train resembles a series of large provided by the huge iron cylinder,
cloud glowing carts. The carts have no wheels actually a storage tank filled with
and are not visibly connected to each choice worm-spirit larvae, many of
Lord Yrkhetep is present on the bat- other. (To represent this on the battle- which were also former Prime Material
tlefield, functioning as an army com- field, use five I" x 2" counters laid end warriors. Yrkhetep plans to construct
mander. (See the Gratitude of Princes to end in open formation.) The carts all more of these storage cylinders and
adventure for Yrkhetep's spell list.) He appear to be jammed with ghostly fig- accumulate millions of worm-spirits
will fly and become invisible to stay out ures of humans and other creatures, and larvae to realize the full potential of
of the battle as long as possible. writhing and howling in agony. his train.
The train is a manifestation of the When the train appears, it bursts
The Infinity Train energies which make up the conduits in from the conduit on the west edge of the
the outer planes. The "riders" are a map, races along the track, and van-
The infinity train is a virtually inde- form of worm-spirits developed by ishes into the conduit on the east edge,
structible weapon of enormous magni- Yrkhetep to help power the train; many filling the entire battlefield with blind-
tude designed by Yrkhetep. Fortunately of these spirits were formerly evil war- ing light and the sounds of tortured

57
shrieks. The train moves at unlimited Multon Weny know about this weak- polymorphs into a frog and attempts to
speed, but for game purposes, assume ness from eavesdropping on Yrkhetep. escape. If the quasit gets away, he will
that in a game round in which it appears If either Drado or Multon are defeated never be seen again. If captured, the
it is on and off the battlefield before by the party, they will reveal this secret helpless quasit tells the party what he
either side moves their forces. The in return for their lives. knows in exchange for his life.
shrieking sounds precede the appear- 2. The Floor Isn’t What It Seems: The The only pertinent information the
ance of the train by one game round. floor of the battlefield isn’t solid. It is quasit has is that the floor conceals a
Each game round when the train only about 20 feet thick and covers a gigantic conduit. Unfortunately, the
appears, it makes a single attack on any huge conduit spanning the entire battle- quasit has trouble communicating this;
one unit during the initial missile phase. field. The conduit leads to the most he points to the floor and repeats,
The attack is an energy blast resembling dreaded depths of the lower planes. ”Nothing down there! Nothing down
a hail of glowing white pellets. The This information isn’t particularly there!” It is up to the PCs to make sense
blast can come from any part of the helpful during the battle, but it could of this.
train and can envelop any size unit any- come in handy at the end (see Daemon
where on the battlefield. The blast Thunder below). Characters who pur- Deployment
always hits its intended target and has sue Drado in the underground passage After the encounter with the quasit, the
an AR of 10, doing 3d10 damage on the may find out about the conduit if Dra- forces of Yrkhetep deploy as follows.
Combat results table. If a unit is foolish do makes a bad shot and blasts a hole in All deploy in closed formation.
enough to remain on the track when the the passage floor with his wand of light- The skeletons and zombies emerge
train is approaching, the train passes ning. The quasit also knows about the from the refuse piles. Multon Weny is
through them, doing 4dlO damage (AR floor and may tell the party as a result with them. They position themselves in
10) before attacking with its energy of their encounter. front of the piles.
blast. The hordling units come from behind
Attacking the train is useless. All The Battle the refuse piles and position themselves
physical objects, such as arrows or anywhere in front of the lava pool.
swords, are sucked into the aura of con- When the units have been arranged in
the set up area, but before any actions All three diakka units appear from
duit energy surrounding the train, van- the conduit in the southeast corner of
ishing before they can do any damage. can be taken, the sky darkens with
black clouds. A rumble of thunder soon the battlefield facing the party.
The train also resists all magical The mephits remain in lava form
attacks. However, there is a way to becomes deafening, and the entire val-
ley fills with swirls of black fog and until any enemy unit comes within 10
destroy it, as explained below. feet of the lava pool. The mephits then
howling wind.
Following a loud crack of thunder, leap from the lava, automatically gain-
Two Secrets the fog dissipates. Standing defiantly ing the initiative. (At the DMs discre-
Diligent PCs may discover two impor- before the party (at point 1on the map) tion, the mephits may deploy earlier if
tant secrets about the battlefield. is a tiny squat creature with a pointed needed.)
1. The Train Can Be Destroyed: tail and flickering black tongue. “I am
Although the train itself is indestructi- master of realm,” it bellows in a clipped Yrkhetep’s Strategy
ble, the track isn’t. The spongy track is voice. ”Kill you all now!” Yrkhetep‘s goal is simple-total annihi-
AC 10, and it can be cut when a section This quasit is one of Yrkhetep’s ser- lation of the invaders. The mindless
accumulates 25 HD of damage. The vants, positioned here to size-up the skeletons and zombies will likely con-
train can jump a single cut section, so invaders before the battle begins. To duct frontal assaults against the nearest
the track must be cut in two places for convince the quasit to perform this dif- enemy units, aided by occasional blasts
derailment. When the train hits the sec- ficult job, Yrkhetep promised to make from Multon’s wand of lightning bolts.
ond section of cut track, it vanishes in a him invulnerable to all attacks. Yrkhe- If possible, the hordlings will pick-off
shower of light, utterly destroyed. (The tep lied; he considers the quasit expend- weaker units first. The diakka will
most accessible areas of the track for able. attempt to take advantage of their spe-
cutting are the ground level sections The quasit continues to badger the cial abilities by surrounding units from
indicated on the map; cutting any two party into fighting him. If they hesitate, at least two sides. The mephits won’t
of these three sections will cause the the quasit flings himself at the nearest stray far from the lava pool, but will
train to derail.) PC and attacks ferociously. The party pursue weaker enemies if the opportu-
The party might discover this meth- should have no problem dealing with nity arises. All evil forces will attempt
od of destroying the train by trial and the quasit. When the shocked quasit to rout their enemies into the conduits
error. However, both Drado and loses more than half his hit points, he and lava pool if possible.

58
..I._ - - . ..... .

Drado will scamper through the pas- the entrance to the battlefield, drawn floor of the battlefield to vibrate and
sages, popping up in the craters to blast by the sounds of combat. crack, revealing the conduit beneath.
PCs with his wand of lightning before Meanwhile, the hovering clouds of
disappearing again. Characters are free Daemon Thunder night hags and night mares swarm into
to enter a crater and pursue Drado, When the outcome of the battle is clear, the battlefield to scoop up the abun-
who cannot leave the passage. If things dance of fresh larvae spilling from the
Anthraxus and his three ultrodaemon
look bad for Drado, he tells his pursuer attendants appear about 200 feet in the cylinder.
about the vulnerability of the train air over the battlefield. If the good guys The PCs and their units have five
track in exchange for his life. It is possi- game rounds to escape from the battle-
are winning, Anthraxus has appeared
ble that in the heat of battle, a stray to destroy the iron cylinder, now that field before the entire floor collapses
lightning bolt from Drado will break a he has had a chance to analyze Yrkhe- into the con.duit below. If the PCs have
hole in the passage floor, revealing a tep‘s weapon. If the bad guys are win- already learned about the conduit, they
portion of the conduit underneath. ning, Anthraxus has appeared to should realize the danger as soon as the
The infinity train appears and earthquake begins. Any characters or
intervene.
attacks for the first time in the second As soon as Anthraxus appears with units who are left behind are swallowed
game round, and every other round the ultrodaemons, Yrkhetep appears to into the conduit.
after that. At the DM‘s discretion, the challenge them. Anthraxus accepts, As the night hags and night mares are
train may follow a more irregular pat- and an aerial battle begins. If the PCs busy harvesting larvae, the PCs and
tern, as long as the train doesn’t appear decide to become involved in this bat- their units are ignored as they leave the
in two consecutive game rounds. tle, all of the daemons turn on them to battlefield. The rest of the trip home is
Remember that the train can be heard convince them to stay out of it. uneventful.
approaching the round before it Yrkhetep is hopelessly out-matched,
appears. and the battle goes quickly. When Success
Yrkhetep’s defeat seems imminent, Regardless of the outcome of the battle,
Good Guys‘ Strategy Anthraxus abruptly orders two of the if the PCs didn’t succeed in destroying
The party’s goal is to destroy the weap- ultrodaemons to charge the iron cylin- the train, the mission has been unsuc-
on Inata was warned about in her der; Anthraxus wants Yrkhetep to see it cessful. Even with the destruction of the
dreams. If the PCs don’t realize the destroyed with his own eyes. The ultro- cylinder, Yrkhetep’s threat remains; he
train is the weapon, Inata clues them in daemons crash into the cylinder and will be able to recover the train and
(courtesy of Anthraxus). The PCs may explode in a shower of flames. The rebuild.
decide to destroy the giant iron cylin- explosion creates a deep crack in the If the PCs destroyed the train, they
der, but this is impossible-the struc- side of the cylinder, and thousands of have effectively ended the schemes of
ture is impenetrable by any methods wriggling worm-spirit larvae begin to Yrkhetep, at least for the time being.
the PCs have at their disposal. pour out. Warfare in Turmish and Chondath
The PCs may decide to retreat and go The sundering of the iron cylinder drops off noticeably, and the PCs are
home before the battle is resolved. If so, causes an earthquake. Horrified, hailed as heroes.
they see the hovering clouds of night Yrkhetep teleports far away. Anthraxus
hags and night mares lingering outside follows. The earthquake causes the

59
The Iron Legion

Unit Name Type Lvl AC HD/Fig MV AR ML DL #FG Dme

Windriders Cav Ca5 3 30 12"/30"(MCD) 20 15 17 6 ld6+l/ld4/ld4/


2d8
6th Guards Inf F3 2 30 6 18 13 13 16 Id8
Sisterhod of the Oaks Arch R3 3 30 12 18 13 13 6 Id6
Rova' rno: -nc F4 4 40 9 18 13 14 10 Id9 +1

Y rkhetep's Forces

Unit Name Type Lvl AC HD/Fig R ML DL #FIG Dmg


Lava Mephits Inf Meph 6 30 12/24 16 12 12 10 ld8/ld6
Skeletons Arch. Skel 7 10 12 19 12 N/A 20 1d6
Zorn'?icc In* Zombies 8 2c! 6 16 12 N/A 16 1C8
Hord:n g s A lnf Hordl 2 35 9 18 13 12 4 2d h
Hordlings B Inf Hordl 0 45 15 17 15 16 4 2d6
Diakka A Inf Diakka 0 35 21 18 15 14 3

60
,. -
.. - .... -....
.<

‘F-. --
The First (and Last) Charge of otherwise empty heads filled with visions dwarven units get a -1 bonus on their
the Dwarven Air Cavalry of dwarvish treasure. These were the AR vs. goblins. Their unnamed com-
dragon‘s “friends:’ and the only creatures mander has CR 7” .
Kallamos Var is an ore rich mountain. stupid enough to be recruited on the
Veins of gold and mithral are plentiful promise of dwarven generosity. Goblin Forces:
and there for the taking. The dwarves So was created an impossibility: Stout
The Dwarfdeath is armed with spears
who live at Kallamos Var eagerly mine dwarves mounted on dim-brained dra-
and short swords. The wyverns are
this wealth. gonnes, forming air cavalry. Part of the
unable to use their poison stings, as
Now, during a time when many of the force would remain earthbound as ground
their riders are too inexperienced to
dwarves are away observing a holiday support. After a few days of hasty train- avoid being struck by them. They are
ing, the First Dwarven Air Cavalry was as
with their families, a tribe of goblins led by a Verlmak Bonechopper (CR 6”) .
called the Dwarfbanes is descending ready as it would ever be. Neither army needs to check disci-
upon the mine. They have been aided by pline because of seeing a ”hated oppo-
an anonymous evil magic-user who has Order of Battle nent. Both sides are quite aware of what
supplied them with wyverns. their enemies are and have taken mea-
Fortunately, there was a lag between Dwarven Forces: sures to restrain themselves.
the time when the goblins learned to The 1st Dwarven Air Cavalry is an mex-
ride the wyverns and the actual inva- perienced unit. What they lack in experi- Setup
sion. During this period, dwarven ence they make up in ferocity. The
scouts learned of the plan and dashed The goblins attack after sunset. The sky is
dragonnes can only keep up flight for 20 cloudy, and there is a light fog. Treat it as
back to the mine with the news. game rounds, then they must land and
Because there was insufficient time to normal fog (See BAnLESYSTEM””Fan-
rest for five game rounds, They cannot tasy Combat System rules, page 21)
call back the rest of the dwarves, the use their roar weapon in this battle, since
leaders at the mine wracked their brains except that flight is allowed. The terrain is
friendly troops might be affected. rough, but the dwarves may enter closed
thinking of a good solution. Flying gob- The unit has light lances and short
lins would certainly have a great f ormation.
swords, and are clad in chain mail. They The dwarves set up first. The Air
advantage over earthbound dwarves. may enter closed formation when they
As luck would have it, a wandering Cavalry starts at low altitude and no
land. further than 6” from the dwarf ground
brass dragon also spotted the wyvern- The first time the air cavalry engages
mounted goblins, and being a good forces. The ground forces start out no
the enemy, the unit undergoes a disci- further than 4” from the mine entrance.
sort, dropped-in at the mine to discuss pline check. If they pass, nothing is
the matter with the dwarves. The mine entrance is located on the
amiss and this particular roll need never face of a sheer cliff. This cliff marks the
The dwarves, some who spoke brass be made again. If they fail, they must
dragon, tried to negotiate, hoping the eastern edge of the battlefield and is
land as quickly as possible. This reflects only accessible via the entrance. The
dragon would assist them. Unfortunately, the dragonnes’ stupidity and the
the dragon was more inclined to conversa- field itself should be 8‘ by 4’.The mine
dwarves’ dislike of heights. entrance is 3” wide.
tion than action. The dwarves got the After spending one round on the
dragon‘s attention briefly when they men- The goblins start at medium altitude
ground, the air cavalry may fly back up on the board‘s western edge.
tioned a reward, but it lost interest when and engage. Repeat the discipline check
the frugal dwarves offered only perma- after the first round of combat, with the
nent lodgings in one of the played-out Victory Conditions
same results, until the unit passes the
wings of the mine. Failing at their first check. The goblins must eliminate all the
attempt to recruit the dragon, the dwarves The Air Cavalry is led by Bren Golden- dwarves and have at least three figures
offered it a few small gems. The dragon, beard: ST 17; IN 12; W 12; CN 16; CH remaining in order to control the mine.
being a shrewd haggler accepted them in 11; CM 10; F7; AC 0;Move 9”; F7; hp They must accomplish this within 30
return for spreading word of the dwarves’ 50; #AT 3/2; Dmg war hammer; THACO game rounds. The rest of the dwarves
plight to his ”friends.”The dragon prom- 13; AL LG; Rank unit; AR 28; CR 12”; are assumed to have returned by that
ised to tell his ”friends”that the dwarves of CB 0; chain mail +2, shield +2, war time, and the goblin force could not
Kallamos Var would be generous to any hammer + 3 possibly contend with them unless they
who helped them. The dwarves reluctant- The defenders of Kallamos Var are had a good defensible position. The
ly agreed, and the dragon flew off to his basic dwarf infantry. They wear chain only such place is the mine. The
home in the Great Desert. A short time lat- mail and carry shields. They are armed dwarves win by preventing the goblin
er, a flock of forty especially moronic dra- with hammers and short bows. All victory conditions. If both sides wipe
gonnes descended on the mine, their each other out, the dwarves win.
61
Troll Bridge reward of 3,000 gp for the extermina- stored in the scrags’ lair until such time
tion of the creatures. In addition, the as it can be divided.
The Bridge mayor of Hlondeth will put his 60-man If the gnolls seem to be doing poorly
militia under the command of anyone in the battle, the scrags will climb up the
On the road between Hlondeth and who wants to take up the challenge. If wooden pilings and lend their support.
Ormath, at the point where a narrow the attacks continued, and word The battle ends in a victory for the
finger of water runs from the southern spreads, the results would be disastrous militia if all the gnolls and scrags are
Orsraun Mountains into the Vilhon for Hlondeth economy. killed or routed, even if the bridge is
Reaches, stands a sturdy, 40’ wide and destroyed (see below). The battle ends
210’ long wooden bridge. The Battle Site in a victory for the monsters if the mili-
There is no toll to cross the bridge, as tia is killed or routed and the bridge is
the structure was built with the cooper- The area around the bridge is mostly
unharmed.
ation of the governments of Ormath flat plains with several clusters of thick,
and Hlondeth to encourage commerce. wiry scrub brush growing along the
Order of Battle
The bridge is inspected periodically, banks fo the river.
and any necessary repairs are taken As the troops approach from the
Militia
care of immediately. east, they see that the river is muddy
and slow-flowing (maximum depth is The Hlondeth Militia are 4th level fight-
Thick wooden pilings wedged deep
12’). The river cannot be forded. The ers wearing scale mail, riding light war-
into the river bottom support the over-
bridge is empty at the beginning of the horses and brandishing broad swords
laid plank flooring, while heavy ropes
scenario. and shields. Half the militiamen (3 fig-
draped from suspension beams at each
There are 80 gnolls hiding in the ures) are equipped with two flasks of
end and in the center provide support
bushes, 40 at each end of the bridge. oil. Each man in the other half has two
and stabilization.
Because of their green tint they are not torches and a tinder box.
The Ambush noticeable until a unit or character
passes within 10 yards (1”)of them, Humanoids
Recently, a caravan of traders arrived and then only if they are actively The Snivlers are gnolls armed with bat-
in Hlondeth with disturbing news. searching. If not discovered premature- tle axes.
While crossing the bridge, their six- ly, the gnolls will wait until the militia The Terror of the Deep is a clan of 12
wagon caravan was attacked by a gang crosses to the center of the bridge, and scrags which attack with fangs and
of hideous green humanoid creatures. then attack from each end. claws. Like their kin the trolls, they
The monsters killed anyone in the party In addition, there are 12 scrags have the ability to regenerate but only
who resisted, and then looted the wag- (marine trolls) living in the water under when immersed in fresh water. They
ons, throwing everything of value into the bridge. The gnolls are in partner- can be killed only by fire or acid.
the river. Out of the original thirty trav- ship with the scrags, and dump all their
elers, only eight are left to tell the tale. ill-gotten booty into the water to be
The merchants agree to put up a

62
Defense of Halfling Vale Dmg scimitar; THACO 16; AL LN; Deployment
Rank as assigned; AR 31; CR 7%“; CB
While many large forces clashed during 0; scimitar +2, ring of protection + 1 The halfling force deploys first within
the war sometimes called Hades War, four inches of the south map edge.
there were many smaller conflicts. Samm Brogunn (halfling male): ST 10; Unless the party does something to
Some of these battles had little to do IN 10; WS 6; DX 17; CN 14; CH 9; CM remove the barley the halflings units
with the war, but instead arose from 10; AC 5; Move 9“; T4;hp 14; #AT 1; will be effectively hidden amidst the
long smoldering squabbles and grudges Dmg short sword; THACO 2d 20; AL grain; the halflings treat the standing
that came to the surface during the cha- CN; Rank as assigned; AR 35; CR grain as a woods. The orcs deploy sec-
os that always arises from war. A typi- 6l/2”; CB 0; potion of speed, wand of ond, within two inches of the northern
cal battle of this sort was the Defense of wonder (9 charges) edge.
Halfling Vale.
Tucked in a pleasant valley to the Mirable Dictu (half elven male): ST 15; Order of Battle
north of Hlondeth, the community of IN 14; WS 14; DX 14; CN 14; CH 14;
Halfling Vale was untouched by the CM 16; AC 2; Move 6”; C3/R3; hp 21; Halfling Forces
fighting. The halflings had relied upon #AT 1;Dmg battle axe; THACO 16; AL
isolation for defense, but when a hunter The two Badger units are armed with
CG; Rank as assigned; AR 31; CR 9” ; short swords.
sighted an army of orcs approaching CB 0; battle axe +2, scroll: cure serious
many halflings began packing-up their The Bullets are armed with slings.
wounds, raise dead The Hornets are armed with short
belongings. When a second sighting by Spells: cure light wounds (x3), bless,
a more sober halfling confirmed the bows.
hold person Each unit is commanded by a halfling
sighting, panic broke out.
At this point a party of adventurers who fights with the unit (CR 7”). All of
entered town. One of them, a paladin,
The Invaders halfling units receive a morale modifier
urged resistance, and the group offered Unbeknownst to the party, the orcs have of + 1 if any orc unit routs, even if it is
its help in fighting the evil foe. The pal- secret allies and a secret weapon. The subsequently rallied.
adin spoke so eloquently about the allies are two hill giants, and the weapon
necessity for good beings to thwart evil is the smudgepot of dusk, which causes Orcish Forces
at every opportunity that the halflings dusk-like conditions in a one-mile square The Stingers are armed with short
elected him to lead their tiny army. area. This will allow them to attack in bows.
daylight with no penalty. (It‘s not much The Slasher units are equipped with
The Adventurers of a secret weapon, but what do you scimitars.
expect, an artifact?) They also have a The Jabbers are carrying spears.
Richard Wynne (human male): ST 16/ leader, Muck, a giant orc (his father gave All units are commanded by orcs (CR
22; IN 12; WS 16; DX 14/34; CN 17/02; a hill giantess a philter of love). 6”). If the army commander, Muck, is
CH 17/10; CM,16; AC 0; Move 6” ;P5;
slain all orcish units must make an
hp 40; #AT 3/2; Dmg long sword; Muck: AC 4; Move 12”; HD 5; hp 37; immediate morale check with + 4 on
THACO 16; AL LG; Rank as assigned; #AT 1;Dmg 1-8+2; THACO 13; AL LE; the roll. Failure means that the unit
AR 31; CR 11”;CB + 2 ; long sword, Rank Army; AR 28; CR 8“; CB + 1. routs. If the unit rallies it retains the
+I; shield +2 morale penalty for the rest of the battle.
Tiny and Tyke (hill giants): AC 4; MV
Azialia Waft (elven female): ST 9; IN 12”; HD 8 +2; hp 51, 49; #AT 1; Dmg
18; WS 8; DX 10; CN 12; CH 12; CM Victory Conditions
2-16; THACO 12; AL CE; AR 27.
14; AC 5; Move 12”; PS; hp 14; #AT 1; This is a simple fight to the death. The
Dmg dagger; THACO 2d 20; AL CG; The Battlefield side that totally eliminates the other
Rank as assigned; AR 35; CR 8 V 2 ” ; CB wins. Units that rout off the map are
0 The scene of this fight is 15’’ x 15” considered eliminated. If the halflings
Spells: protection from evil, sleep, square. The town is just beyond the prevail, the adventurers are honored by
magic missile (d), invisibility, mirror south edge of the map. A four-inch the villagers and given the title of Half-
image, fireball. wide swath runs east to west along the ling Friends. Also, they are rewarded
south edge. This area is a field of ripe with all the ale they can drink in a single
Halli the Bold (dwarven male): ST 17; barley, which is four feet tall. The rest evening, plus 100 gp each.
IN 8; WS 8; DX 16; CN 16; CH 10; CM of the battlefield is plowed ground,
9; AC 1; Move 6”; F5; hp 37; #AT 1; which doubles movement costs.

63
The First (and Last) Charge of the Dwarven Air Cavalry
Dwarven Forces:

Unit Name Type Lvl AC HDIFIG MV AR ML DL #FIG


. - -
..
1st Vwarven Air Cavalry - F4
Uav 5 40 5”/9” (MC E 18
Defenders of Kallamos kif 5 4 25 9 21 14 15 8 ld4 + 1

Goblin Forces:

Unit Name Type Lvl AC HDIFIG MV AR ML DL #FIG Dmg


Dwa rfdeat h Cav 1 6 10 6” /24” 20 11 10 20 ld6/2d8/ld6

Trollbridge
Militia

Unit Name TypeLevel AC HDIFig MV AR ML DL #Fig Dmg


Hlondeth Militia Cav F4 5 40 18“ 18 14 16 6 2d4 /1d4/1d4

Humanoids

Unit Name TypeLevel AC HDIFig MV AR ML DL #Fig

l d l 0 +2

Defense of the Halfling Vale


Halfling Forces

Unit Name Type Lvl AC HDIFig MV AR ML DL #FIG

In 1 7 10 9 20 12 13 10 ld4 + 1
Hornets In 1 7 10 9 20 12 13 10 ld6

Orcish Forces

Unit Name Type Lvl AC HDIFig MV AR ML DL #FIG Dmg

Slasher 2 In Orc 6 10 9 19 11 12 10 ld8


Jabbers In Orc 6 10 9 19 11 12 10 ld6

64
Official Game Adventure

Swords of tiIh
'ron Leqior
-
Ravenii armies sweep a ss the land! Vast
hordes of foul monsters lay siege to mighty cit-
ies! Tremendous battles are fought to decide
the fate of entire lands-and you are in com-
mand!
iwords of the Iron Legion is an anthology of
adventures set in the FORGOTTEN REALMS'"
campaign setting for large-scale battle using
bh- BATTLESYSTEM" rules for mass combat
: adventures, written by a group of talente
signers, range from simple skirmishes t o al
Dut wars! Flying creatures, war machines, forti-
fications, and plenty of other twists ensure that
2ach scenario is more than a simple bash-'Pm-
up. Some adventures also include rolepla
Dpportunities for characters, who get a chanc
to perform individual heroics to lead their a
ies to victory!
These adventures are suitable for one-tim
y, or they can be inserted with ease into an
existing campaign. Complete descriptions of
the armies, special characters, terrain, and oth-
er interesting features t o guarantee you hours
D f fun on a grand scale are included in 1 h
3dventure.
AI dventure for 6-8 Characters Levels 1 - 15 ani
S R , Inc. All Righ 7 e s e r v e d . Printed in U.S.f

TSR UF d.
ie Mill, Rathrnore id
Cambric' CB14AD
llnil Kinndom
lntinity Train on ~ y i i
square
L .

..

i;
I , 1

U
Entry from Bridge
Combined Monster Statistics Table

-4/1-4/2-16/14
Cloud Gi&t I 15” 12.. I 62 each 6-36
Derghodaemon 12” 77 each 9-12 ( ~ 5 ) MMII
Foo Lion 21” 65 2-8/2-8/2-16
Gargoyle 9” /15“ 20 1-3/1-3/1-6/1-4

Gold Dragon I
I
I I
Adult 12”/30” i 60 each 1-8/ 1-8/6-36 jY MMI
Sub-adult 12”/30” i 36 1-8/ 1-8/ 6-36 MMI
Griffon 35 each 1-4/1-4/2-16 MMI
Huecuva 9 1-6 FF
Horse,Draft 15 1-3 I N MMI

Kobold
Guard 3 each 1-6 MMI
Second String 2 each 1-4 MMI
Necrophidius 12 1-8 FF
Night Hag 40 each 2-12 MMI
Night Mare 36 each 2-8/4-10/4-10 MMI
Nycadaemon 96 each 9-16/9-16 FF
Ogre 25 each 1-10 MMI

Oinodaemon ~
~

(Anthraxus) 18” 233 1 2-12/2-12 Y MMII


Quasit 15” 14 1-2/1-2/1-4 Y MMI
Silver Dragon 9” /24” 55 1-6/1-6/5-30 Y
Spotted Lion 12” 31 each 1-4/I-4 / 1-2 Y
Treant 12” 48 each 2-16/2-16 ’ Y MMI
Ultrodaemon 15”/15“//IS” 98 2-8/24 Y MI
Yagnodaemon 18” 78 each 1-10 + 12 Y Mhui
Vargouille /12“ 7 each 1-4 Y MMII
Wyvern 6” /24” 42 each 2-16/1-6 Y MMI

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