You are on page 1of 38

Expert Game Adventure

Quagmire!
by Merle M. Rasmussen
Expert Game Adventure by Merle M. Rasmussen
TABLE OF CONTENTS

PREPARING FOR THE EXPEDITION

Adventure background . . . . . . . . . . . . . .
WILD LANDS ADVENTURES
Area encounters . . . . . . . . . . . . . . .

SPIRAL CITY ADVENTURES


Level 1: Well area ................................. 22
Level 2: Entry areas ............................... 22
Level 3: Barracks .................................. 23
Editor: Tim Kilpin Level 4: Moneychamber............................ 24
Cover Artist: Steve Peregrine Level 5: Marketarea ............................... 24
Interior Artist: Jeffrey Butler Level 6: Servicearea ............................... 25
Graphic Designer: Ruth Hoyer Level 7: Private quarters ........................... 26
Maps: Diesel Level 8: Rentedrooms .............................. 26
Level 9: Diningarea ............................... 26
encounters, p. 6
Level 10: Ruler's quarters.. .......................... 27
Distributed to the book trade by Random House, Inc , and in Can- Levelll: Jail ...................................... 28
Level 12: Spiral staircase ............................
ada by Random House ofCanada, Ltd Distributed to the toy and
hobby industry by regonal distributors Distributed In the United 28
Kinsdorn by T S R (UK) Lid Level 13: Pinnacle of flame.. ......................... 28
DUNGEONS & DRAGONS and D&D are registered trademarks
owned by T S R , Inc APPENDIX
"1984 T S R , Inc All Rights Reserved Printed in U S A Monsters .......................................... 29
This adventure IS protected under the copyright laws ofthe United Thanegia wilderness encounter tables. .................. 30
States of America Any reproduction or other unauthorized use of Prerolled characters ................................. 32
the material or artwork contained herein 1s prohibited without the
express written permission of T S R , Inc
New magic items. ................................... 32
encounters, p. 14
LIST OF PLAYING AIDS
TSR, Inc. Table 1: Gales &Hurricanes.. ......................... 4
POB 756 The Mill, Rathmore Road Table 2: Map Hex Distances.. ......................... 5
Lake Geneva, Cambridge CB14AD Table 3: AreaEncounters ............................. 6
WI 53147 United Kingdom Table 4: StormstkEffects ............................. 7
Table 5: Subsurfaces ................................. 9
Table 6: Sandy Shoreline Debris.. ...................... 9
Table 7: Floating Flotsam ............................. 10

Table 9: High Seas Encounters.. ....................... 14


, Table 10: Island Gravesites.. ........................... I9
TU

Trade Items Chart.. ................................... 12


Thanegia Wilderness Encounter Tables ................... 30
TSR, Inc.
DM Map 1: The Wild Lands ...................... 16-17
DM Map 2: Quagmire Area.. ........................ 15
Appendix, p. 29 DM Map 3: Spiral C i t y . . ................... inside cover
DM Map 4: Spiral City - Side View.. ................ 18
Players' Map: The Wild Lands.. .............. outside cover
ISBN-0-88038-1
12-4
394-54006-9TSR0600 908 1
Plot synopsis Waste (p. 7 in adventure X4, Master of the
About this adventure Desert Nomads).
T h e adventure begins when the characters The M a p of Hule on p. 3 1 of adventure X 5
Quagmire is a receive an urgent plea from the leader of a (The Temple of Death) shows the port city of
combined wilder- city called Quagmire. The city, once a thriv- Slagovich and some of its surrounding ter-
ness and dungeon ing trading port, is now sinking into the sea, rain. You may also find Slagovich on D M
adventure design- and the city’s leader is calling for help. M a p 1 in this adventure. M a p 2 in the D&D®
ed to provide play- If the characters decide to help the people Expert rulebook (p. 33) shows the sea trade
ers with a wide of Quagmire, they may set out from any of routes the characters may travel from Specu-
variety of new set- these locations: Slagovich, Specularum, Pra- larum and Ierendi in this adventure.
tings in which their mayama, Ierendi, or the Isle of Dread.
characters may ex- When the characters reach Quagmire,
they find that it is under siege by creatures Statistics and abbreviations
plore. Throughout
out the course of the adventure, characters from the surrounding swamp. Once the char- Monster statistics are listed in the following
travel across strange seas, swampy peninsu- acters enter the city, survivors there ask the order:
las, and burning deserts. Each terrain holds characters to escort them to the legendary
new challenges for the characters, some that city of Thanopolis. According to the survi- Monster/NPC Name (No. appearing, if
pertain to the characters’ goals, and some vors, Thanopolis lies on the southwest side of more than one): Armor Class; Hit Dice or
the island of Thanegia. Clas/Level; hit points; Movement per
that simply provide excitement. T h e adven-
Thanopolis does indeed exist, but it is turn (round); No. of attacks per round;
ture also allows for characters to explore three
separate cities. infested with denizens of the surrounding Damage per attack; Save As: Class/Level;
swamps and jungles. Within the legendary city, Morale; Alignment; Experience Point
The adventure is also designed to provide
you, the Dungeon Master, with a wide range which is a duplicate of Quagmire, are clues to a value; and abilities for NPCs (such as
of encounters set in various types of terrain. third sister city This third city sank centuries spells), when appropriate.
How you run these encounters directly affects ago, and is now inhabited by mermen. The The following abbreviations are used in this
how well the characters perform their duties, characters may also try to find this city adventure:
and how excited the players get while taking
part in the game. When characters are Encounter maps AC - Armor Class F - Fighter
exploring swamps, give the encounters in HD - Hit Dice M L - Morale
those areas an especially menacing and mys- D M M a p 1 is a detailed view of the wild hp - hit points AL - Alignment
terious feel. As characters move through the lands. It shows portions of the continent, Ser- MV - Movement L - Lawful
desert or across the sea, describe their pent Peninsula, Thanegia Island, and the #AT - no. of attacks C - Chaotic
encounters as sunny and monotonous. When surrounding seas. D M M a p 2 shows the area D - Damage N - Neutral
characters explore mudflats and estuaries, that surrounds the city of Quagmire. The Save - Save As XP - Experience
describe these areas as sticky, dangerous, and large hexes on this map are equal in scale to Point value
filled with thousands of strange life forms. the small hexes on D M M a p 1. D M Map 3
There are six main areas of adventuring in shows the 13 levels of the spiral cities (Quag- The party of adventurers
Quagmire: the continent, Serpent Penin- mire, Thanopolis, and the Sunken City). All Quagmire is designed for a party of 2-8 char-
suia, the area surrounding the city of Quag- three cities utilize the same map. D M M a p 4 acters. Each character should be between the
mire, Thanegia Island, the spiral cities shows a side view of the spiral city. 4th and 10th levels of experience. A party of
(Quagmire, Thanopolis, and the Sunken T h e outside cover gatefold features a play- characters should include a cleric who is no
City), and the seas. ers’ map of the wild lands. Several areas on lower than 6th level. Each character should
The areas introduced in Quagmire are this map have been left blank. As characters have two or three magical items, including
designed to expand the D&D® world outlined explore the wild lands, the players may add magical swords and armor. All characters
in the Expert rulebook and other Expert terrain and other notes to this map. The should be outfitted for a wilderness adven-
adventures. reverse side of this map contains the parch- ture.
You may also place the areas and events of ment the characters find at the start of the
Quagmire within a n already existing cam- adventure. It also features a rough map of the Wandering monsters
paign setting, as long as you make sure the wild lands. This map shows how the wild
geographical areas of your campaign match lands tie together with the areas of the world An east-west line runs through the city of
those set forth in this adventure. outlined in adventures X1-X5. Quagmire on D M Maps 1 and 2. This line is
Before beginning play, you should read the To get a better idea of how the wild lands the Wandering Monster line.
entire adventure carefully and become com- relate to other areas of the D&D® world, note When you are checking for wandering
pletely familiar with it. Most of the informa- that the eastern edge of D M Map 1 in this monster encounters, check to see if the char-
tion given in the area descriptions is for your adventure is situated 11 hexes west of the acters are traveling above or below the Wan-
eyes only, although you should read all boxed Continent M a p on p. 16-17 in adventure X1, dering Monster line. If the characters are
text to the players as their characters enter T h e Isle of Dread. above the line, use the Wilderness Encounter
specific areas. Feel free to use your imagina- If you have adventure X4, you may line up Tables from the D&D® Expert rulebook (p.
tion to embellish the encounters as you wish. the top 31/2 hex rows of D M Map 1 from this 30). If the characters are below the line, use
Make sure you don’t give the players too adventure so that they overlap the bottom 3 the Thanegia Wilderness Encounter Tables
many clues or suggestions, however. 1/2 hex rows on the M a p of the Great on p. 31 of this booklet.

2
PREPARING FOR THE EXPEDITION

who fail their saving throws take l d 4 points of


damage from the intense heat.
Burning Waste: This region of craggy,
eroded rocks lies over an active geothermal
subsurface. Minor quakes and avalanches
rock this area frequently, and geysers and tar
pits are common. The shifting rocks of the
waste occasionally release natural gases,
which then burst into flame. These gases
burn for weeks, sending dark clouds of smoke
into the desert sky. Because of the area’s vio-
lent, unpredictable terrain, there are no per-
manent dwellings or communities in the
Burning Waste. Pitch, which is used for seal-
ing ships, is the area’s only valuable com-
Use the Thanegia Wilderness Encounter on the map. The key gives only a brief back- modity.
Tables as you would the encounter tables in ground of most areas. You may “flesh out” Barren Plain: This sandy, rolling stretch
the Expert rulebook. The Thanegia tables individual encounter areas with your own ofland is warm and windy. Little plant or ani-
have been set up to represent the different, information. mal life survives here. It is bordered on the
more exotic types of animals that characters To read the wild lands map, start at the top north by the Sind Desert and the Burning
find in remote southern terrains. and read from left to right. The key below is Waste. A rocky shoreline that runs along the
divided into seven parts: south central conti- Sea of Dread forms the plain’s southern bor-
Capturing wild animals nent; Serpent Peninsula; Sea of Dread; Shal- der. The Silt River, which flows from the
low Sea; Thanegia Island; Western Burning Waste to the Sea of Dread, cuts the
During the adventure, characters may want
Thanegioth Archipelago; and the Western plain in half. The Barren Plain is known for
to capture wild herd animals (horses, mules,
Sea. its inclement weather.
and camels, for example). To capture a wild
animal, a character must rope the animal.
Whether a character is on foot or on the Wild lands map key
Serpent Peninsula: How this stretch of land
back of another animal, his chance of roping South central continent: This area of land earned its name is not known for sure. Some
a wild animal is the same as if he were trying includes the city of Slagovich, Bush Country, have speculated that it was so named because
to hit it with thrown oil or holy water. Con- the Sind Desert, the Burning Waste, and the of the serpentine trade route that ships must
sider an animal roped once a lasso hits it. Barren Plain. follow along its coast. Others feel the name is
For each character who ropes a n animal, City of Slagovich: This opulent, Western a reference to the large number of snakes that
roll 3d6. If the dice roll total is greater than Sea trading port stands at the western end of live throughout the area. A caravan route
the character’s Strength score, the animal the Sind Desert Caravan Track. Characters known as “The Necklace” separates Serpent
escapes. Otherwise, the animal is considered may find all kinds of exotic goods being Peninsula from the south central continent.
to be roped. exchanged in the streets of this hilly city. Sla- The Necklace connects the east coast village
Each rope on an animal eliminates one of govich’s rocky port features excellent, deep of Sea Camel to the west coast village of Mule
the animal’s attacks. If an animal has two harbor facilities. Beach. The geographical features of Serpent
attacks, characters must rope that animal Bush Country: This remote grassland Peninsula include: the Neck Grasslands; the
twice before it can be considered captured. stretches southeast from Slagovich to the River Hills; the Rain Forest; the Lagoon
Neck Grasslands. It is bordered on the east Lowlands; the Fangs; and the Serpent Keys.
by the Sind Desert and on the west by a sandy Neck Grasslands: So named because of
shoreline that runs along the Western Sea. the narrow isthmus they cover, the Neck
Adventure setting: Various types of wildlife are abundant here; Grasslands are teeming with several kinds of
so are nomadic hunters. dangerous creatures. The Throat River slices
The wild lands Sind Desert: This desert is more barren through the center of the grasslands and emp-
(DM Map 1) and stony than sandy. Rocky areas, craggy ties into the Western Sea at Mule Beach. Both
bluffs, and patches of dry thorn bushes dot of this area’s coastlines are sandy.
Pages 16-17 of this adventure feature a large- the landscape. During the daytime, tempera- River Hills: Grass and trees cover these
scale wilderness map. Use this map as a guide tures often reach 100 degrees or higher. At rolling hills. Many of the peninsula’s mean-
when characters travel by land or sea to night, the temperatures drop to as low as 30 dering rivers start here and run down into
Quagmire and beyond. or 40 degrees. other types of terrain in the form of waterfalls.
This map may also serve as a n example of a Experienced travelers do not travel during Rain Forest: Daily thunderstorms drench
large-scale wilderness design. You may want the noon or afternoon on the Sind Desert. this forest and form rivers that wind to the
to base dungeon and wilderness adventures Most traveling is done during the morning, surrounding seas. The Sea of Dread borders
on this map, or you may expand the map by late afternoon, and early night. If characters the forest on the east; the Western Sea bor-
designing wilderness areas where the map insist on traveling through the desert during ders on the west. Wildlife abounds in this
leaves off. the hottest part of the day, have each of them tropical region. Both of the forest’s coasts are
Following is a key to the areas mentioned make a saving throw vs. death ray. Those muddy.

3
PREPARING FOR THE EXPEDITION

Lagoon Lowlands: Three large, fresh- tion. They stretch all along Thanegia Island’s Island. The climate of this area is similar to
water lakes lie in this sticky region. T h e land northern coast, forming a natural break- that of Florida or Cuba.
of this marshy bog gives with each footstep. water. The coasts of these keys tend to be Hurricanes: If you begin this adventure at
The earth here is so low and swampy that it is muddy and swampy. the suggested time (around the beginning of
difficult to tell where the muddy coastlines Thanegian Swamp: This swamp is similar summer), this part of the world is in the mid-
end and the swampy lands begin. Seawater to the Lagoon Lowlands on Serpent Penin- dle of the hurricane season. There is a chance
mingles with the roots of gnarled trees along sula. There are, however, no fresh-water that, when characters encounter gales at sea,
the coasts. lakes in this swamp. This swamp forms the they find themselves in a hurricane. You may
The Fangs: These muddy points of land coastline for the entire island, and is only bro- use the Optional Water Movement Modifica-
are the southeast and southwest tips of Ser- ken by a few slow rivers. tion Chart (p. 44, D&D® Expert rulebook) to
pent Peninsula. Traders use the Fangs as Thanegian Jungle: This jungle is similar determine if the characters encounter gales.
landmarks. East Fang Cape is due north of to the Rain Forest on Serpent Peninsula. T h e percentage chance that a gale turns
the city of Quagmire. A sea trade route that There is a greater variety of plant and animal into a hurricane is given on Table 1 below.
runs between the two capes separates the life in this jungle, however. Find the percentage chance given for the
Lagoon Lowlands and the Serpent Keys. month or season and roll percentile dice. If
Serpent Keys: These low, swampy islets the dice roll is lower than or equal to the indi-
lie just off the coast of the Lagoon Lowlands. cated percentage chance for that month or
The keys serve as natural breakwaters to pro- season, the gale becomes a hurricane.
tect trade ships from the direct force of the
Sea of Dread. Some of the smaller keys are no
more than offshore sandbars. Most of these TABLE 1
keys have muddy coastlines. GALES & HURRICANES

Sea of Dread: This body of water is bor- % Chance That Gale


dered by the continent to the north, Serpent Season/Month Becomes Hurricane
Peninsula to the west, and the Thanegioth Winter 6%
Archipelago to the south. Many rivers empty January 6%
from the continent and peninsula into the Sea February 6%
of Dread. Sea Camel Gulf is a northwest March 6%
extension of this sea. Spring 22 %
Narrow channels from this sea run past the April 6%
city of Quagmire into the Shallow Sea. May 20 %
June 39 %
Shallow Sea: This body of water is bordered Summer 61 %
by Serpent Peninsula to the north and Hill Country: Grass and trees cover these July 50 %
Thanegia Island to the south. Channels that rolling highlands. All of the island’s rivers August 71 %
run past the city of Quagmire connect this sea flow from these hills. This region is so far September 63 %
to the Sea of Dread. More channels run past a inland that no one has ever seen it from Autumn 44 %
handful of islands at this sea’s western end, aboard a ship. Similarly, characters could October 47 7%
connecting it to the Western Sea. stand on the highest hill of this region and still November 49 %
not be able to see the water that surrounds the December 47 %
island.
Thanegia Island: The history of this island
is shrouded in mystery. Legends speak of the T h e effects of a hurricane are the same as
Western Thanegioth Archipelago: This the effects of a gale, except that extremely
Yavdlom, a n early race of man that lived here
archipelago stretches northeastward from heavy rains accompany hurricanes. These
in harmony with the island’s natural beauty.
Thanegia Island’s eastern coast. These low, rains are likely to flood ships. Even if a ship
At that time, several different forms of life
swampy isles support more exotic forms of survives the effects of the high winds, there is
were said to have filled the island. T h e leg-
life than their sister islands to the east. Even a chance that it sinks from being filled with
ends also say, however, that some unknown
though most of these isles are swampy, their rainwater.
force eventually decimated the island’s life
coastlines are sandy. A galley has a 40 % chance of flooding and
forms, and the Yavdlom apparently moved
on to other lands. T h e unknown force was sinking. A sailing ship has a 20% chance of
Western Sea: This body of water is bordered flooding a n d sinking. Characters may
actually the slow sinking of the land that now
by the Gulf of Hule to the north and by Ser- decrease the chance of sinking by throwing
makes up the floor of the Shallow Sea.
pent Peninsula to the west. Channels run- cargo overboard. If characters throw all of
New forms of rare and exotic plant and
ning through scattered islands connect this their cargo overboard in such a situation, the
animal life now thrive on this mysterious
sea to the Shallow Sea. chances of sinking are reduced to 20% for
island. The tropical island has four distinct
regions: the Sinking Keys; the Thanegian galleys, and 10% for sailing ships.
Swamp; the Thanegian Jungle; and the Hill
Weather and climate If the characters find themselves knee deep
Country. T h e general weather patterns of this part of in water, you may tell the players that throw-
Sinking Keys: These keys are little more the world move from east to west. T h e ing cargo overboard increases the characters’
than sandbars covered by swampy vegeta- world’s equator lies just south of Thanegia chances of staying afloat.

4
PREPARING FOR THE EXPEDITION

Adventure background When the characters find this parchment, cut If the characters decide to travel by land
the third panel from the cover of this adventure, from any of the starting locations to the north
Finding the plea for help
and give it to the players. This panel features a or east of the wild lands area (except Ierendi),
If your characters are at a sea coast, you may copy of the parchment and a map of the wild they should enter D M Map 1 at the hex
have them find this plea for help. If they are lands. The players may use this map to chart marked “A,” Characters who follow the Sind
not, have another party of adventurers find the wild lands as their characters explore them. Desert Caravan Track to its western end start
the plea, and have this party carry word of You may read the following boxed text to the at the city of Slagovich.
the plea to your characters. players, or you may let them read it themselves
Characters discover the plea written on a from their copy of the parchment. The message Sailing to Quagmire
piece of parchment that has been rolled up is written in Common.
During the characters’ voyage to Quagmire,
and sealed inside a glass bottle.
use the wilderness rules from the D&D@
Expert rulebook. Remember to check for
weather once each day. If a gale comes up,
remember that there is a chance it may
become a hurricane. See the rules on Weather
and Climate in this section for details.
While the characters are at sea, you should
check for a wandering monster encounter at
least once per day. See the rules on Wander-
ing Monsters in this section for details.
If the characters sail out of sight of land and
have no navigator aboard, check to see if the
characters become lost.

Traveling by land to Quagmire


Use the wilderness rules in the D&D@Expert
rulebook. Check for wandering monster
encounters at least once per day. See the rules
on Wandering Monsters in this section for
details.

Moving off the map


Table 2 shows the distance (in numbers of
hexes) from Specularum, Ierendi, Pramay-
ama, and Tanaroa to particular hexes on D M
Map 1. You may have encounters take place
on these unseen hexes, or you may decide to
give the characters a few “days o f f ” while
they travel through these areas.

If characters check around in the local tav- Desert Nomads), Ierendi, or Tanaroa on the
erns and inns, they hear that Quagmire is a Isle of Dread (Xi, The Isle of Dread). You
TABLE 2
rich trading capital. T h e characters also hear may have the characters start from some
MAP HEX DISTANCES
rumors that lizard men have been harassing other location more fitting to your campaign,
the trading ships in the area around East if you decide to fit Quagmire and its sur- To Hex Lettered
Fang Cape, near the southern tip of Serpent rounding areas into your campaign setting. From Location A B C
Peninsula. The characters may travel to Quagmire by
If characters investigate further, they find sea, by land, or in a combination of the two. Specularum
that no one can recall the last time a ship If the characters decide to travel by sea, by land 39 - -
arrived from Quagmire. Some think the city by sea route - 45 -
they must acquire a ship. Most character par-
is doomed. Others think it has already fallen. ties should have no trouble raising enough Ierendi
money to buy a small sailing ship. If the char- by sea route - 33 -
Preparing for the journey acters cannot afford a ship, you may arrange Pramayama
If possible, this adventure should begin close matters so that the characters are able to get a by land 9 - -
to the first day of summer. You may alter this, boat or small ship that can sail the seas. by river/sea route - 18 -
however, depending on your time table and Characters who travel known river and sea Tanaroa
by sea - - 27
your campaign. routes from the north or east should enter
The characters may begin their journey in D M M a p 1 at the hex marked “B.” Charac-
any of these locations: Specularum, Sla- ters who travel from Tanaroa should enter
govich, Pramayama (from X4, Master of the D M M a p 1 at the hex marked “C.”

5
Area encounters
(Use DM Map 1.)

These encounters
d o not take place in
specific locations
on the map. Rath-
er, each of the en-
counters is design-
ed to take place in
certain regions on
DM M a p 1. When
the characters en-
ter a specific region, check Table 3 to deter-
mine which of the 25 encounters given here
may take place in that area. Most regions
have more than one possible encounter.
For example, if the characters are traveling
through the Hill Country o n Thanegia
Island, they may be involved in encounter 5
(Heat Plague), encounter 7 (Drenching
Rains), or encounter 15 (Personal Servant).
You may decide which of the three encounters
takes place.
You also have control over the timing of
these encounters. If you want, you may have
the characters involved in one encounter per
day, or you may subject them to three or four
encounters in one day, depending on the ter-
rain. Such timing will help you prepare the
characters for their work in Quagmire, or it
may help you adapt the adventure to your
own campaign more smoothly.
Some of the encounters may occur only
once. Others may occur several times, in dif-
ferent terrain types. Try to separate repeating
encounters with at least one wandering mon-
ster encounter.
T h e map areas listed on Table 3 are
arranged alphabetically. n I. RHINOHERD
This encounter should occur only once.

Scrub brush dots this gently-rolling grass-


land. A small herd of grazing animals
moves slowly along the horizon. Thick,
gray hides cover these creatures, which, at
the shoulder, stand as high as a dwarf. AS
the beasts amble closer, they appear to be
much larger and heavier than they seemed
at first. Suddenly, the lead animal stops
and raises its horned head to sniff the air.

Twelve rhinoceros are moving in a direction


that will intersect with the characters’ path in
a few minutes. If the characters stand still or
retreat, the lead animal lowers its head. Five
minutes later, the herd crosses the characters’
path.
If the characters move toward the herd, the
lead animal paws the ground and faces the
6
WILD LANDS ADVENTURES

characters, even if they are invisible. If the falls through the crust and into the hot water may not be good protection from flash floods,
characters threaten, surprise, or charge the below after walking 100 feet. however.
herd, the animals stampede in a random direc- The hot water causes ld6 points of damage If characters try to travel during storms,
tion. These stampeding animals use their nose per round of contact. Characters or animals reduce their rates of movement as you see fit.
horns to gore all in their path. The horns cause that fall through the crust cannot climb out of Cut characters’ visibility by half in this situa-
double damage on the first attack. the water unassisted, because each attempt tion as well. Storms may last l d 6 hours; the
they make only breaks more of the crust. height of a storm lasts 2d12 minutes.
Rhinoceros (12): AC 5; H D 6; hp 27; M V
Characters could use magic to rescue a char-
120’ (40’); #AT butt or trample; D 2-8
acter or animal trapped in the water. Other- 5. HEAT PLAGUE
or 2-16; Save F3; M L 6; AL N; XP 275
wise, the characters should treat the crust as
For a complete description of these creatures, thin ice when rescuing a trapped character or
turn to the Appendix. animal.
sun beats down relentlessly. The air is
2. MOBILE MIRAGE 4. INCLEMENT WEATHER thick with moisture; its stifling heat and
heaviness make every action a major
Tell the characters that huge, dark clouds are effort-even breathing.
I massing on a distant horizon. The clouds
A short hill rises just ahead. From the top
of the hill, the land stretches outward in approach rapidly, driven by a howling wind.
The storm hits 2 hours after the characters If the characters drink salty water or eat extra
desolation. A green shimmer rises slowly salt in their meals, they replace the salt they
on the horizon. A small clump of palm first spot it. Just before the storm hits, the
wind dies for a moment. Even insects stop lose through perspiration while in this area. If
trees sways in the waves of heat that dance the characters take in no salt, each must make
on the sands. chirping.
Roll l d 6 and refer to Table 4 to determine a saving throw vs. dragon breath. Characters
what kind of storm hits the area. If the char- who fail their saving throws contract heat
The oasis is just a mirage. The distance to acters take precautions to protect themselves plague. Any animals that accompany the
this mirage is about 24 miles. If characters before the storm hits, reduce the damage characters are also affected by the heat
walk toward the mirage, it still remains 24 given on the table by 1 h . plague.
miles away. The mirage moves, tracing a cir- The symptoms of heat plague include
cular pattern of 6 hexes around a central hex. blurred vision, dizzy spells, and shortness of
The mirage continues to move for as long as TABLE 4 breath. The symptoms last for l d 4 hours. A
the characters follow it. If the characters STORMS & EFFECTS heat-plagued fighter suffers a -2 penalty to his
ignore the mirage or do not travel toward it, hit rolls. Any monster that attacks a heat-
it disappears. Die plagued character gains a +2hit roll bonus. A
Roll Storm Effect cure disease spell remedies the effects of heat
3. THINCRUST plague.
Hail l d 4 points of damage to
This encounter should occur only once, when 6. IMPERIAL MISSION
anyone with AC 6 or
the characters pass through the Burning
lower; animals stampede if This encounter should occur only once.
Waste.
not tied Characters may already have searched for the
Wind ld20 points of wind dam- expedition described here (see set location
Geysers spout and mudpots bubble amid age; tents or shelters flat- encounter G).
broken boulders and balanced rocks here. tened; anything not
The smell of sulfur permeates the entire fastened blows away
area. The ground sizzles continuously, Rain flash flood washes all light, Just ahead, a group of 12 men moves
sending waves of heat upward. unattached items away, slowly over a low hill of grass. Two oxcarts
A white patch of level ground lies just and causes heavy items to accompany the men, who are moving
beyond spires of broken rock. No geother- sink out of sight toward the west. The group appears to be
mal activity marks this patch, which is Sand l d 4 points of damage well armed and provisioned.
bare and lifeless. unless characters take
shelter
The men do not spot the characters, unless
Thunder lightning bolt falls nearby;
The white patch of ground is actually a min- the characters try to get their attention. The
each character must make
eral crust over boiling underground water. men do not appear to be traders or bandits.
saving throw vs. breath
The characters may circle around the patch In fact, they are members of an expedition
attack or take 6d6 points of
by going through the surrounding rocks and party sent by an aristocratic family of the
damage; successful throw
mudpots, but it takes them an hour to do so. Kingdom of Ierendi to find a short route
reduces damage to 3d6
If the characters send a n animal or throw a across the Neck Grasslands. Eleven of these
Tornado combine rain and wind
weight of some sort onto the patch, the scouts are human warriors. A human swash-
effects
ground cracks slightly. No cracks appear if buckler leads the party.
the animal or item weighs less than 1,000 cn.
Characters cannot outrun storms. If they Warriors (2nd level fighters): AC 7; H D 2; hp
If the characters try to walk across the patch,
take cover in depressions, they are likely to 9; M V 120’ (40‘); #AT 1; D 1-6 or by
the first character weighing over 1,000 cn
survive high winds or tornadoes. Depressions sword; Save F2; M L 8; AL N

7
WILD LANDS ADVENTURES

Swashbuckler (5th level fighter): AC 5 ; H D A severe tropical downpour moves in l d 4


5 ; hp32; M V 120’ (40’); #AT 1; D 1-6 hours after the characters first spot the thun-
derheads. The storm lasts for i d 4 hours.
I sack. They appear to be preoccupied, and I
or by two-handed sword; Save F5; M L do not investigate the area around them.
9; AL N During this time, cut each character’s move- They only look forward.
ment rate and range of vision in half. The
If the characters approach the men in a
water from the rain carries away anything Lizard Men (20): AC 5; H D 2+1; hp 10; M V
friendly manner, the men speak in Common
that is light and unattached. All heavy items 60’ (20’); #AT 1; D 1-6; Save F2; ML
and offer to share their provisions with the
sink in the mud. 12; AL N; X P 25
characters. They tell the characters that their
employer sent them by ship to Serpent Penin- The lizard men are headed toward the city of
8. SWAMP SICKNESS
sula to find another short route across the Quagmire. They do not see the characters.
grasslands so a new trade route could be set After the characters have been in this area for The characters may try to outrun the lizard
up. T h e Kingdom of Ierendi, they say, no a while, tell them that they begin to feel sick men, hoping to head them off before they
longer wants to use the expensive Necklace to their stomachs. They also develop mild reach the city.
route across the isthmus. headaches. If the characters make too much noise as
If the characters are specifically searching The heat and moisture of the tropics pro- they stalk the lizard men (even if they speak
for this expedition (see set location encounter duce a breeding ground for diseases. Every in a whisper), the lizard men hear them and
G), remind the players that their characters time characters move through a swamp or stop. They break into two groups of 10 lizard
agreed to either escort the expedition back to jungle, there is a chance that they contract a men each and circle around, hoping to trap
its parent ship, or to send word of the expedi- disease. Have each character make a saving the characters between the two groups.
tion’s status to the ship’s captain. throw vs. death ray. Characters whose saving If the lizard men capture a character, or if
throws fail take l d 4 points of damage from they force him to surrender, they net the char-
7. DRENCHING RAINS the sickness. acter, search him for food and treasure, and
then carry him toward their camp. The lizard
9. SCAVENGER PARTY men’s camp is located on East Fang Cape.
Huge thunderheads tower over the hori-
The captured character is set aside to “take
zon and move rapidly closer. Lightning
Twenty lizard men, armed with spears, part” in the victory feast the lizard men have
flashes and thunder echoes against the
shamble forward. Each carries a net and a planned to celebrate the eventual fall of
hills as the storm approaches.
Quagmire.

8
WILD LANDS ADVENTURES

10. THAT SINKING FEELING 11. SANDY SHORELINE DEBRIS


past the ship, racing it through the waves.
These salty waters abound with fish.
Leaf debris and spotty growths of live veg- The water has stranded pieces of drift-
etation mark the surface of the ground wood and dried seaweed along the shore
Roll id12 and refer to Table 7 to determine
here. In some places, a thin layer of water here. Worthless shells, rotting fish, and
what type of flotsam the characters find float-
covers the soggy ground. Roots and vines uprooted plants are scattered along the
ing around their ship.
seem to stretch outward, slithering across sand. The gentle rippling of waves is the
the land and through the small puddles. only sound.
13. AMBUSH PARTY
The ground grows softer with each step.
Roll ld12 and refer to Table 6 to determine
what other items the characters find lying Murky puddles flood the ground in this
If characters take the time to probe the
along the shore. area. A low gurgle rises from behind a
ground ahead, they are able to find firm foot-
thick stand of bushes 50 feet ahead.
ing around the soft ground.
If a character steps forward into the soft 12. FLOATING FLOTSAM
ground without taking any precautions, the If the characters stop to listen, they hear a
earth begins to slowly swallow him. A charac- The coast rises and falls in the distance momentary hissing sound coming from the
ter cannot escape such a trap without the use with the ship’s bobbing. Sea birds wheel bushes. A band of 10 lizard men is hiding in
of magic or without the help of other charac- overhead as the ship draws closer to the the bushes, preparing to ambush the charac-
ters. A trapped character does not know how shoreline. A flying fish occasionally glides ters as soon as they draw near. T h e creatures,
deep the subsurface is until he reaches bot- in groups of five, plan to attack both the front
tom.
Roll percentile dice and refer to Table 5 to TABLE 6
determine what kind of subsurface the char- SANDY SHORELINE DEBRIS
acters have come upon. Roll the dice again to
determine the subsurface’s maximum depth. Die Die
Each subsurface has a fixed sinking rate listed Roll Debris Found Roll Debris Found
on the table.
Worthless seaweed mixed with green 9 A mound of sand, 3 feet in diameter.
slime: AC can always be hit; HD If characters dig into the mound,
TABLE 5 2**; hp 9; M V 3’ (1 ’); #AT 1; D spe- they find 30 newly-laid sea turtle
SUBSURFACES cial; Save F l ; M L 7; AL L; X P 5. eggs. Characters may eat these eggs.
Pirate skeleton buried in the sand 10 A large, empty conch shell worth 10
Dice Sinking Max. (AC 7; H D 1; hp 5; M V 60’ (20’); gp. The first character to hold the
Roll Subsurface Rate* Depth** #AT 1; D 1-6 by rusty sword; Save shell to his ear hears a chanting voice:
01-50 Mud 112 1-3 F1; M L 12; AL C ; X P 10). “Seek a shell, unlike the one you
51-79 Quicksand 1 1-12 hold;
Rotting wooden box containing ld20
80-94 Dangerous By sailing north, to where you’re
ancient gold pieces.
Quicksand 1‘ I 2 1-12 told.
95 Giant Amoeba 2 5-30 A sealed bottle containing a parch- From West Fang follow coast to
96 Black Pudding 2l12 5-30 ment note from Molariah, ruler of river first;
97 Gelatinous Quagmire. The note is identical to In tidal pool floating, slake not
Cube 2 1-10 the one the characters received at the your thirst.
98 Gray Ooze 2112 1-3 start of the adventure. Rescue me from my tiny sea, and
99 Green Slime 2 112 1-3 three tasks shall I do for thee.”
A wrecked native war canoe, holding
00 Ochre Jelly 2 1-12 Characters may find the answer to
i d 6 shrunken heads. The canoe can-
this puzzle by going to set location
* in feet per round; if the victim struggles, not be repaired but does provide 1
encounter I .
double the sinking rate day’s worth of firewood.
* * in feet 11 Dead giant marauder jellyfish
A trail of a tailprint and webbed foot-
stranded on the beach. This dried-
prints left by a lizard man. The trail
Monsters: Characters may encounter out creature is 10 feet across and has
leads in the direction of Quagmire.
monsters while they are trying to deal with 40 tentacles. Even though the crea-
the murk in this area. If the subsurface is A recently constructed sand castle of ture cannot attack, it inflicts ld6
mud, there is a 75 % chance that a wandering Quagmire. T h e structure depicts points of damage on any character
monster appears. If the subsurface is quick- rafts attacking from East Fang Cape. who touches one of its tentacles. A
sand, there is a 50% chance that a wandering character touching the creature must
A crusty anchor weighing 150
monster appears. If the subsurface is danger- also make a saving throw vs. paraly-
pounds. A rigid, 20-foot length of
ous quicksand, there is a 25% chance that a sis or be paralyzed for i d 6 rounds.
chain is attached to the anchor. The
wandering monster appears. No monster rusty chain weighs 50 pounds. 12 A primitive, 20-foot-diameter fishing
appears if any other subsurface is rolled on net, rimmed by wooden floats.
Table 5.

9
WILD LANDS ADVENTURES

If the characters approach the man, they find


TABLE 7 that he is close to death. Cuts and bruises
FLOATING FLOTSAM cover much of his body. His clothes are torn
and dirty.
Die Die
The man is lying on the ground when the
Roll Flotsam Found Roll Flotsam Found
characters draw near. Slowly, he raises his
A bed of green kelp, edible but not (30’); #AT 1 claw; D 1-8; Save F1; head and tries to crawl a few more feet. H e
tasty. The kelp equals 2d20 rations. M L 12; AL C ; XP 20). does not notice the characters until they are
standing just before him.
A light green bed of seaweed. If char- 8 A coconut floating on the waves. The
acters come within 40 feet, they find milky fluid and lining inside the shell Dying Warrior: AC 9; H D 2; hp 6; M V
that it is actually green slime (AC can is worth 1 ration. 60’(20’); #AT 1; D 1-4 by bare
always be hit; H D 2**; hp 9; M V 3’ hands; Save F2; M L 5; AL N
9 A 2-inch-thick, 6-foot-long wooden
(1 ’); #AT 1; D special; Save F1; M L The man is extremely grateful to the charac-
staff. This is a staff ofhealing, which
7; AL L; X P 5). ters if they try to help him. If the characters
only clerics may use.
A sealed bottle containing a parch- ask, the man tells them that his name is
10 A 3-foot-diameter, wooden wagon Gasker, and that he is a messenger from the
ment note from Molariah, ruler of
wheel. Characters may use it for 2 city of Quagmire. If characters ask what he is
Quagmire. T h e note is identical to
hours’ worth of firewood. doing in this wasteland, he answers them in a
the one the characters received at the
start of the adventure. 11 A small, uncharted tropical isle, slow, uneven voice.
approximately half a mile in diame- “I was on my way to Pramayama by raft
An empty lifeboat. when I was hit by strong winds. M y raft
ter. Turtles, sea birds, and mussels
Six elves clinging to a ship’s mast. If live here, and may serve as 2d20x5 broke up, and I drifted into Sea Camel. I
characters rescue the sailors, they tell rations for the characters. Each hour, rode my horse, Blazer, from there, taking her
of a giant octopus that crushed their the isle drifts 1 mile further away across the Barren Plain. She died where the
sailing ship while they were on their from the coastline. Characters can- Silt River splits in two. I’ve come far, friends,
way to rescue the good people of not detect this movement at first. but I’m afraid I won’t reach Pramayama
Quagmire. They have a bottle that now. I’ve failed to complete my mission.”
12 A black film covering the water If the characters ask Gasker about his mis-
contains a parchment note identical
ahead of the boat. The film stretches sion, he tells them about the sinking city of
to the one the characters received at
for half a mile in each direction. The Quagmire and its search for rescuers. If the
the start of the adventure. T h e sailors
film is a crude oil spill. Characters characters tell Gasker that they are headed to
are first level elves.
may avoid the spill by turning their Quagmire for just that purpose, his eyes
A wooden barrel containing 20 ship at least 90 degrees from their brighten considerably.
rations of fresh water. current direction and sailing at least “Bless you, brave ones. I only wish I could
1 mile in a new direction. If the oil is help. I did leave behind apotion ofswimming
A man floating on a plank. H e waves ignited, it burns for a week. A ship and a pouch of gemstones in Blazer’s saddle-
his arms to signal the characters, but caught in an oil fire suffers 2d12 bags. I figured I wouldn’t need any of that
he does not yell. H e is actually a zom- points of hull damage per round. out here-it would just weigh me down. It’s
bie (AC 8; H D 2; hp 9; M V 90’
yours if you find it.” Gasker removes a ring
from a thong hanging around his neck and
hands it to the nearest character (determine
and the rear of the character’s party. T h e liz- part” in the victory feast the lizard men have randomly, if necessary). “This is a ring of
ard men attack no matter how many charac- planned to celebrate the eventual fall of water adaptation,” he tells the character.
ters and NPCs are in the characters’ party. Quagmire. “You may need it. If you take me to civiliza-
Lizard Men (10): AC 5; H D 2+1;h p 10; M V tion where I can heal, I’ll happily go with you
60’ (20’); #AT 1; D 1-6; Save F2; M L 14. SCORCHED PREY to Quagmire. 1’11 even lead you to Blazer’s
12; AL N; X P 25 This encounter should occur only once. saddlebags.” For a description of the ring,
These creatures are armed with clubs. turn to the New Magic Items in the Appen-
~
dix.
The characters may outrun the lizard men by A few hundred yards in the distance, scav- If the characters do not tell Gasker that
fleeing to the right or left, rather than forward enger birds circle over a tiny speck in the they are headed for Quagmire, he asks if they
or backward. The characters may also sneak rocky wasteland. The speck draws slowly will take him to civilization, where he can be
around behind the bushes and surprise the closer. It is a human being. From time to healed and can recruit a party of rescuers.
lizard men. time, the figure stops dragging its feet for- Gasker also tells the characters, “Another
If the lizard men capture a character, or if ward and collapses. When this happens, messenger named Lenuwol was sent to Tana-
they force him to surrender, they net the char- the huge birds call out to each other and roa. H e traveled along the islands east of
acter, search him for food and treasure, and swing lower in the sky. The figure man- Thanegia. I hope he made it.”
then carry him toward their camp. T h e lizard ages to pull itself up and crawl forward. It If you want, you may have Gaskerjoin the
men’s camp is located on East Fang Cape. is a n unarmed man. characters as an NPC. When he has been
The captured character is set aside to “take fully healed, his statistics are:

10
WILD LANDS ADVENTURES

Healed Warrior: AC 9; HD 2; h p 9; M V Roll l0dlO to determine how many wild 20. KILLER TREES
120’ (40’); #AT 1; D 1-8 by sword; horses are in the area. Characters cannot ride
Save F2; M L 8; AL N wild horses, but they may sell them in Sla-
govich, Sea Camel, or Mule Beach. If the Hundreds of animal bones lie scattered
15. PERSONAL SERVANT characters try to capture the horses, refer to beneath a stand of trees just ahead.
This encounter should occur only once. the Capturing Wild Animals rules in the Pre-
paring for the Expedition section. The trees here are actually 12 killer trees.
A few feet ahead, the bottom of a large, Characters may avoid the area of bones by
Wild Horses (10-100): AC 7; H D 2; hp 9; circling 150 feet around one side or the other.
heavy-looking ceramic jug sticks out of the M V 240’ (80’); #AT 2 hooves; D 1-4/ If any character comes within 10 feet of one of
ground. 1-4; Save F1; M L 7; AL N; X P 20 the bones, the nearest killer tree uses one of
The horses stampede away in the opposite its 20-foot-long tentacles to reach out and
If the characters dig up the jug, they find that direction as soon as the characters make any grab the character.
it feels empty. There is no writing on the jug. loud noise, produce a bright light, or come
It is about 3 feet high. Wax and strips ofmetal Killer Trees (12): AC 5; H D 6; hp 27; M V 0;
within 250 feet of them. #AT 4 limbdl mouth; D O/ 3-18; Save
seal the jug’s stopper.
The jar is a magic efreeti bottle. If the char- F3; M L 12; AL N; X P 275
18. MULEHERD
acters break the seal and pull out the stopper, For a complete description of these creatures,
a puff of smoke snakes out of the bottle and A herd of mules meanders along a low hill in turn to the Appendix.
slowly takes the form of an efreeti. The efreeti the distance. The mules do not flee as the
has come forth to serve whoever opened the characters approach. A few of the mules wan- 21. SLAGOMANN CORRALS
jug. The efreeti promises to act as that char- der curiously toward the characters. The oth-
acter’s faithful servant for 101 days, or until it ers simply ignore the characters.
is slain. After its term of service has ended, Roll 2d6 to determine how many wild
mules are in the area. Characters cannot ride barns stand at the edge of town. Wild
the efreeti returns to its home (the fabled city horses, camels, and mules run along the
of Brass on the elemental plane of fire). wild mules, but they may sell them in Sla-
govich, Sea Camel, or Mule Beach. If the corral fences.
The efreeti serves only the character who
opened the bottle. If several characters characters try to capture the mules, refer to
opened the bottle at once, roll randomly to the Capturing Wild Animals rules in the Pre- Roll 2d6 to determine how many animals are
determine who becomes the efreeti’s master. paring for the Expedition section. in each corral. Inside each barn are l d 6 of
If its master is killed, the efreeti vanishes each animal type tamed for riding. All of
immediately, even if the master is later Mules (2-12): AC 7; H D 2; hp 9; M V 120’ these animals are for sale. An agent of Bon-
brought back to life. (40’); #AT 1 kick or 1 bite; D 1-4 or 1- dee Slagomann, the man who owns these cor-
3; Save F1; M L 8; AL N; X P 20 rals, happily sells you an overpriced steed.
16. CAMEL HERD H e also happily buys any horses, mules, or
The mules stampede away in the opposite camels you bring in (for a very low price, of
A herd of camels lopes along a low hill in the direction as soon as the characters make any course).
distance. The camels do not flee as the char- loud noise, produce a bright light, or come If characters ask the agent where they can
acters approach. Rather, they stop and stare within 250 feet of them. find wild horses, he says, “You can find large
at you. horse herds out there in the Bush Country or
Roll 2d4 to determine how many wild cam- 19. GRAB GRASS along the Neck Grasslands.” If characters ask
els are in the area. Characters cannot ride him about wild mules, the man snorts and
wild camels, but they may sell them in Sla- says, “Them animals and me, we don’t get
govich, Sea Camel, or Mule Beach. If the Scores of bleached animal skeletons lie along. But if you want some for yourself, go
characters try to capture the camels, refer to among the 4-foot-tall grass just ahead. It to the Burning Waste or down to the River
the Capturing Wild Animals rules in the Pre- appears as if all of the animals just lay Hills.” If characters ask him about wild cam-
paring for the Expedition section. down and died on the spot. els, he smiles and says, “Ah, the finest beast
Camels (2-8): AC 7; H D 2; h p 9; M V 150’ of burden for these parts, I tell you. Ships of
(50’); #AT 1 bite/l hoof; D 1/1-4; the desert! You can find camels out at the
Characters may avoid the area of skeletons by Twin Oases, about 2 weeks from here. Some
Save F1; M L 7; AL N; X P 20
circling 100 feet around one side or the other. say there’s camels in the eastern Sind. Now
The camels stampede away in the opposite Grab grass takes hold of any character who there’s a good hot place to stay away from!”
direction as soon as the characters make any walks within 5 feet of any skeleton. If characters ask the agent where the Twin
loud noise, produce a bright light, or come Oases are, he tells them that they lie in the
within 250 feet of them. Grab Grass: AC 9; H D 1 per 5-foot-square western Sind.
area; hp 4 per 5-foot-square area; M V
17. WILD HORSES 0; #AT 1; D special; Save NM; M L 12; 22. MAGIC MONGERS
AL N; X P 10
A herd of wild horses runs along a low hill in
the distance. The horses do not flee as the For a complete description of this “creature,”
A caravan of eight merchant wagons
characters approach. A few gallop in wide turn to the Appendix.
stands beside the trail here. Two oxen are
circles around the characters, while others A wandering monster appears at the instant
simply stop and stare. the grab grass takes hold of a character.

11
WILD LANDS ADVENTURES

entries on the chart correspond to the subt-


are set up around the wagons. Each is TRADE ITEMS CHART ables on p. 36 of the Expert rulebook. Roll
loaded with at least 40 items. The prices percentile dice on those subtables to deter-
on the items range from 300 to 1,800 gp Expert mine which specific item on one of the magic
each. Item Subtable mongers’ tables is magical.
A sign has been painted on the side of If characters ask for an item not listed on
Swords
each wagon. The signs read, from the the chart, they are able to get the item from
Other Weapons:
front of the caravan to the back, “Magical the mongers at the prices listed on p. 19 of the
arrows, axe, bow, dagger,
Swords For Sale,” “Weapons for the Dis- Expert rulebook.
mace, quarrels, sling,
criminating Master (No Swords Here),” The magic mongers try to convince the
spear, war hammer
“Super Armor and Infallible Shields,” characters that all items on the tables are
Armor and Shields:
“Magic Potions at Low Costs,” “Scrolls magical, but that they don’t know how to
leather armor, chain
Guaranteed Not to be Cursed,” “Power- activate them. The mongers haggle on the
mail armor, plate mail
ful Rings of Various Uses,” “Slightly price of any item that they know is not actu-
armor, shield
Used Wands, Staves, and Rods,” and ally magical.
Potions
“Miscellaneous Magic Items.” Scrolls
23. STILT VILLAGE
~~

Rings
Only one item on each of the tables is magi- WandsIStaveslRods
cal. Characters may use detect magic to tell Miscellaneous Items:
A small village stands beside the water a
which of the items is genuine. Otherwise, amulet, bag, boots, bottle,
few hundred yards ahead. The huts of the
there is only a 3 % chance per table that a bowl, brazier, broom, village stand on 3-foot to 9-foot-high stilts.
character chooses the one magical item at carpet, censor, cloak, The huts are made of palm branches and
random. The rest of the items are fake look- crystal ball, drums, mud. Canoes are tied to the stilts of all of
alikes. Because of this, many normal items on gauntlets, girdle, helm,
the huts. Smoke circles through holes in
these tables have wildly inflated prices. Char- horn, medallion, mirror, the hut roofs.
acters may sell their possessions to the magic rope, scarab, stone
mongers manning the tables at normal
prices, but the mongers are unwilling to sell A band of natives lives in this village. Roll
anything on their tables at anything less than To determine which item on a table is mag- ldlO and multiply the result by 30 to deter-
the inflated prices. All items listed on the ical, find the item category for a specific table mine how many natives live here.
Trade Items Chart cost 3d6x100 gp each. on the Trade Items Chart. The subtable The natives do not notice the characters

12
unless the characters draw attention to them-
selves. The characters may pass the village
undetected by coming no closer than 300 feet
to the village and by moving under the cover
of vegetation.
If the characters attack, the natives defend
themselves. If the characters are friendly, the
natives are friendly in return.
The natives are willing to trade for gem-
stones and normal items or animals, but they
do not accept money. The natives do not
understand the concept of coinage. If the
characters try to trade an item that is obvi-
ously magic, there is only a 25% chance the
natives accept it.
The natives of each village the characters
visit all speak the same language, but each
village has its own particular dialect. You ~ ~~~~

should also tell the characters that, as they TABLE 8


travel upriver, they notice that the natives ROCKY COASTLINE DEBRIS
almost always build their villages on the left
river bank. O n the right river bank facing Die Die
each village is a burned-out ceremonial clear- Roll Debris Found Roll Debris Found
ing littered with the charred remains of the Worthless seaweed mixed with green sky. Characters may use the ribs to
village’s dead.
slime: AC can always be hit; H D build a shelter. If the characters dig
Natives (30-300): AC 9; H D 1-1; hp 4; M V 2**; hp 9; M V 3’ (1 ’); #AT 1; D spe- up the whale’s skull, they find a 200-
1 2 0 ’ ( 4 0 ’ ) ; # A T l ; D 1-6orbyweapon; cial; Save F1; M L 7; AL L; X P 5. pound ivory tusk worth 4,000 gp.
Save F1; M L 7 ; AL any; XP 5 The whale was a narwhal.
Pirate skeleton buried in the sand
(AC 7; H D 1; hp 5; M V 60’(20’); 9 A crusty anchor weighing 150
24. ROCKY COASTLINE DEBRIS #AT 1; D 1-6 by rusty sword; Save pounds. A rigid, 20-foot length of
F1; M L 12; AL C; X P 10). chain is attached to the anchor. The
The water has stranded pieces of drift- rusty chain weighs 50 pounds.
Rotting wooden box containing ld20
wood and dried seaweed along the shore ancient gold pieces. 10 A large, empty conch shell worth 10
here. Worthless shells, rotting fish, and gp. The first character to hold the
uprooted plants are scattered among the A wrecked, 3-foot-long ship’s figure-
shell to his ear hears a chanting voice:
rocks. The gentle rippling of waves is the head that is actually a wood golem
“Seek a shell, unlike the one you
only sound. (AC 7; H D 2+2*; hp 13; MV 120’
hold;
(40’); #AT 1 fist; D 1-8; Save F1;
By sailing north, to where you’re
M L 12; AL N; X P 35).
told.
Roll ld12 and refer to Table 8 to determine A sealed bottle containing a parch- From West Fang follow coast to
what other items the characters find lying ment note from Molariah, ruler of river first;
along the shore. Quagmire. The note is identical to In tidal pool floating, slake not
the one the characters received at the your thirst.
25. T H E H I G H SEAS start of the adventure. Rescue me from my tiny sea, and
three tasks shall I do for thee.”
A wrecked native war canoe, holding
The water seems to stretch forever, rolling id6 shrunken heads. The canoe can- 11 Dead giant marauder jellyfish
out to where the sea and sky meet at the not be repaired but does provide 1 stranded on the beach. This dried-
horizon. Their colors seem to mingle, day’s worth of firewood. out creature is 10 feet across and has
until it is impossible to distinguish the 40 tentacles. Even though the crea-
A 10-foot-deep tidal pool, which is 30
two. A sea bird occasionally wheels over- ture cannot attack, it inflicts id6
feet in diameter. The pool contains
head, breaking the silence with its points of damage on any character
starfish, three edible sea urchins, six
squawk. Flying fish sometimes glide past who touches one of its tentacles. A
edible mussels, and gray ooze (AC 8;
the ship, racing it through ‘the waves. character who touches the creature
H D 3*; hp 14; M V 10’ (3’); #AT 1;
These salty waters abound with fish. must also make a saving throw vs.
D 2-16; Save F2; M L 12; AL N ; X P
paralysis or be paralyzed for ld6
50).
rounds.
Roll ld12 and refer to Table 9 to determine A 15-foot-long, beached whale skele-
12 A primitive, 20-foot-diameter fishing
what encounter the characters have on the ton. Its white ribs curve toward the
net, rimmed by wooden floats.
high seas.

13
WILD LANDS ADVENTURES

B. SEA TRADE ROUTE


TABLE 9
HIGH SEAS ENCOUNTERS The characters are just off the coast of the
Barren Plain.
Die Die If the characters travel the sea trade routes
Roll Encounter Roll Encounter to the northeast for 9 hexes, they reach the
mouth of the Asanda River. If they pass the
A sperm whale, locked in a battle 7 The captain (or navigator) mysteri- Asanda and follow the coast for 14 hexes,
with a giant squid, smashes into the ously disappears from the ship. they come to a point of land. The characters
bottom of the characters’ ship, caus- may then reach Ierendi by turning south at
8 The ship snags a huge fishnet. To set
ing 2d12 points of hull damage. this point and traveling for 10 hexes. If the
the ship free, characters must burn or
The ship strikes an uncharted sea- cut the net. A storm giant then characters continue to follow the coast past
mount, which causes 2d20 points of appears and demands 10,000 gp as the point of land, they reach Specularum
hull damage and throws two men over- payment for the damaged net. The after traveling 22 hexes.
board. The men are not injured, but characters may bargain the giant
they do attract a wandering monster. down to 2,500 gp. C. SEA ROUTE
A sealed bottle containing a parch- 9 A huge wave, higher than the main As characters approach this area, they see a
ment from Molariah, the ruler of mast, plunges down on the ship and black pillar of smoke rising high into the sky
Quagmire floats by. T h e note is iden- causes 2d10 points of hull damage. from an island to the south. If the charaLters
tical to the one the characters The wave also tosses l d 6 crew-mem- are here at night, they see a fire burning on
received at the start of the adventure. bers overboard. The wave drives the the island’s beach. The island is part of the
ship 24 miles in a random direction Western Thanegioth Archipelago.
A lifeboat manned by a human and If the characters land on the island to
(roll ld6: 1-north; 2-northeast; 3-
a n elf floats into view. If characters investigate the smoke, go to encounter D.
southeast; 4-south; 5-southwest; 6-
rescue them, the two tell how their If the characters travel east by northeast for
northwest).
ship’s crew mutinied and set them 15 hexes, they reach a point on a n island in
adrift. T h e man is a captain. The elf 10 A freakish current causes the ship to the Thanegioth Archipelago. From there,
is a navigator. end the day where it started. they may reach Tanaroa on the Isle of Dread
A shipboard fire destroys the sails 11 A doppleganger stowaway kills crew- by traveling east for 12 hexes.
and rigging, stranding the ship. members and secretly throws their
Rowers can move the sailing ship at bodies overboard. D. MAROONED MESSENGER
l/3 speed, if the characters have no Doppleganger: AC 5; H D 4*; hp 20; A rickety lean-to made of palm branches
spare sails aboard. M V 90’ (30’); #AT 1; D 1-12; Save stands at the edge of a clearing on the shore of
F8; M L 12; AL C ; X P 125 this island. A driftwood fire burns near the
Worms infest and destroy all rations
aboard the ship. 12 Skillful sailing adds an extra 24 miles hut. If characters go into the lean-to, they see
to the distance the characters travel a man asleep on the ground. The characters’
in a day. movements do not wake him. His clothes are

-
tattered, and he looks very ill. H e has n o
weapon.
Set location encounters describe the characters’ current surroundings. If any character makes a loud noise or
(Use DM Map 1.) These encounters should occur as given touches the man, he awakens with a start..
here only once (the first time the characters t
Dying Warrior: AC 9; H D 2; h p 6; M V 60’
Each of the en- enter that lettered hex). If the characters
(20’); #AT 1; D 1-4 by bare hands;
counters below is leave a lettered hex and return to it again
Save F2; M L 5; AL N
set in a specific hex later, alter the encounter based on the charac-
o n D M M a p 1. ters’ first visit to that area. T h e man is extremely grateful if the charac-
When the charac- When appropriate, read the boxed text to ters try to help him. If the characters ask the
ters enter a lettered the players as their characters enter the let- man who he is, he stands‘up very slowly and
hex, refer to the tered hex. offers his hand to the characters.
corresponding let- “ I am Lenuwol. I’m a messenger from the
tered encounter city of Quagmire. I was on a raft sailing
here to determine A. LANDROUTE toward Tanaroa on the Isle of Dread when
what, if anything, the characters see in that pirates attacked me. They captured me, and
area. The characters are on the Barren Plain. They I think they planned to sell me as a slave. For-
Some of.these encounters are no more than see no signs of life around them. tunately for me, I contracted some weakness,
guidelines to help you mark the characters’ If the characters travel north for 7 hexes so instead of selling me, they marooned me
movement toward or away from Quagmire. and then east for 2 hexes, they reach Pramay- on this island.” Lenuwol pauses and takes a
When the characters are in a specific region ama. If they travel northeast for 15 hexes and long look at the characters. “I’m still weak,
(the Burning Waste, for example), use the then east for another 14 hexes, they reach but now that you’re here, perhaps - my. mis-
notes given under the Wild Lands M a p Key to Specularum. sion won’t fail.”

14
,

DESERT

GRASSLANDS

TRADEROUTE

ONE HEX = 24 MILES


WILD LANDS ADVENTURES

If the characters ask Lenuwol about his F. PIRATE CACHE


mission, he tells them about the sinking city TABLE 10
of Quagmire and its search for rescuers. If the Human and demi-human footprints cover ISLAND GRAVESITES
characters tell Lenuwol that they are headed this small island. The prints crisscross the
to Quagmire for just that purpose, he smiles Dice
island from shore to shore and connect a
weakly and reaches out to shake the nearest Roll Gravesite Contents
number of clearings. Still-warm cookfires
character’s hand. smolder in each of the clearings. Scores of 01-03 Pirate cache containing 50 iron
“Ah, such good souls you are. Then there grave-size patches of piled stone, each rations, 50 fresh water rations, a
is hope. I know where the pirates’ supply marked by weathered strips of leather and returning spear, a ring of water adap-
cache is-you know, it may help. There’s a cloth, dot the island. tation, and a potion of water breath-
returning spear there, and some magical ing (new magical items described in
underwater devices. It’s all yours if you can There are two islands on D M M a p 1 that are Appendix)
find it, but I could surely lead you there.” marked with a n “F.” If the characters are 04-06 Type A treasure horde
Lenuwol stretches his aching muscles. “If with Lenuwol on the island marked F in the 07-50 Human corpse
you could take me somewhere where I can Western Thanegioth Archipelago, Lenuwol 5 1-60 Elf corpse
heal, I’ll gladly go with you to Quagmire.” leads them to a patch of large stones. H e tells 61-70 Dwarf corpse
If the characters do not tell Lenuwol that the characters that the pirates’ supply cache is 71-79 Halfling corpse
they are headed for Quagmire, he asks if they buried beneath these stones (see the first 80-85 Skeleton angered at being disturbed:
will take him to civilization, where he can be Gravesite Contents entry on Table 10 for the AC 7; H D 1; hp 6;MV 60’ (20’);
healed and can recruit a party of rescuers. contents of the cache). #AT 1; D 1-4 with bare finger bones;
Lenuwol also tells the characters, If Lenuwol is not with the characters, or if Save F1; M L 12; AL C; X P 10
“Another messenger named Gasker was sent the characters are on the island marked F in 86-90 Zombie angered at being disturbed:
to Pramayama. I wonder if he was success- the Sinking Keys, the characters must dig up AC 8; H D 2; h p 9; M V 90’ (30’);
ful.” the gravesites at random if they want to find #AT 1 claw; D 1-8; Save F1; M L 12;
If you want, you may have Lenuwol join the pirate cache. Refer to Table 10 and roll AL C; X P 20
the characters as an NPC. When he has been percentile dice for each gravesite the charac- 91-94 Ghoul angered at being disturbed:
fully healed, his statistics are: ters dig up. AC 6; H D 2*; hp 9; M V 90’ (30’);
Healed Warrior: AC 9; H D 2; hp 9; M V #AT 2 clawdl bite; D 1-3/1-3/1-3 +
G. SURVEY SHIP special; Save F2; M L 9; AL C ; X P 25
120’(40’); #AT 1; D 1-8 by sword;
Save F2; M L 8; AL N A large sailing ship manned by a crew of 20 is 95-97 Wight angered at being disturbed:
anchored here, just off the coast of the Neck AC 5; H D 3*; hp 14; M V 90’ (30’);
E. SADDLEBAGS Grasslands. The ship and crew appear to the #AT 1; D energy drain; Save F3; M L
characters to be friendly. The crew-members 12; AL C ; X P 50
wave as the characters’ ship approaches, but 98-99 Wraith angered at being disturbed:
The Silt River winds north, cracking this they do not signal for the characters’ ship to AC 3; H D 4,:; h p 18; M V 120’
empty land in two. The river itself splits stop. (40 ‘) on land, 240’ (80’) flying; #AT
here, one tributary running to the north- If the characters hail the ship peacefully, 1 touch; D 1-6 energy drain; Save
+

west, the other to the northeast. the ship’s crew allows the characters to board. F4; M L 11; AL C; X P 175
Ferocious screams and growls rise on The ship is a private vessel sent by a wealthy 00 Mummy angered at being disturbed:
the sticky wind. A band of rock baboons is merchant from the Kingdom of Ierendi. The AC 3; H D 5+l**; hp 25; M V 60’
gathered in a dry stream bed 300 feet crew is waiting for a 12-member expedition (20’); #AT 1 touch; D 1-12 +disease;
away, hunched over an animal carcass. to return from the Serpent Peninsula. The Save F5; M L 12; AL C ; X P 575
crew-members tell the characters that the
expedition has been gone for a week. They set
The characters may meet up with this
If Gasker is with the characters, he recognizes out to look for a new, short trade route across
expedition in area encounter 6 .
this area as the place where his horse Blazer the peninsula. If the expedition can find such
Explain to the characters that if they agree
died. The rock baboons are feeding on the a route, the crew-members explain, the
to the captain’s offer, they must either return
horse’s carcass. If the characters want to get Ierendi merchants won’t have to use the
the expedition party to the ship, or they must
to the horse, they must defeat or drive away expensive Necklace trade route between Sea
the rock baboons. send word of the expedition’s status.
Camel and Mule Beach.
If the characters decide not to search for
The crew-members are beginning to worry
Rock Baboons (15): AC 6; H D 2; hp 12; M V the expedition, they may buy rations and
that the expedition members are dead or lost.
120’ (40’); #AT 1 club/l bite; D 1-6/1- fresh water from the ship’s captain.
The crew still has 500 iron rations and plenty
3; Save F2; M L 8; AL N; XP 20
of fresh water, but they fear that the expedi-
If the characters get the creatures away from tion might have run out of provisions by now.
H . STAIRWAY TO WATER
the horse, they find that the horse’s leather The ship’s captain offers the characters 50
bridle, saddle, and saddlebags are still intact. gp and a fourth of his ship’s rations to search
Apotion of swimmingis in one of the bags. A for his expedition party. H e offers an extra overgrown with vegetation, lies in this
leather pouch containing five 100 gp garnets 150 gp and another fourth of his ship’s rations area. Inside the circle, a 5-foot-wide spiral
is in the other bag. See the Appendix for a if the characters return with any survivors staircase winds downward.
description of the potion of swimming. from the expedition.

19
WILD LANDS ADVENTURES

If the characters go down these stairs, they The djinni ignores all voices except its libera- from the continent. Because of this, Mule
come to a flat, stone landing resting 15 feet tor’s. It speaks in Common. The djinni tries Beach is a well-known village. It is here that
below the ground. The landing leads east to a to d o whatever its liberator commands, cargo from ships is loaded onto the backs of
room shaped like a crescent moon. within its seven powers. It performs no more pack animals, and vice versa. Ships arrive at
A 30-foot-deep stone well stands in the cen- than three tasks. Once the djinni has per- or leave the village wharf every other day.
ter of the room. Pure water fills half of the formed its tasks, it vanishes in a flash of light Horses, camels, and mules stand all
well. A carving of two triangles rests in the and a clap of thunder. around this village, waiting to be loaded or
east wall behind the well. The bases of the Ifhe wants, the character who liberated the unloaded. Caravans leave every other day for
equilateral triangles touch, forming a dia- djinni may command it to disappear or Sea Camel, which lies at the other end of The
mond whose upper point tilts slightly to the return to its shell. Necklace. Characters can walk The Necklace
left. A rough X has been carved at the top in 6 days. There is no charge to join a caravan
point of the diamond. J. SLAGOVICH that travels The Necklace, but anyone who
This carving was made by a Yavdlom map- This opulent trading city rises from the shore joins must provide his own transportation,
maker. The triangles show the spatial rela- of the Western Sea at the end of the Sind Des- food, and water. Those who join such a cara-
tionship of the cities of Q u a g m i r e , ert Caravan Track. Merchants fill the streets, van must also help defend the caravan if it is
Thanopolis, and Yavdlom (now the Sunken hawking their goods. The city wharf never attacked.
City). The diamond point marked by an X sleeps, as ships load and unload throughout If the characters take their time wandering
shows the proposed location of the Yavdlom’s the day and night. Slagovich is a stopping through the streets of Mule Beach, tell them
fourth city. Actually, this well room was to place between Hule to the north and Mule that they come across this advertisement
have been that fourth city’s first level. T h e Beach to the south. A ship either arrives or posted on a wall: “Wanted. Wild horses,
sinking lands of Serpent Peninsula decimated leaves Slagovich every day. mules, and camels. Best prices paid. 100 gp
the Yavdlom race, however, and this city was Camels are everywhere around Slagovich. paid for wild camels. 75 gp paid for wild rid-
never finished. If characters ask, they find out that caravans ing horses. 30 gp paid for wild mules. Bring
leave weekly on 1,900-mile treks across the your roped animals to the agent of Bondee
I. TIDALPOOL Sind Desert to Akesoli in the Republic of Slagomann at the corrals on the outskirts of
Darokin. Other caravans wind even further, Slagovich, Mule Beach, or Sea Camel. No
going an extra 300 miles to Glantri City in healthy beast of burden turned away. Broken
A 30-foot-diameter tidal pool lies at the animals also sold.” This advertisement was
the Principalities of Glantri.
mouth of this river. A single coconut floats posted fairly recently.
If the characters take their time wandering
in the center of the rocky pool. Five edible If characters have animals they want to
through the streets of Slagovich, tell them
sea urchins and twelve edible mussels lie take to Slagovich, hint to them that they
that they come across this advertisement
at the bottom of the pool. should probably not travel along the coast
posted on a wall: “Wanted. Wild horses,
mules, and camels. Best prices paid. 100 gp from this city to Slagovich. The wild animals
If a character breaks open the coconut, he paid for wild camels. 75 gp paid for wild rid- and brigands that live in the nearby Bush
releases a djinni. (The coconut meat, inci- ing horses. 30 gp paid for wild mules. Bring Country would make such a trip treacherous.
dentally, is worth 1 ration.) your roped animals to the agent of Bondee The characters should take animals to Sla-
The djinni erupts from the shell in a burst Slagomann at the corrals on the outskirts of govich by ship.
of smoke. As soon as it takes shape, the djinni Slagovich, Mule Beach, or Sea Camel. No Because the three cities of Slagovich, Mule
turns toward the character who cracked the healthy beast of burden turned away. Broken Beach, and Sea Camel are so remote, the cost
coconut shell (determine randomly if neces- animals also sold.” This advertisement was of transportation between them is doubled.
sary). posted fairly recently. See p. 19 of the Expert rule book for normal
“You are my liberator,” thunders the djinni If characters have animals they want to land and water transportation costs.
in Common. “For you, I shall complete three take to Mule Beach, hint to them that they
tasks, if they are within my power. I am yours should probably not travel along the coast L. SEACAMEL
to command, liberator!” from this city to Mule Beach. The wild ani- This solitary jewel of a city rests on the shore
mals and brigands that live in the nearby of its own gulf. Its white walls and red-tiled
Djinni (Lesser): AC 6; HD 7+1**;hp 39; MV
Bush Country would make such a trip treach- roofs greet sailors from the Sea of Dread and
90’ (30’) on land, 240’ (80’) flying;
erous. The characters should take animals to weary traders from The Necklace. This tiny,
#AT 1 (fist or whirlwind) special; D 2-
+

Mule Beach by ship. clean village has an excellent, deep harbor.


16 (fist) or 2-12 (whirlwind); Save F14;
Because the three cities of Slagovich, Mule Ships arrive at or leave its docks every other
M L 12; AL C ; XP 850
Beach, and Sea Camel are so remote, the cost day.
of transportation between them is doubled. Horses, camels, and mules graze on the
See p. 19 of the Expert rule book for normal village green, waiting to be loaded with ship
land and water transportation costs. cargo. Caravans of pack animals leave for
Mule Beach every other day. When a caravan
K. MULEBEACH
is not leaving, one is arriving. The trip across
This dusty-brown trading village stands at The Necklace lasts 6 days.
the spot where the Throat River empties into If the characters take their time wandering
the Western Sea. Mule Beach makes up the through the streets of Sea Camel, tell them
west end of The Necklace, the ancient land that they come across this advertisement
trade route that separates Serpent Peninsula posted on a wall: “Wanted. Wild horses,

20
WILD LANDS ADVENTURES

mules, and camels. Best prices paid. 100 gp The river washes all thrown characters hp 10; M V 60’ (20’) on land, 120’ (40’)
paid for wild camels. 75 gp paid for wild rid- downstream. Have each thrown character swimming; #AT 1 weapon; D by weapon
ing horses. 30 gp paid for wild mules. Bring roll id20 to see if he is able to reach either riv- + l ; Save F2; M L 12; AL N; XP 25
your roped animals to the agent of Bondee erbank without help. If the number rolled is
Slagomann at the corrals on the outskirts of lower than or equal to that character’s 0. THANOPOLIS
Slagovich, Mule Beach, or Sea Camel. No Strength score, the character reaches the
healthy beast of burden turned away. Broken shore of his choice. If the number rolled is This ancient city, built in the shape of a giant
animals also sold.” This advertisement was higher than that character’s Strength score, sea shell, rises from the swamp to a height of
posted fairly recently. the character cannot reach either shore. H e 150 feet. Green vegetation hangs down,
If characters have animals they want to must remove any heavy armor that he has on, staining the city’s smooth outer walls of gray
take to Slagovich, hint to them that they or he drowns. H e may make another die roll stone. Swamp birds circle the spiral city’s
should probably not travel through the grass- in the next round. pinnacle, calling out a welcome. Swamp
lands to that city. The wild animals and brig- T h e brigands who live downstream claim vegetation chokes the area at the base of the
ands that live in the surrounding Bush any pack animals or supplies lost by the char- city. Large spaces at the city’s pinnacle are
Country would make such a trip treacherous. acters in the river. the only visible openings.
The characters should take animals across If the characters try to defeat one of the
The Necklace to Mule Beach and trade them brigand bands, the brigands on the other
bank are warned to be prepared for the char- For more details about the city of Thanopo-
there.
acters when they cross. If the characters drive lis, see the Spiral City Adventures section.
Because the three cities of Slagovich, Mule
Beach, and Sea Camel are so remote, the cost the brigands off, all of the survivors regroup P. SUNKEN CITY
of transportation between them is doubled. and attack the characters further along The
See p. 19 of the Expert rule book for normal Necklace. Characters can see this city only during the
land and water transportation costs. daytime. The city rests 50 feet underwater, so
Brigands (10-40): AC variable; H D 1; hp 5; the characters can see it only if they are
M V 120’ (40’); #AT 1 weapon; D by underwater themselves, or if they are in the
M. BRIGAND FERRY weapon; Save F1; M L 8; AL C ; XP 5 sky directly above it.
A ferry, which can hold 50 passengers or 12
N. LIZARD MAN CAMP ~

pack animals, operates at the point where Fifty feet below the water’s surface in this
The Necklace crosses the Throat River. Two area, the tip of a giant spiral sea shell
ropes guide the raft from one landing to the The smoke and flame from a dozen cook- dances in the waves. The shell’s tip widens
other. The passengers use the ropes to pull ing fires rise from the center of this island. to smooth walls of white stone, now
the ferry across. Six rafts are tied up on the beach. Several stained green by vegetation. In some
Bands of brigands, one on each river bank, lizard men mull around the beach, tend- spots, colorful coral clings to the walls of
charge for the use of the ferry. Normally, use ing to their rafts. Each of the rafts looks the shell. Sea creatures swim in circles
of the ferry would be free. The brigands large enough to hold 35 lizard men. around the pinnacle of the great underwa-
demand 1 gp per human or demi-human and ter city during the day. Large spaces in the
2 gp per animal. If the characters don’t pay, pinnacle and a large space at the shell’s
the brigands d o not allow them to use the These two islands are lizard man camps. To base are the only visible openings in the
ferry. determine how many lizard men are in a city’s walls.
T h e Throat River is 500 feet wide at this camp at any one time, roll 6d6 and multiply
point, and it flows quite fast. T h e only ways by 10.
characters can avoid the brigands’ highway For more details about the Sunken City, see
Not all of the lizard men in these camps
robbery are to defeat the brigands and drive the Spiral City Adventures section.
attack the characters or Quagmire during the
them off the banks, or try to ford the river course of this adventure. The lizard men Q. QUAGMIRE
themselves. maintain a large force so they can intimidate
If a character tries to ford the river alone, the people of Quagmire and prevent supply This ancient city, built in the shape of a
he has a 50% chance of success. A character ships from reaching that city. They hope to giant sea shell, rises from the sea to a
riding a n animal has a 75% chance of suc- starve out the survivors without having to height of 150 feet. Green vegetation hangs
cessfully crossing the river. An animal that engage in combat. down, staining the city’s smooth outer
has no rider has a 25 % chance of successfully The lizard men do not see the characters if walls of white stone. A black pillar of
crossing the river. Increase these odds by the characters don’t draw attention to themsel- smoke rises from the spiral city’s pinnacle
10% if the animals and/or characters tie ves. If they do, however, the lizard men send during the day. At night, a small orange
themselves together before crossing. There is out a raft of 6d6 lizard men to investigate. flame burns at the pinnacle. Fresh holes
a risk to this approach, however. If any ani- A guard force of 2d4 lizard men positions have been punched into the city’s wall at
mal tied to other animals fails to cross suc- itself on a raft just outside Quagmire. Its job the base. The water line seems to be very
cessfully, all animals behind the fallen animal is to prevent anyone from entering the city.
close to these holes. Large spaces near the
are lost, unless the characters cut the fallen The lizard men of this force are also under city’s pinnacle are the only other visible
animal loose. orders to capture anyone who tries to leave openings.
If a character riding an animal fails to the city.
cross, the animal throws the character. Con-
sider any character who fails to cross alone as Lizard M e n (2-8 by city, 6-36 on raft, For more details about the city of Quagmire,
a “thrown” character, also. 60-360 in camp): AC 5; H D Z+l; see the Spiral City Adventures section.

21
The three spiral cit- cent hall (area 1) to the south spiral staircase. diamond. This X shows the location of the
ies located on the Sunken City (or Yavdlom) in relation to the
Thanopolis: The hall is damp and musty,
Serpent Peninsula other Yavdlom cities.
but is not flooded.
area are described
here. The three cit- 3. NORTH SPIRAL Level 2:
ies are Quagmire, STAIRCASE PASSAGE
Thanopolis, and the Entry areas
This dark, flooded hallway connects the
Sunken City
crescent hall to the north spiral staircase.
T h e layouts of 6. OUTERWARD
these cities are identical. You may use D M Thanopolis: The hall is damp and musty,
Quagmire: Fish swim around this sub-
Maps 3 and 4 as a guide to all three cities. A but is not flooded.
merged boat dock. Abandoned fishermen’s
room on D M M a p 3 might feature a different
huts stand along the dock.
encounter in each city, however. For exam- 4. BOTTOM OF THE STAIRWAY
ple, the Money Exchange Chamber (area 22) Thanopolis: Mud and quicksand make the
Quagmire: The dark, flooded landing at the
in Quagmire features lizard men, while the footing here treacherous. See That Sinking
bottom of these stairs leads to area 5 . The
same room in Thanopolis features a goblin Feeling (area encounter 10) for details on
stairs spiral up to area 16 on Level 2.
king, and the same room in the Sunken City how to run this encounter.
features mermen. Thanopolis: Human bones clutter this dark
Sunken City: Fish circle around the wall of
Only one area description has been given landing. The landing is not flooded.
the city. The remains of a wooden dock sway
for rooms that are identical in all three cities.
Sunken City: The dark, flooded landing at in the current.
If a room in one city is different from the
the bottom of these stairs is the home of a
same room in another city, however, the dif-
black pudding, which devours any debris that 7. MAIN GATEWAY
fering descriptions are listed in the following
falls down the stairs. Double doors stand on each side of this
order: Quagmire, Thanopolis, and the
Sunken City. Quagmire descriptions always Black Pudding: AC 6; H D lo*; hp 45; M V flooded, 10-foot-wide tunnel. Heavy beams
list where a room’s doors or hallways lead. 60’ (20’); #AT 1; D 3-24; Save F5; M L bar the 5-foot-wide doors from the inside.
This information is not repeated in the same 12; AL N; XP 1,600 Arrow slits mark the north and south walls.
room’s Thanopolis and Sunken City descrip- Three slits in the north wall face area 14;
tions, as it doesn’t change from city to city. 5. ROOM OF THE WELL three slits in the south wall face area 8 . Two
If a room’s contents differ only slightly in 1-foot-square murder holes rest in the ceiling
Quagmire: A stone well stands in the center of the tunnel. These holes lead to area 17.
the other cities, a general description is given
of this flooded, crescent-shaped room. The
first. The differing cities are then listed, along Thanopolis: The tunnel here is not flooded.
room is dark. A wooden bucket tied to a
with the features that make each city’s room
15-foot-long rope floats against the ceiling. Sunken City: There are no doors or beams
slightly different.
Salt water fills the 15-foot-deep well. A short here.
hallway leads west to area 4 . Secret doors
Level 1: made of stone stand in the north and south 8. SOUTHEAST GATEHOUSE
Vel1 area walls. They lead to area 1.
Quagmire: Five warped longbows and 100
A pattern of two equilateral triangles is
r HALL carved into the room’s east wall. The trian- warped arrows float against the ceiling of this
gles’ bases touch, forming a diamond whose dark, flooded chamber. Three arrow slits in
‘inis aarK nail is totally flooded. A wooden the east wall look out onto the outer ward
upper point tilts slightly to the left. A rough X
door at the north end of the hall leads to area (area 6). Three more arrow slits pierce the
marks the diamond’s right point. This crude
3; a wooden door at the south end leads to north wall, connecting this area to the main
map shows Quagmire’s location in relation to
area 2. Secret doors made of stone stand in gateway (area 7). A single door in the west
the other Yavdlom cities (Thanopolis, the
I he walls opposite these wooden (ioors. Each wall leads into the inner ward (area 15).
Sunken City, and the unfinished fourth
1eads to area 5.
-. .. - 3 . 1 11
‘Inanopoiis: i n i s nail is not flooded. A
city-see
details).
set location encounter H for Thanopolis: Five longbows and 100 arrows
lean against the south wall of this dark cham-
gelatinous cube lives in this dark hallway. ber. This chamber is not flooded.
Thanopolis: A stone well stands in the cen-
Characters must defeat the creature before
ter of this dark, crescent-shaped room. A Sunken City: This area is similar to the area
they can pass through the hall.
wooden bucket tied to a 15-foot-long rope sits in Quagmire, except that the bows and
Gelatinous Cube: AC 8; H D 4*; hp 18; M V beside the well. Fresh drinking water fills half arrows have rotted away, leaving 100 metal
60’ (20’); #AT 1; D 2-8 special; Save
+ of the 15-foot-deep well. arrowheads on the chamber floor. There is no
F2; M L 12; AL N; XP 125 The triangle pattern on the wall is marked wooden door in this chamber.
at the bottom diamond point by an X. This X
Sunken City: The wooden doors here have
shows the location of Thanopolis in relation 9. SOUTH SPIRAL STAIRCASE
rotted away.
to the other Yavdlom cities. A wooden door stands closed at this dark,
2. SOUTH SPIRAL flooded landing. The door opens onto the
Sunken City: This area is similar to the area
STAIRCASE PASSAGE inner ward. Spiral stairs lead up to area 17
in Quagmire, except that the X on the trian-
This dark, flooded hallway connects the cres- gle pattern is carved on the left point of the on Level 3, and down to area 2 on Level 1.

22
SPIRAL CITY ADVENTURES

Thanopolis: T h e landing here is not 13. NORTH SPIRAL STAIRCASE door shut, lies across the threshold. This
flooded. landing is not flooded.
A wooden door stands closed at this dark,
Sunken City: There is no wooden door at flooded landing. The door opens onto the Sunken City: The wooden doors have rot-
this landing. inner ward. Spiral stairs lead up to area 17 ted away.
10. SOUTHWEST GATEHOUSE on Level 3, and down to area 3 on Level 1.

Quagmire: Four warped longbows and 80 Thanopolis: T h e landing here is not Level 3:
warped arrows float against the ceiling of this flooded.
Barracks
dark, flooded chamber. Three arrow slits in Sunken City: There is no wooden door at
the west wall look out onto the outer ward this landing.
(area 6). Three more arrow slits pierce the 17. CURTAIN WALKWAY
north wall, connecting this area to the pos- 14. NORTHEAST GATEHOUSE A stone battlement (5 feet tall and 2’/2 feet
tern gateway (area 11). A single door leads thick) runs around the wall of the city at this
from the east wall into the inner ward (area Quagmire: Two warped shortbows and 20
warped, silver-tipped arrows float against the level, protecting a 7’h-foot-wide walkway.
15). The battlement, which consists of alternating
ceiling of this dark, flooded chamber. Three
Thanopolis: Four longbows and 80 arrows arrow slits in the east wall look out onto the high and low segments, protects the walkway
lean against the south wall of this dark cham- outer ward (area 6). Three more arrow slits from the outer ward area. The entire walk-
ber. This chamber is not flooded. pierce the south wall, connecting this area to way is flooded.
the main gateway (area 7). A single door Spiral staircases lead down from the north
Sunken City: This area is similar to the area and south positions on the walkway. The
in Quagmire, except that the bows and leads from the west wall into the inner ward
(area 15). northern staircase leads to area 13; the south-
arrows have rotted away, leaving 80 metal ern staircase leads to area 9. Sets of murder
arrowheads on the chamber floor. There is no Thanopolis: Two shortbows and 20 silver- holes are cut into the floors at the east and
wooden door in this chamber. tipped arrows lean against the north wall of west positions on the walkway. Each murder
this dark chamber. This chamber is not hole is 1 foot wide. A pile of rocks lies next to
11. POSTERN GATEWAY flooded. each hole. The western murder holes are cen-
Double doors stand on each side of this Sunken City: This area is similar to the area tered over area 11; the eastern murder holes
flooded, 5-foot-wide tunnel. Heavy beams in Quagmire, except that the bows and are centered over area 7.
bar the 5-foot-wide doors from the inside. arrows have rotted away, leaving 20 silver- Thanopolis: This walkway is not flooded.
Arrow slits mark the north and south walls. tipped arrowheads scattered on the chamber Six trolls patrol this walkway at all times.
Three slits in the north wall face area 12; floor. There is no wooden door in this cham-
three slits in the south wall face area 10. Two ber. Trolls (6): AC 4;H D 6+3*;hp 45; MV 120’
1-foot-square murder holes rest in the ceiling (40’); #AT 2 clawdl bite; D 1-6/1-6/1-
of the tunnel. These holes lead to area 17. 15. INNER WARD 10; Save F6; M L 10 (8); AL C; XP 650

Thanopolis: The tunnel here is not flooded. Quagmire: Fish swim around the flimsy, 18. SPIRAL LANDING
Sunken City: The tunnel here has no doors submerged lean-tos and wooden huts that
or beams. stand in this dark, flooded area. Quagmire: This dark, flooded landing leads
to a 5-foot-wide hallway. Wooden doors stand
Thanopolis: Twenty gnolls live in these
12. NORTHWEST GATEHOUSE in the north and south walls of this hallway.
flimsy huts and lean-tos. This area is not
The north door leads to area 20; the south
Quagmire: Two crossbows (still usable) float flooded.
door leads to area 19. Gray stone steps spiral
against the ceiling of this dark, flooded cham- Gnolls (20): AC 5; H D 2; hp 9; MV 90’ up to area 21 on Level 4 and down to area 16
ber. Two wooden cases, each holding 30 (30’); #AT 1 club; D 2-5; Save F2; ML on Level 2.
metal quarrels, lie on the floor. Three arrow 8; AL C; XP 20 Two holes, each 3 feet in diameter, have
slits in the west wall look out onto the outer been punched into the stone of the hallway’s
ward (area 6). Three more arrow slits pierce Sunken City: Fish and other sea creatures
east wall. One hole is at floor level; the other
the south wall, connecting this area to the circle around this flooded, enclosed area.
is at ceiling level. Sea water, fish, and other
postern gateway (area 11). A single door Seaweed and other underwater plant life
sea creatures occasionally pass through these
leads from the east wall into the inner ward sway in the current.
rough-edged holes.
(area 15).
16. SPIRAL ENTRANCE Thanopolis: This area is not flooded. There
Thanopolis: Two crossbows and 60 metal are no holes in the east wall.
quarrels lean against the north wall of this This dark, flooded landing leads to a 5-fOot-
dark chamber. This chamber is not flooded. wide wooden door. A wooden beam rests Sunken City: There are no holes in the east
across the door. Gray stone steps spiral up to wall of this area. The wooden doors have rot-
Sunken City: This area is similar to the area ted away.
area 18 on Level 3 and down to area 4 on
in Quagmire, except that the crossbows and
Level 1.
quarrel boxes have rotted away, leaving 60 19. NIGHT BARRACKS
metal quarrels scattered about on the cham- Thanopolis: This dark landing leads to a 5-
ber floor. There is no wooden door in this foot-wide wooden door, which stands open. A Quagmire: T h e frames of six wooden
chamber. heavy wooden beam, which is used to bar the bunkbeds bump against the ceiling of this

23
SPIRAL CITY ADVENTURES

dark, flooded room. A wooden door in the 22. MONEY EXCHANGE CHAMBER tom step of the spiral staircase. Gray stone
south wall leads to area 18. Two gray oozes stairs spiral up to area 28 on Level 5.
Quagmire: Two spiral staircase landings
live here. open into this dark, half-flooded chamber. Thanopolis: This landing is not flooded.
Gray Oozes (2): AC 8; H D 3*; hp 14; M V One landing is in the center of the room (area Sunken City: This landing is totally
10’ (3’); #AT 1; D 2-16; Save F2; M L 21); the other stands along the north wall flooded.
12; AL N; X P 50 (area 23).
A party of 2d4 lizard men stands inside this 24. SOUTH NARROW
Thanopolis: Six wooden bunkbed frames chamber. They attack as soon as characters
line the curved south wall of this dark cham- SPIRAL LANDING
enter.
ber. The bodyguards for a goblin king sleep This dark, humid landing leads to a dark
here. They are here only at night. Lizard Men (2-8 in chamber, 6-36 outside): chamber (area 25). Gray stone steps spiral
AC 5; H D 2.1; hp 10; M V 60’ (20’); from the landing up to area 29 on Level 5.
Goblins (12): AC 8; H D 3*; hp 14; M V #AT 1 spear; D 2-7; Save F2; M L 12;
90’(30’); #AT 1 sword; D 1-8; Save AL N; X P 25 Sunken City: This landing is flooded.
NM; M L 7 (9 with king); AL C ;
XP 5 Two holes, each 3 feet in diameter, have been
punched into the east wall of the chamber. 25. TRIBUTE STORAGE
Sunken City: This area is similar to the area O n e hole is at floor level; the other is at ceil- Quagmire: Ten metal chests stand in this
in Quagmire, except that it has no door or ing level. Fish and other sea creatures occa- dark, humid room. Nine of the chests are
bunkbeds. There are no gray oozes here, sionally swim through the lower hole. The unlocked and empty. The locked chest con-
either. chamber floor is covered by 3 feet of salt tains two leather sacks. In one sack are 15
water. garnets, 10 topazes, and 5 rubies. These
20. DAY BARRACKS The characters will probably use the holes gems’ combined value is 11,500 gp. The
in the east wall of this chamber to enter the other sack contains 500 gp. A landing in the
Quagmire: T h e frames of six wooden city of Quagmire. A party of 6d6 lizard men
bunkbeds bump against the ceiling of this southeast corner of the room leads to a spiral
attacks the characters from a raft as charac- staircase (area 24).
dark, flooded room. A wooden door in the ters enter or leave through these holes.
north wall leads to area 18. A green slime Thanopolis: Ten metal chests stand in this
clings to one corner of the room’s ceiling. Thanopolis: There is no water standing in this dark, humid room. The locks on the chests
chamber. There are no holes in the east wall. have been broken. All of the chests are empty.
Green Slime: AC can always be hit; H D 2**; A goblin king lives in this chamber. H e
hp 10; M V 3’ (1’); #AT special; D attacks the characters as soon as he sees them. Sunken City: A school of 10 giant goldfish is
special; Save F1; M L 7; A L L ; The king’s trained dire wolves also attack. swimming around this dark, flooded cham-
XP 5 The king tries to escape if the battle goes ber. Treat the goldfish as an animal herd.
Thanopolis: Six wooden bunkbed frames badly for him, but he commands his wolves to Giant Goldfish (10): AC 7; H D 2; hp 9; M V
line the curved north wall of this dark cham- stay and fight. 240’ (80’); #AT 1 butt; D 1-4; Save F1;
ber. The bodyguards for a goblin king sleep Goblin King: AC 6; H D 3; hp 15; M V 120’ M L 5; AL N; X P 20
here. They are here only during the day. (40’); #AT 1 sword; D 2-9; Save F2; The characters may try to herd the fish out of
Goblins (12): AC 8; H D 3*; hp 14; M V M L 7; AL C ; X P 35 the room rather than fight them.
90’(30’); #AT 1 sword; D 1-8; Save Dire Wolves (4): AC 6; H D 4.1; hp 22; M V Four locked metal boxes stand in the
NM; M L 7 (9 with king); AL C ; X P 5 150’ (50’); #AT 1 bite; D 2-8; Save F2; northwest corner of the chamber. Characters
M L 8; AL N ; X P 125 must get past at least five of the fish to see the
Sunken City: This room has no door or boxes. The first box the characters open con-
bunkbeds. There is no green slime here, Sunken City: This area is totally flooded. tains 2,450 gp. The second box contains 11
either. There are no holes in the east wall. garnets worth a total of 1,100 gp. The third
This area is the barracks for 22 mermen. box contains 1,050 gp worth of jewelry. The
Level 4: There are always at least 10 mermen and a fourth box contains a returning trident (treat
leader in this chamber. The mermen attack
Money chamber the characters on sight.
as a returning spear). See the Appendix for
details on this new magic item.
21. SPIRAL LANDING Mermen (10-22): AC 6; H D 1; hp 5; M V
120’(40’); #AT 1 trident; D 1-6; Save
Quagmire: This dark, half-flooded landing F1; M L 8; AL N; X P 10 Level 5:
leads to a large chamber (area 22). Three feet
Merman Leader: H D 2; hp 9; Save F2; X P Market area
of salt water covers the landing and the bot-
tom step of the spiral staircase. Gray stone 20
26. SPIRAL LANDING
stairs spiral up to area 26 on Level 5 and
down to area 18 on Level 3. 23. NORTH NARROW Quagmire: This landing leads to a large
SPIRAL LANDING chamber (area 27). Gray stone steps spiral
Thanopolis: This landing is not flooded. from the landing up to area 30 on Level 6 and
Quagmire: This dark, half-flooded landing
Sunken City: This landing is totally leads to a large chamber (area 22). Three feet down to area 21 on Level 4.
flooded. of salt water covers the landing and the bot- The first character to step onto this landing

24
SPIRAL CITY ADVENTURES

comes face-to-face with 12 spear points. A to enter this chamber. Then they search the Thanopolis: This landing is dark.
band of men wields the spears. characters.
T h e men offer gold pieces for the charac- Sunken City: This landing is dark and
Normal Humans (12): AC 9; HD 1; h p 6; flooded.
ters’ rations. They pay 75 gp for a week’s
M V 120’ (40’); #AT 1 spear; D 1-6;
worth of iron rations, 25 gp for a week’s
Save N M ; M L 12; AL N; XP 5 29. SOUTH NARROW
worth of standard rations, and 5 gp for a
One of the men says in Common, “If you quart of fresh water. These people are very SPIRAL LANDING
come in peace, throw us your weapons and hungry and thirsty, so they are very eager to This landing leads to a large chamber (area
we will welcome you.” bargain with the characters. 27). Gray stone steps spiral from this landing
If the characters give up their weapons, the If the characters are friendly to the people, up to area 32 on Level 6 and down to area 24
men allow them to enter area 27. If the char- one of the men suggests that the characters go on Level 4.
acters d o not give up their weapons, the men up to speak to Molariah, the ruler of Quag-
attack, fighting to the death. mire. If characters ask, the man tells them Thanopolis: This landing is dark.
that Molariah’s chamber is five levels up.
Thanopolis: This landing is empty. It is not Sunken City: This landing is dark and
flooded. Thanopolis: This area is dark and empty. flooded.
Sunken City: This landing is empty. Sunken City: This area is dark, flooded,
and empty. Level 6:
27. MARKETPLACE CHAMBER
28. NORTH NARROW Service area
Quagmire: Three spiral staircase landings
SPIRAL LANDING
stand in a row in this chamber. One stands in 30. SPIRAL LANDING
the center of the room (area 26), one stands This landing leads to a large chamber (area
near the north wall (area 28), and one stands 27). Gray stone steps spiral from this landing This landing leads to a large chamber (area
near the south wall (area 29). up to area 33 on Level 6 and down to area 23 31). Gray stone steps spiral from this landing
If the characters gave up their weapons in on Level 4. up to area 35 on Level 7 and down to area 26
area 26, the men from that area allow them on Level 5.

25
SPIRAL CITY ADVENTURES

Thanopolis: This landing is dark. mann, the daughter of a wealthy Slagovich spiral from the landing up to area 41 on
merchant. Level 9 and down to area 35 on Level 7.
Sunken City: This landing is dark and
Once the characters have convinced
flooded.
Kazandra that they will not hurt her, she tells Sunken City: This landing is flooded. The
them in Common, “My father, Bondee Sla- wooden doors have rotted away.
31. COMMERCE CHAMBER
gomann, will pay you dearly for my safe
Quagmire: Two spiral staircase landings return.” Kazandra tells the characters that 39. RENTED ROOMS
stand in this chamber. One landing stands in mermen captured her a week ago and have
These dark rooms are empty. The rooms’
the center of the room (area 30); the other kept her in this prison by herself ever since.
wooden doors open onto a square corridor
stands near the south wall (area 32). If characters return Kazandra safely to her
(area 38). The doors can be locked.
As the characters enter this area, a group of father in Slagovich, Slagomann rewards each
women and children moves u p the stairs from character with a free camel and a jeweled Sunken City: These rooms are flooded. The
area 30 to area 35 on Level 7. There are 14 medallion worth 1,500 gp. wooden doors have rotted away.
women and 16 children in the group.
Normal Humans (30): AC 9; H D 1; hp 4;
Level 7: 40. PUBLIC BATHS
M V 120’ (40’); #AT 1; D 1-4; Save Private auarters Empty, human-sized bathtubs stand inside
NM; M L 6; AL N these dark corner rooms. The room’s wooden
35. SPIRAL LANDING/ doors open onto a square corridor (area 38).
Thanopolis: This area is dark and empty. SQUARE CORRIDOR The doors can be locked.
Sunken City: This area is dark, flooded, This landing opens onto a square corridor Sunken City: These rooms are flooded. The
and empty. lined with 16 closed, wooden doors. Gray tubs are filled with salt water. The wooden
stone steps spiral from the landing up to area doors have rotted away.
32. SOUTH NARROW 38 on Level 8 and down to area 30 on Level 6.
SPIRAL LANDING
Thanopolis: The landing here is dark. Level 9:
This landing leads to a large chamber (area
31). Gray stone steps spiral from this landing Sunken City: The landing here is dark and DininP area
flooded. All of the wooden doors have rotted
down to area 29 on Level 4.
away. 41. SPIRAL LANDING
Thanopolis: This landing is dark.
This dark landing leads to a dark, 5-foot-wide
Sunken City: This landing is dark and 36. PRIVATE QUARTERS
hallway. Wooden doors stand in the hallway’s
flooded. These rooms contain the personal possessions north and south walls. The north door leads
of human families. The rooms’ wooden doors to area 43; the south door leads to area 42.
33. NORTH NARROW open onto a square corridor (area 35). These Gray stone steps spiral from the landing up to
SPIRAL LANDING doors can be locked. area 44 on Level 10 and down to area 38 on
This dark, humid landing leads to a dark Thanopolis: These rooms are dark and Level 8.
chamber (area 34). Gray stone steps spiral empty. Sunken City: This landing is flooded. The
from the landing down to area 28 on Level 5. Sunken City: These rooms are dark, empty, wooden doors have rotted away.
and flooded. The wooden doors have rotted
34. DRY STORAGE away. 42. KITCHEN
Quagmire: This dark, humid chamber con- This dark, musty room was once a kitchen.
tains 100 iron rations and 25 full wineskins. A 37. PRIVATE BATHS Dust covers the floors and cupboards here.
spiral staircase (area 33) leads down out of Each of these dark rooms contains an empty The room doesn’t appear to have been used
the room. bathtub. These rooms’ wooden doors open in a long time. There is no food here. A
Thanopolis: This dark, humid chamber is onto a square corridor (area 35). The doors wooden door in the northeast wall leads to
the webbed lair of three giant black widow can be locked. area 41.
spiders. Sunken City: These rooms are all flooded. Sunken City: Cooking equipment floats
Giant Black Widow Spiders (3): AC 6; H D All of the tubs are filled with salt water. The against the ceiling of this flooded kitchen.
3 * ; hp 14; M V 60’ (ZO’), 120’ (40’) in wooden doors have rotted away. The wooden door has rotted away.
web; #AT 1 bite; D 2-12 poison; Save
+

F2; M L 8; AL N; XP 50 Level 8: 43. DINING HALL

Sunken City: This dark, humid chamber is Rented rooms A long, wooden table surrounded by wooden
the only room in this city that is not flooded. chairs stands in this dark, curved room. A
A large air pocket in the room makes it possi- 38. SPIRAL LANDING/ thick layer of dust covers the table and chairs.
ble for characters to breathe normally here, SQUARE CORRIDOR A wooden door in the southeast wall leads to
although the air is quite stale. This dark landing leads to a square corridor area 41.
This room is the prison of Kazandra Slago- lined with 16 wooden doors. Gray stone steps Sunken City: Bronze plates and eating

26
PROOF

ISM. 1°C.

SPIRAL CITY ADVENTURES

utensils float against the ceiling of this is a spiral city like ours. It stands on the jeweled crown worth 1,500 gp lies under the
flooded room. The wooden door has rotted southwest shore of Thanegia Island. Please throne.
away. lead my people safely to Thanopolis and help
Sunken City: This dark, flooded room is a
them resettle. If you d o this, the people will
merman ruler’s throne room. T h e merman
Level 10: proclaim you leaders and will serve you in
attacks as soon as characters enter the room.
your time of need. Go now, please, and seek
Ruler’s quarters out Thanopolis. M y people will follow you Merman Ruler: AC 6; HD 4; hp 18; MV
there, but I cannot. I will die soon-I will 120’ (40’); #AT 1 trident; D 1-6;
44. SPIRAL LANDING enter the sea within my own city. Farewell.” Save F4; M L 8; AL N; XP 75
This dark landing leads to a locked wooden In this room are Molariahs’ personal pos-
door. A sign, written in Common, hangs on sessions, two tapestries worth 100 gp each,
the door. It reads, “Ruler’s Private Apart- and a carved wooden throne. A wooden door
ment.” The door leads to area 45. Gray in the east wall opens onto area 44.
stone steps spiral from the landing up to area A total of 12 men, 14 women, and 16 chil-
46 on Level 1 1 and down to area 41 on Level dren live in Quagmire. They immediately
9. gather their belongings and supplies when
characters tell them that they are taking them
Sunken City: This landing is flooded. The to Thanopolis. The people will go only to
wooden door has rotted away. Thanopolis.
If the characters successfully resettle Mola-
45. RULER’S APARTMENT riah’s people in Thanopolis, the people thank
Quagmire: This brightly-lit, ring-shaped the characters profusely and tell them that
room is the home of Molariah, ruler of Quag- they will gladly help the characters in times of
mire. Molariah is a very sick man (only 1 hp need. The people also give the characters the
left). If characters do not attack him, Mola- remains of their treasury (listed in the
riah speaks in Common as they enter. description of area 25, Level 4).
“You must rescue my people from Quag- Thanopolis: Rotting tapestries hang on the
mire before it sinks. You are our last hope. walls of this dark, ring-shaped room. A
There is an ancient city called Thanopolis. It wooden throne stands along the west wall. A

27
SPIRAL CITY

Level 11:
Jail
46. SPIRAL LANDING
This dark landing leads to a locked wooden
door. A sign, written in Common, hangs on
the door. It reads, “Dangerous Prisoners.”
The door leads to area 47. Gray stone steps
spiral from the landing down to area 44 on
Level 10.
Sunken City: This landing is flooded. The in Quagmire. During the day, however, it is floor of this open area. Three huge braziers
wooden door has rotted away. the nesting place for 10 normal bats. stand around the outer edge of this level. Oil
burns continuously in each of the braziers,
47. RING CORRIDOR Normal Bats (10): AC 6; H D l/4; hp 1; M V
producing a bright orange flame at night and
9’ (3’) on land, 120’ (40’) flying;
Quagmire: Twelve lizard man prisoners are a black pillar of smoke during the day. A lad-
#AT confusion; D nil; Save NM; M L
living in this dark cell. T h e lizard men attack der leads down from this level to area 48 on
6; AL N; X P 5
as soon as characters enter. Level 12.
Sunken City: This flooded area serves as a
Lizard Men (12): AC 5; H D 2+1; hp 7; M V merman guardpost. Two mermen are on Thanopolis: There is no oil in the braziers
60’ (20’); #AT 1; D 1-6; Save F2; M L guard here when the characters enter. As here. A flock of 24 piranha birds uses the bra-
12; AL N; XP 25 soon as characters enter, one merman ziers as nests.
attacks, while the other swims off to alert the Piranha Birds (24): AC 6; H D l/z; hp 3; M V
A wooden door in the east wall opens onto
other mermen (in areas 22 and 25). 30’ (10’) on land, 180’ (60’) flying;
area 46. A ladder leads from this corridor up
to area 48 on Level 12. Mermen (2): AC 6; H D 1; hp 5; M V 120’ #AT 1 bite; D 1-4; Save N M ; M L 9; AL
(40’); #AT 1 trident; D 1-6; Save F1; N; XP 5
Thanopolis: Several items are scattered on M L 8; AL N; XP 10
the floor of this dark, ring-shaped room. For a complete description of these creatures,
Characters may find apotion ofswimming, a turn to the Appendix.
potion of water breathing, a ring of water
Level 13:
Sunken City: Nine sea snakes live in the
adaptation, a returning spear, and a sealed Pinnacle of flame flooded braziers here.
tube in this room. Inside the tube is a tat-
tered, ancient scroll, written in Common. 49. BRAZIERS Sea Snakes (9): AC 6; H D 3*; hp 14; M V
The surviving piece of parchment reads, Quagmire: Three metal beams support a 5- 90’ (30’); #AT 1 bite; D 1 + poison;
“Equally distant from each city is yet another foot-tall metal cone 10 feet above the stone Save F2; ML 7; AL N; X P 50
constructed by the Yavdlom people. Destruc-
tion fell upon them before they completed
their fourth. Their third city, Yavdlom, now
rests beneath the Shallow Sea. These tools I
have collected in order to explore this sunken
city.”
A wooden door in the east wall opens onto
area 46.
Sunken City: This dark, flooded room is a
merman living area. None of the creatures
are here when the characters enter.

Level 12:
Soiral staircase
~~~ ~

48. STAIRCASE
Quagmire: Natural light floods this narrow
spiral staircase. There is no landing at this
level. A ladder leads up to area 49 on Level
13 and down to area 47 on Level 11.
Thanopolis: This area is similar to the area

28
Killer Trees Piranha birds may be found in all climates
except the very coldest or those barren of any
Armor Class: 5
shade. They prefer to live in regions of dense
Hit Dice: 6
Monsters forest or in underground caverns, and seem
Move: 0
to have developed limited infravision, which
Attacks: 4 limbdl mouth allows them to detect prey up to 30 feet away
Fish, Giant Damage: 0 each13-18 even in total darkness.
No. Appearing: 0 (2-12)
Giant Giant Save As: Fighter: 3
Piranha Catfish Pocket Dragon
Morale: 12
Armor Class: 6 4 Treasure Type: Nil Armor Class: 8
Hit Dice: 3.3 8 3*
+
Alignment: Neutral Hit Dice: 3
Move X P Value: 275 Move: 90’ (30’)
(swimming): 150’ (50’) 90’ (30’) 120’ (40’) flying
Attacks: 1 bite 1 bite1 Killer trees look like large trees. They can Attacks: 1 bite
4 feelers resemble any tree species. Killer trees are Damage: 1-3 venom
+

Damage: . 1-8 2-161 part animal and part vegetable. They need No. Appearing: 1-6 (2-12)
(1-4) ~4 both sunlight and meat to survive. Some of Save As: Magic-user: 3
No. Appearing: 0 (2-8) 0 (1-2) the limbs of a killer tree are actually tentacles. Morale: 8
Save As: Fighter: 2 Fighter: 4 These tentacles can reach out 20 feet and Treasure Type: K, L
Morale: 7 8 grab victims. The tree then uses its tentacles Alignment: Neutral
Treasure Type: Nil Nil to drag its victim to its mouth, which is dis- XPValue: 35
Alignment: Neutral Neutral guised as a large tree-bole. Each limb has 1
XP value: 50 1,200 Hit Die. If a character does 5 or more points The pocket dragon is a 3-foot-long lizard that
of damage to a killer tree limb, the limb is resembles a small green dragon. It is usually
Giant piranha. These deadly fish are 5 feet severed. One round after a limb grabs a char- found resting on a small pile of treasure and
long and have green and black scales. They acter, the tree pulls the character into its other shiny objects. It is lazy and peaceful by
attack anything that disturbs the water near mouth, causing 3d6 points of damage per nature, feeding on insects and plants and
them. U p to eight giant piranha can attack round until the character cuts loose. rarely attacking larger creatures unless it is
the same target. Once they draw blood, angered. It has no breath weapon, but its bite
piranha go into a feeding frenzy (no morale Piranha Bird carries a venom that lowers both saving
checks allowed). Piranha inhabit warm, fresh throws and hit rolls by 2 unless the victim
waters and prefer rivers to lakes. Armor Class: 6 makes a successful saving throw vs. poison. A
Giant catfish. This chalky-white fish is Hit Dice: ‘ / z (1-4 hit points) cure disease spell cures this effect. The crea-
about 15 feet long. It has two long feelers that Move: 30’ (10’) on ground ture shares with dragons a love of hoarding
sprout from each side of its mouth. Giant cat- 180’ (60’) flying treasure, but its sense of value is not as fine as
fish lurk in the cool muck of rivers and lake Attacks: 1 bite
its larger cousin; its treasure often consists of
bottoms. Damage: 1-4 broken glass and other shiny trinkets.
No. Appearing: 4-24 (4-24)
Grab Grass Save As: Normal Man
Morale: 9
Spider, Giant Hunting
Armor Class: 9 Treasure Type: Nil Armor Class: 8
Hit Dice: 1 per 5-foot-square area Alignment: Neutral Hit Dice: 2
Move: 0 X P Value: 5 Move: 120’ (40’)
Attacks: 1 Attacks: 1 bite
Damage: special The piranha bird is a 1-foot-long, garishly
Damage: 1-6
No. Appearing: not applicable colored bird always hungry for fresh meat.
No. Appearing: 1-4 (2-12)
Save As: Normal M a n Individual piranha birds may have green,
Save As: Fighter: 2
Morale: 12 blue, red, brown, black, or even purple feath-
Morale: 7 (wild), 8 (tamed)
Treasure Type: Nil ers-the entire variety of colors displayed in a
Treasure Type: U
Alignment: Neutral single flock. Their beaks are sharp and
Alignment: Neutral
X P value: 10 pointed, and have razorlike edges so that the
X P value: 20
bird can stick its beak into the flesh of a crea-
Grab grass looks like ordinary, tall grass (3-5 ture, bite, and fly away with a snack. Hunting spiders are fur-covered spiders the
feet tall). Grab grass is animated and tries to Piranha birds can fly with hummingbird- size of dogs, and are used as watch-animals
hold any individual that moves into or like maneuverability; they can make sudden and hunters in several primitive societies. In
through it. There is a 5 % chance per round changes in direction, or even hover in the air. the wild, hunting spiders run in packs to
that anyone with a Strength score of 12 or When one piranha bird catches sight of a bring down their prey. They may be found in
lower can break free of the grab grass. For potential meal, it utters a high-pitched whis- any terrain. Their fur matches the color of
every point of strength greater than 12, the tle, thus alerting the entire flock. They their surroundings. The hunting spider does
chance increases by 5 % (an individual with a always attack warm-blooded creatures, and not build a web, but rather stalks his prey
Strength score of 16, for example, would do not have to check morale until half of the over almost any terrain, and attacks with
have a 25 % chance each round to break free). flock has been eliminated. large but non-poisonous jaws.

29
APPENDIX

Prerolled characters Katharos the Pure


Lawful 9th level Patriarch
Seven different characters are listed below. rule book. You should also allow each charac- Strength 6 Dexterity 8
Each description includes a list of weapons, ter to start the adventure with 3d6x100 gp. Intelligence 11 Constitution 14
armor, and magic items (if the character has These characters must secure their own sup- Wisdom 14 Charisma to
any). Allow the players to choose equipment plies and mounts, however. Armor Class 3 Hit points 57
for these characters from p. 19 of the Expert
Weapons: mace +l; five bottles of holy
water; three holy symbols
Hugi Tunneltrue Magnus the Mage
Neutral 7th level Sorcerer Armor: plate mail and shield
Neutral 6th level Dwarven Myrmidon
Strength 11 Dexterity 10 Strength 15 Dexterity 10 Spells.
Intelligence 10 Constitution 14 Intelligence 15 Constitution 14 First level: cure light wounds, detect
Wisdom 4 Charisma 12 Wisdom 13 Charisma 7 magic, protection from evil
Armor Class 9 Hit points 30 Second level: bless, resist fire, snake
Armor Class 2 Hit points 50
charm
Weapons: war hammer ‘1; sword; dagger Weapons: dagger +l;wand o f cold Third level: cure disease, remove curse,
Armor: plate mail and shield Armor: ring ofprotection +1 striking
Fourth level: cure serious wounds,
Spells. sticks to snakes
First level: read magic, magic missile,
Hrothgar the Sly shield, sleep
Neutral 7th level Pilferer
Second level: ESI: mirror image Idris Darkelf
Strength 5 Dexterity 15
Third level: flx fireball Neutral 7th level Elven Champion Sorcerer
Intelligence 9 Constitution 9
Fourth level: charm monster Strength 9 Dexterity 9
Wisdom 11 Charisma 8
Intelligence 12 Constitution 9
Armor Class 6 Hit points 25 Wisdom 12 Charisma 15
Weapons: dagger +1; sword Leander Lostburrow Armor Class 2 Hit points 40
Chaotic 6th level Halfling Myrmidon
Armor: leather armor Strength 5 Dexterity 11 Weapons: sword +l; dagger; bow and 10
Intelligence 11 Constitution 10 arrows
Wisdom 14 Charisma 9
Harold Forkbeard Armor: plate mail and shield
Neutral 7th level Champion Armor Class 3 Hit points 31
Spells.
Strength 16 Dexterity 7
Weapons: dagger +1; shortsword; five jave- First level: charm person, detect magic,
Intelligence 6 Constitution 14
lins floating disc, sleep
Wisdom 17 Charisma 14
Second level: levitate, web
Armor: plate mail
Armor Class 4 Hit points 61 Third level: haste, lightning bolt
These characters come from the Fourth level: charm monster
Weapons: war hammer ‘2; hand axe; dag-
DUNGEONS & DRAGONS@’ Game Acces-
ger sory, “The Shady Dragon Inn,” which fea-
Armor: chain mail byrnie (coat of mail) tures over 100 prerolled characters.

New magic items


Potion o f swimming. The user may swim in elemental adaptation for water. The wearer
any liquid at the rate of 180’ (60’), even if he of this ring can freely breathe, see, and move
is encumbered. The user does not sink (even through water as if it were air.
if he is pushed below the surface) unless he is
carrying more than 3,000 cn in weight. The Returning spear. This hand-hurled missile
potion doesn’t allow the user to breathe weapon returns to the caster if it misses its
water. The effects of this potion last for 8 target. It acts as a sort of “boomerang.” If it
hours. misses its target, the spear returns at the end
of the round; the character who threw the
Potion of water breathing. The effects of this spear automatically catches the returning
potion are identical to the 3rd level magic- spear, unless he is paralyzed, confused,
user spell. immobile, etc. If it hits its target, the spear
Ring o f water adaptation. This is a ring of does not return by itself.
908lXXX1501
32
............ ......
.............. ......
DOOR ....... .. .. ..
......
i LOCKEDDOOR 0~

I
-
-0- SECRET DOOR
LADDER I=
@

SPIRALSTAIRS C
........
...
.... OVERHANG
..I.:.
3 MURDER HOLES

WELL
& BATTLEMENT LEVEL 13
1 =5FEET

LEVEL 12
:VEL 7

WATER SURFACE
QUAGMIRE ENTRANCE 'EL 11

iL 6

:L 9
Sat we have stored
'esthat the pleas we
_.
!fishsouls will find on
, , .I ... ..
* times the nor food and fresh rescurers

and courageous souls.


. e . . r . - 1 . .

O 1 9 8 4 TSR, Inc. Ail Rights Reserved.


\

L.

You might also like