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THE FLOWERS OF FLAME — A lost valley of evil await s

THE WOUNDED WORM — Injured dragons are the most deadl y


IN DEFENSE OF THE LAW — If Chaos wins, everyone loses
NOVEMBERIDECEMBER 1987 ISSUE #8
COVER : In a
temple in a lost
valley, adventurer s
meet their ultimate
adversary in fiery
battle . Kevi n
Davies is the cove r
artist for ou r
Oriental
Adventures
module, "The
Flowers of Flame ."

An Editor 's Lament


The Readers LETTERS 2
Does anybody read the short quotes that appear beneath th e
table of contents in each issue of DUNGEON" Adventures? I John Nephe w MOUNTAIN SANCTUARY
thought that Roger Moore, the widely read (and widely read ) (ADD 1-3) Obnoxious little problems
editor of this magazine had an inexhaustible supply of thes e
can easily become obnoxious big
little gems until he said, "Well, Barbara, it's your turn now t o
come up with some quotes." ones 3
I told him I have a mind like a sieve for interesting quotes ,
and all my fantasy books are still packed in storage from m y
last move . . . two years ago . Estes Hammon s FOR A LADY'S HONO R
"Well, haven't you read anything interesting lately?" h e (ADD 4-7) When the going gets
asked . Unfortunately, my reading-for-pleasure has decrease d tough, the thieves get going 9
markedly now that my reading-for-work has climbed above eigh t
hours a day.
So help me out . Send in short quotes on the themes of fantasy , Carl Sargent IN DEFENSE OF THE LAW
adventure, travel, quests, etc . (including who said it, the boo k
(ADD 7-10) They sure don ' t mak e
it's from, and the author). If we use your quote in a future issue ,
we'll send you something special . lawful allies like they used to 17
The other thing I miss doing for pleasure is playing with m y
home computer. After a day of staring at a video screen an d
pounding a keyboard at work, I almost never sit down and hack Thomas Kane THE WOUNDED WOR M
away at home . This should change, though, because Roger and I (ADD 4-8) Crippled, wingless, old —
are becoming more active in the Garners' Forum on Compu - and a thousand times more
Serve® . We ' ve participated in one conference on the AD&D sec- dangerous 35
ond edition (transcript in the data library) and will be popping i n
frequently as time permits . If you have any questions about
either DUNGEON Adventures or DRAGON ® Magazine, try to
catch us on line or leave an EasyPlex message (Roger E . Moore :
Jay Batista THE FLOWERS OF FLAM E
70007,2064 ; Barbara G. Young: 70007,2367) . (ADD-OA 5-8) Why are your governor ,
I haven ' t quite figured out how to do what I want in Compu - your Emperor, and your gods so
Serve, so if you come upon me in the depths of the computer, interested in a fairy tale? 46
please be kind . I' m probably lost .
da,dez.
g.

Vol. II, No. 2


PUBLISHER : Mike Cook ART DIRECTOR : Roger Raupp
EDITOR : Roger E . Moore CONTRIBUTING ARTISTS :
ASSOCIATE EDITOR : Kevin Davies, Diesel, For to adventure is the lust of Youth ; and to leave Safety is th e
Barbara G . Young C . Bradford Gorby, Mark
EDITORIAL ASSISTANTS : Nelson, Valerie Valusek natural waywardness of the spirit ; and who shall reprove or
Robin Jenkins, Eileen Lucas, PRODUCTION ASSISTANTS : regret ; for it were sorrowful that this Spirit of Man should cease .
Georgia Moore, Marilyn Favaro, Gloria Habriga The thoughts of X
Patrick Lucien Price SUBSCRIPTIONS : Pat Schulz The Night Land, William Hope Hodgson

MAP SYMBOLS LETTERS


These symbols are used on mos t
maps in DUNGEON' Adventures .

^ DOOR
1

1 DOUBLE DOO R
We used to hang out around the mai l Bridge" (issue #5), but that didn ' t make
basket each morning, eagerly awaitin g me dispose of the idea . Instead, it
WWI SECRET DOO R the morning mail, only to be disappoint - became a " Pied Piper " scenario with a n
ed . So we asked (well, begged) for letter s evil gnome flutist in a regular D&D ®
and were deluged with responses. game village (the gamer who had rea d
ONE WAY DOO R Thanks to all of you who wrote. Bu t it didn't even recognize the adventure) .
don't stop writing now . We need to kno w " After the Storm" (issue #6) provide d
what you think of DUNGEON"" Adven- me with a useful galley interior which I
FALSE DOO R
tures so that we can continue to make i t plan to have attacked and searched whil e
your magazine . it still floats, without using any othe r
• I LOCKED DOO R part of the module .
Dear editor : So big deal if you've got an AD&D ®

INI ARCHWA Y
I ' m sick and tired of everyone com-
plaining about the articles you presen t
and how they want more of a specifi c
game module and the huge scorpion ha s
4 +4 HD and you play with the D&D ®
Expert Set rules where it only has 4
type . Perhaps these people would prefer HD . If you can 't change that, then it's
CONCEALED DOO R
to be spoon-fed . The fact that they cal l time to give up role-playing games an d
themselves Dungeon Masters should take up checkers, where the rule s
BARRED DOO R guarantee they have some minuscule remain constant . Don 't criticize —
amount of creativity, but I guess not . To improvise!
better exemplify my point, here ar e Roy MacEacher n
PORTCULLIS OR BAR S some examples from your first half- Inverness, Nova Scotia
dozen issues that show a DM should b e
able to work with any resources : Dear editor :
ONE WAY SECRET DOO R
I turned the vampire 's lair in "The I play both AD&D and D&D games . I
Dark Tower of Cabilar " (issue #1) int o have converted a few modules — bot h
WINDO W the stronghold of a band of dwarvis h ways — and they worked well . I reall y
assassins . (Who wants undead whe n love the dungeons that present a lot o f
your group has no cleric?) All I wante d side adventures/ideas to make into ne w
ARROW SLI T was a tower layout, and I got one . dungeons . However, I would like to se e
" Blood on the Snow " (issue #3) wa s more regular D&D ® game adventures . I
transformed into " Sweat on the Sand " would also like more beginners' leve l
FIREPLAC E
when I turned the arctic adventure int o dungeons (levels 1-4) .
a desert danger with my group seekin g I would also like to say that I like th e
COVERED PI T giant scorpion venom rather than hunt- artwork in the modules . They enhance
ing seal . the "picture " of the dungeon .
I have never played by Orienta l Jim Hecht, Jr.
OPEN PI T Adventures rules, and one of my group Knoxville, Illinoi s
had already read "The Kappa of Pachee

e FOUNTAI N
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n TRAP DOOR IN FLOO R TSR, Inc. All Rights Reserved .


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2 Issue No . 8
Summer 1987 was busy for John. In addi-
tion to RPG-writing, he wrote scripts an d
was assistant director for Duluth, Minne-
sota's G.O.M. Street Theater. One skit,
"Sir Hugo and the Troll," poked fun at
knightly stereotypes in addition to satiriz-
ing local issues. (John would also like to
say "Hi!" to Credence.)

Mountain Sanctuary is an AD&D°


game adventure designed for a party of
3-6 characters of 1st-3rd level . Although
designed as a companion to Grakhirt's
Lair (which appeared in issue #1), a
copy of that module is not required t o
enjoy this one .

Adventure Backgroun d
The information that follows may b e
discovered from a variety of source s
such as divination spells (e .g ., legen d
lore or commune), rumors, and legends .
The information may also be found i n
the journals of the late illusionist
Arham (see Grakhirt 's Lair, lower
dungeon level, encounter 29) .
Arham, a powerful and infamou s
illusionist, is best known for his late r
northern exploits (the domination of th e

MOUNTAI N
powerful Ivirwylliw Assassins' Guild ,
for example), but his origins are to be
found to the south. His parents were of
vastly different heritages — his mothe r
was the daughter of a nomadic desert

SANCTUARY
chieftain, his father a rugged trappe r
from the mountains . Their paths
crossed during the conflict betwee n
their homelands, and these same strug-
gles forced them to emigrate westward .
They relocated in Endkynn, a prosper-
BY JOHN NEPHE W ous city growing at the confluence of
two rivers . Arham was born and raised

It's the little things tha t


there, with all of the experiences an d
problems attendant on life in a city
slum. Prejudice against his foreig n

count . ancestry, clear evidence of which was i n


his appearance and accent, contributed
to an overwhelmingly negative environ-
ment . Arham grew up to be vicious ,
distrustful of others, and always seek-
ing power and control .
One old man, however, took pity o n
the young pariah . The man also saw
Artwork by C . Bradford Gorby potential in the lad — an aptitude fo r
Cartography by Diesel the arcane . Arham's schooling in the
arts of illusion began at this point . The
young man quickly absorbed what he
was taught and made good use of it . He
allied himself with a band of roug h
young thieves, using his illusions t o
distract victims while his companion s
relieved them of their valuables .

DUNGEON 3
MOUNTAIN SANCTUAR Y

Adventuring provided an additiona l ground, as well as the sanctuary's loca- within 20', the crickets begin to chir p
occupation . The nearby mountains hel d tion, will have been found in Arham' s loudly. Although there aren't any large
many opportunities, and there he found journals . The discovery of a treasur e predators to be attracted by the noise ,
his father's legacy of mountain wisdo m map is a second way of bringing charac- all residents of the sanctuary are alert-
most valuable . While others used their ters to the sanctuary. Finally, thi s ed to the presence of intruders . The odd s
resources to spearhead civilization' s might simply be used as an encounter t o of encountering a wandering monste r
drive into the wilderness, Arham foun d liven up an otherwise drab journe y increase to 4 in 6 for the next tw o
it more profitable to join with the indig- across a mountain range . Inventive checks . Characters who approach with-
enous races . He knew several humanoid DMs are certain to dream up other way s in 10' of the crickets are likely to b e
languages and learned more as he led of using the Mountain Sanctuary i n jumped at and kicked (see Monster Man-
the counterattack on human settle- their campaigns. ual II, page 23) .
ments . As a result, he gained the Huge centipedes are basically mind -
staunch support of the humanoids, plu s The Sanctuary less and hungry . They will attack th e
considerable wealth. With these assets , party without hesitation . Fire is effec-
he was able to construct a collection of Read or paraphrase the following to th e
players : tive for holding them at bay .
refuges throughout the wilderness . Mites are malicious but cautious . A
The antipathy of his fellow human s randomly encountered group will actu-
was another acquisition . He returned to Traveling a path along a steep moun-
ally be seen only on a roll of 1 on 1d6 . I f
Endkynn from time to time, often asso- tainside, you find the area ahea d seen, the mites will turn to flee, and th e
ciating with his former compatriots of obstructed by rubble . Evidently, PCs may try to attack or pursue them .
the light-fingered variety . On one such there has been a rockslide of larg e Otherwise, the characters merely hea r
occasion, he had the misfortune of bein g proportions, since much more rubble , the scurrying of tiny feet and many
caught . The actual offense was minor, as well as larger rocks and boulders , twittering voices. The mites will hav e
but (quite accurate) rumors linke d lay below the path . With your route avoided the party, but will prepare for
Arham to the raids on Endkynn 's outly- blocked, you find yourselves obliged an offensive, cooperating with the othe r
ing settlements . Because the rumors to remove the debris . To your sur- denizens of the lair (see The Offensive ,
could not be substantiated, Arham prise, the excavation reveals a pas - below). Each mite carries 3-12 sp .
received a relatively light sentence : t o sage entering the mountain . Giant rats are more aggressive tha n
be forever exiled from Endkynn, it s their smaller cousins. They are cau-
lands, settlements, and tributary states . A dwarf or any other character famil- tious, but 50% of the time are hungr y
His wilderness sanctuaries prove d iar with stone and construction wil l enough to attack a party of adventurers.
quite useful at this point . After continu- notice that the passage did not occur Food thrown to giant rats is enough t o
ing his activities with the humanoid s naturally. Also, the passage ' s entrance prevent or halt an attack .
for some time, Arham moved on to ne w was once concealed . The camouflage d Ordinary rats will avoid the party,
urban activities in the north, associat- portal was destroyed by the heavie r squeaking as they run away down the
ing himself with the Ivirwylliw Assas- boulders that accompanied the rubble in passages . They will fight if cornered bu t
sins ' Guild . He continued his policy of the rockslide down the mountain ' s face . still flee if possible .
establishing good personal relations Wandering monsters may be found i n Snyads behave much like their cous-
with humanoid groups and establishing the dungeon complex . An encounte r ins, the mites, in at first avoiding
sanctuaries in the wilderness . Fro m occurs on a roll of 1 or 2 on 1d6 . Chec k intruders . They will only be seen on a
that point, Arham ' s story becomes part each turn that the party is in the com- roll of 1 on 1d6 . If seen, flight will be
of another tale . plex . If an encounter occurs, roll ld6 their immediate course of action . On a
This adventure concerns one of and consult the Wandering Monster s roll of 2, 3, or 4 the snyads attempt to
Arham ' s earlier dens, a mountain sanc- table on page 8 to determine what i s sneak up on the party and pilfer availa-
tuary that he constructed with the hel p encountered . ble possessions . Treat each snyad as a
of goblins . After moving north, Arham In running random encounters (and 7th-level thief for its chance of success-
had little use for this hideout . Groups o f even the set ones), the key thing to ful pickpocketing (base 60% chance o f
snyads and pesties discovered the sanc- remember is the size of the creature s success). On a roll of 5 or 6, the snyad s
tuary and made it into their own resi- compared to the player characters . It is merely observe the party's presence and
dence . Other small creatures now live almost certain that the party member s withdraw to create a strategy. Each
there as well . Apart from these diminu- will be much larger than those crea- snyad carries 3-24 cp on its person .
tive denizens — and a brief visit b y tures they encounter. This will not ren-
Arham ' s son, Grakhirt — the sanctuar y der the party safe from attack ; if The Offensive
has been untouched for the past fiv e anything, it will stir greater antipath y
As noted above, the residents of th e
decades or so. toward the intruders . The intelligent ,
diminutive denizens will simply have to sanctuary will prepare and execute an
use methods of stealth and cleverly laid offensive to drive off the intruders . The
For the Dungeon Master monsters will begin to plan their strik e
traps to defend their home . The follow-
There are at least three ways to utiliz e ing notes should be useful in managin g as soon as they are alerted to the part y ' s
this short adventure . First, it may be the wandering monsters . presence . Planning and preparation s
used as a sequel to Grakhirt's Lair. If so , Cave crickets are more a nuisance take 1-3 turns (so be sure to keep track
the information listed in the back - than a threat . When the party comes of time). After that, the diminutiv e

4 Issue No . 8
MOUNTAIN SANCTUAR Y

creatures just watch and wait for the party will split up to seek out the sourc e the PCs and making off with their
most opportune moment to make their of the clatter. Or, several snyads may goods .
move . Some guidelines and suggestion s sneak up and pick the characters ' pock- The monsters are fairly brave in
for the plan of attack are provide d ets, then run away in different direc- defending their homes but are far fro m
hereafter. tions . The DM should invent other suicidal . The offensive is likely to
Three sorts of creatures will engage in devices which the monsters migh t become a major melee, but as the mon-
the offensive : mites (from area 13 ; up t o employ. Determined parties might stic k sters sustain casualties there will be a n
six will participate); giant rats (area 10; together indefinitely ; if the PCs appear abundance of deserters . They can be
up to four); and snyads (area 11 ; up to to be cohesive, the monsters will just go expected to regroup, however, and
five). Be sure to note which creature s ahead with the next phase . ambush the party from time to time
are killed in the offensive and reduce Once split up, the party will be sub- with guerilla-like tactics . The idea is to
the number to be found in their respec- jected to the main part of the offensive . keep the players paranoid ; they won' t
tive encounter areas accordingly . Mites The basic plan is to lead the PCs into know how many of the creatures are
contribute to the effort by setting trap s traps, then move in for hand-to-han d left, and the little buggers will pop out
and engaging in melee . Half of them struggles . The mites might set up net s of a secret passage and attack wheneve r
carry three throwing darts each fo r to drop on the adventurers, or they an d a PC lets his guard down .
missile combat (one dart may be throw n the snyads might try to lead or driv e
per round, doing 1-3 hp damage) . Sny- the party into an area strewn with Dungeon Encounter Key
ads serve to distract the PCs and pilfe r small caltrops . Tripwires are a favorit e
their pockets . Giant rats function pri- of the mites ; the confusion of PCs fall- 1.Mountainside Passage . The first
marily in a combat role, although thei r ing all over each other is the perfec t portion of the passageway is crudely
squeaking can be used for a distraction . situation for an ambush . hewn from the mountainside . Small piles
The first part of the offensive will b e Combat tactics are as follows : Giant of loose stones are scattered about . The
aimed at splitting up the party, sinc e rats and melee-mites attack the part y quality of craftsmanship improves as on e
individuals are easier prey for traps an d from all sides, while the mites wit h travels further into the sanctuary .
hand-to-hand combat . To divide the darts attack from a distance . (Because
party, several ploys may be tried . They of the PCs' size, the mites have little 2. Small Entrances . These littl e
include making noises (rat squeaks , difficulty aiming over their compatriots ' tunnels (2 1/2' high, 1 1/2' wide) are con-
footsteps, clanking, dropping things , heads .) In all this confusion, the pestie s cealed behind piles of loose stones .
etc .) in several passageways, hoping the run in and around, being a nuisance to Because there are similar piles all along

DUNGEON 5
MOUNTAIN SANCTUAR Y

the passage, these will not seem unusu- course . The character awakens after 4- cauldron of foul-smelling water, is in th e
al to the PCs . Unless the adventurers 16 rounds . Another flask holds sover- southwest corner . A smoke vent is i n
are actively searching the corridor (i n eign glue . This substance is useless and the ceiling above the pit . This was a
which case the tunnels will be found) , worthless because it has bonded to its crucial part of the ventilation system ;
there is a 2 in 10 chance per characte r container . Arham used the glue for his hot air and smoke would rise to th e
(4 in 10 for halflings, gnomes, elves, an d carpentry until he ran out of the oil of surface through this vent, and fresh ai r
dwarves) of noticing these entrances b y slipperiness required for the containe r would be drawn down through the ven t
casual inspection . Check for eac h every time the glue is used . in the bedroom (area 8) . Ashes an d
individual . Also to be found in the chest are thre e cinders lie beneath the cauldron . With-
potions of diminution . Beings wishing in them can be found 3 pp, 8 ep, and a
3 . Workshop. Arham used this work- to enter the small tunnels need no t platinum earring set with a peridot
shop for making and repairing things . imbibe an entire dose . Halflings an d (worth 235 gp total ; its mate is in the
Most of the room's items are neatl y gnomes might be able to function nor- giant rats' nest, area 10) . Beneath th e
placed in the southwest corner. A work - mally in the 3'-high passages, or a t ashes is a loose stone that functions as a
bench stands there with two sawhorse s most would require a couple of sips of trap door ; it leads to the mites' lai r
beside it . Assorted carpentry tools lie o n potion . The fraction of a dose that i s (area 13) .
the workbench and hang on the walls . drunk is the fraction of height that i s
Also on the wall is a hooded lantern ; i t lost; for example, a 6'-tall human who 6. Lavatory. The fixtures in this room
is not lit and is empty of fuel . Sawdus t drinks two-thirds of a dose woul d are a toilet (in the southwest corner )
and small scraps of wood litter the floor. become 2' tall . A character cannot and a bathtub (along the north wall) .
In the northeast corner of the room i s shrink to less than 5% of his original The toilet empties into the undergroun d
a large, study, iron-banded woode n height . The potions work for only nine stream past the point from which th e
chest . The chest is locked and trapped ; turns per dose, so keep careful record o f water flows into the kitchen (room 5), a s
the trigger mechanism is a small lever the passage of game time . Large charac- does the bathtub's drain . Water for the
set in the floor beneath the chest . If the ters could easily become trapped if the y tub was taken from the spring in th e
chest is moved or violently disturbed, a are in the small tunnels when the effec t kitchen and was heated over the fire
ceiling block slides open to dump a wears off. pit . Lying on the floor beside the tub i s
small vat of acid in front of the chest . a pile of rotting, moldy towels an d
Anyone standing there must roll hi s 4. Dining Room . In the center of thi s washcloths . Concealed behind the tub i s
dexterity or less on 1d20 or suffer 4-1 6 room is an oak table surrounded by four a small tunnel entrance . There is noth-
hp damage . If the roll is successful, the chairs . Arham dined here and occasion - ing of value in the room .
character manages to dodge the caustic ally entertained humanoid leader s
fluid and is only splashed for 1-2 h p whom he sought to influence . There i s 7. Storage . This room was used pri-
damage. Other people in the room must nothing of significance in this room . A marily for the storage of foodstuffs ,
roll their dexterity or less also, but th e mildewy curtain of blue cloth divides although some timber (for use in th e
roll is modified in their favor by sub- this area from the adjacent kitchen . workshop) is also to be found . Most of
tracting 2 . If the roll is missed, a char- the food has been taken away and eaten
acter suffers splash damage (1-2 hp) . Al l 5. Kitchen . In the kitchen 's northwes t by the snyads, mites, rats, and th e
damage is avoided if the roll is success- corner is a fountain of briskly running room's current residents . What remain s
ful . This little trap might, early in their water. The water comes from an under - is fairly decayed and entirely unfit for
careers, deter PCs from habituall y ground stream that surfaces farther consumption .
hacking apart chests with locks the y down the mountainside . A stone projec- Living in the room, having made their
cannot pick . (When Grakhirt was here, tion from the wall, carved into the nests in the sacks of rotting grain piled
he successfully detected the trap on th e shape of a horse's head, delivers th e by the north wall, are six spectramice
chest ; not knowing how to disarm it, he water from its mouth . The liquid the n (AC 8 ; MV9" ; HD 1/4 ; hp 2 ( x 3), 1 ( x 3) ;
left the chest alone . ) falls into a stone basin, also hewn from #AT 1 ; Dmg 1 ; SA illusion; AL N ; se e
The chest is not very full, and what i s the rock . A bronze grill covers the 3" - end of module for complete description) .
there consists of bottles, vials, an d wide drain. The grill can be removed , Anyone looking around the room wil l
flasks . There are two glass vials o f revealing a buckle knife +1 wedge d observe an albino mouse or two coming
unholy water, one of holy water, and between the sides of the drain . Any out to see the visitors and squeak a t
four of acid . All seven vials appear character attempting to dislodge an d them . The mice are hostile only if they
identical . A small green bottle contain s retrieve the knife must roll his dexteri- are attacked or if their homes are dis-
an ingestive poison, a watery gree n ty or less on 1d20, modified by + 2 on turbed (for example, if the PCs begin t o
liquid smelling like pine needles . Imbib- the roll, or the knife will slip from hi s prod with weapons or search throug h
ing this poison first causes dizziness an d grasp and be carried down into the the grain sacks) . In such a situation, the
disorientation ( -3 on "to hit " rolls) fo r stream — lost for all practical purposes. mice attempt to create a phantasmal
one round; the character must then sav e The table by the curtain was for foo d killer against the first person to distur b
vs . poison . If the saving throw is made, preparation . Rusty ladles, knives, and a them, and follow with other illusions (or
the dizziness continues for 2-5 rounds , meat cleaver are on it, as well as sev- biting) as appropriate . In designing
but no other effects are suffered . If th e eral small jars of decaying herbs and illusions, the DM should keep in mind
roll fails, the PC passes out and suffer s spices . the experiences
3-18 hp damage as the toxin runs its A fire pit, over which is suspended a that these mice would have had . For

6 Issue No . 8
MOUNTAIN SANCTUAR Y

example, they would not create a and east walls are covered with book - will flee rather than fight, escapin g
dragon because they have never see n shelves that reach to the ceiling . Most outside to the mountains if it prove s
one . On the other hand, illusions of suc h of the shelves are barren and dusty . A necessary and possible . The DM may
monsters as mites, giant rats, hug e few scattered titles, however, were left allow a biting attack (for 1 hp damage)
centipedes, and cave crickets would be when the illusionist moved on : a trea- for snyads who are cornered by PCs .
quite logical and appropriate . tise on tropical weather patterns, a Each snyad carries 3-24 cp . Any item
Nothing of value to the adventurers i s manual detailing the construction of stolen from the PCs by snyads will b e
to be found here. canoes and rafts, an astronomy hand - found here 90% of the time ; otherwise ,
book of constellations, several volume s the item in question was in the posses-
8. Bedroom. The door to this room i s on humanoid anatomy and physiology sion of a pestie who fled the sanctuary.
open . Cobwebs cover most of the cham- (goblins, hobgoblins, ores, gnolls, and (It would be possible, as a continuatio n
ber. Along the southern wall is a bed i n kobolds), and four more texts on what - of this adventure, to track the thief ,
poor condition, having a large amoun t ever topics the DM can dream up . Eac h although it would certainly be difficult
of mold (not of the monstrous type) o n book is worth 2-12 gp to a collector . — and perhaps dangerous — if one run s
its covers and assorted boring insect s In the northern part of the room is a across other hostile inhabitants of the
infesting its wood. Three things ar e cushioned chair that, despite its age an d mountains . )
under the bed : a trapdoor leading to th e thick covering of dust, is in quite good
mites ' den (area 13) and two huge spi- condition . A small wooden table holdin g 12. Tiny Trap . This is a simple cov-
ders (AC 6 ; MV 18" ; HD 2+2 ; hp 13 , a bejeweled goblet and a blank parch- ered pit trap, of a size appropriate to th e
11 ; NAT 1 ; Dmg 1-6 ; SA surprise on 1- 5 ment scroll is in front of the chair. The creatures who roam the small passages .
on 1d6, leap up to 3", poison (save at + 1 goblet, set with six banded agates, i s The bones of the little beings (snyads, a
or die) ; AL N) . The huge spiders ar e worth 80 gp . couple of jermlaine, and some rats )
patiently waiting for their dinner — Against the south wall is Arham' s litter the floor of the 3'-wide, 5'-deep pit .
presumed to be the next mite that ven- mahogany desk . An oil lamp is on top o f Also in the trap, alive, is an osquip (AC
tures out of the trapdoor. When the it, along with several feather pens, a n 7 ; MV 12" ( 1/2" through stone); HD 3 + 1 ;
adventurers enter the room, however, inkwell, and five sheets of blank parch- hp 15 ; NAT 1 ; Dmg 2-12 ; AL N). The
the spiders will instead attempt t o ment . The desk has four drawers : on e osquip is engaged in burrowing its wa y
make them their next victims . contains more blank parchment (3 7 out, but it will quickly stop to attac k
Several other items and features of sheets) and three empty ivory scrol l anyone who drops in . It arrived her e
interest to the party can be discovered i f tubes, another holds bottles of colore d recently, after taking the wrong passag e
the cobwebs are cleared away. In th e inks (black, white, red, blue, and yel- in its search for a repast of rat or pestie .
northwest corner of the room is a small , low), the third is empty, and the last Among the bones and litter are 12 ep ,
circular table with a brass lamp sittin g drawer holds a large book . This i s 22 sp, 14 cp, and a small aquamarin e
upon it . The lamp is bejeweled with fiv e Arham's third-level spell book. It con- (worth 210 gp).
blue gems (an azurite, a blue quartz, a tains the following illusionist spells :
jasper, a spinel, and a turquoise) and i s delude, hallucinatory terrain, paralyza- 13. Mite Den . The mites, renowned
worth 600 gp . Lying on the floor by th e tion, phantom steed, spectral force, sug- for their use of traps and snares, natu-
table is a rusty dagger with rune s gestion, and wraith form. rally have their lair protected by suc h
inscribed upon the blade, reading devices .
"Arham" in the common tongue . The 10.Giant Rat Nest. This chamber is East Entrance. This is a manually
dagger is nonmagical . the lair of the sanctuary's giant rats (AC operated trap ; it is set off by the cuttin g
Hanging on the north wall is a tapes - 7 ; MV 12" ; HD 1/2 ; hp 3 ( x 4), 2 ( x 4); NAT of a cord inside the lair . One end of this
try depicting Arham on the trail out- 1 ; Dmg 1-3 ; SA disease; AL NE). From 1-8 cord is fastened to the floor, and th e
side, viewing the mountains . The of the rodents can be found here when the other goes into the ceiling where i t
tapestry is enchanted to make the PCs arrive . An assortment of shiny holds up a heavy blade . Cutting the
image of Arham appear in three dimen- objects collected by the rats is gathered cord allows the blade to fall and, i n
sions ; it quite literally stands out fro m here . Most items are worthless (broken doing so, cut several wires which sus-
the rest of the picture . The tapestry i s glass, for example), but the valuabl e pend a heavy stone block over the pas-
worth 700 gp . It is 6' high, 10' long, an d things are 12 pp, 9 gp, 13 ep, 8 sp, 40 cp , sageway from the east . Each person in
weighs 55 lbs . Concealed behind the three gems worth 40 gp each (a carnelian , the passageway must roll his dexterity
tapestry is an entrance to the tunnel s a citrine, and a zircon), and a single plati- or less on 1d20 . If successful, the charac-
inhabited by snyads and giant rats (se e num earring set with a small perido t ter jumps out of the way. Be certain t o
areas 10-12) . (worth 235 gp total ; its mate is in the note whether the player desires hi s
A small air vent leading to the surface kitchen, room 5). character to jump forward or back, a s
is located in the ceiling in the room 's the store will completely block the corri-
northeast corner. Nearby, on the east 11. Snyad Den. From 2-7 snyads (AC dor and may separate PCs who jump i n
wall, is a secret door leading to Arham 's -4 ; MV 21" ; HD 1-1 ; hp 4 each ; NAT opposite directions . A PC that roll s
study. nil ; Dmg nil ; SD + 3 on saving throws higher than his dexterity is struck by
vs . spells that can be dodged ; AL N) ca n the block and suffers 3-18 hp damage .
9. Secret Study. Located 10' down the be found here, depending on what hap - In addition, the character will be pinne d
secret passage from the bedroom, thi s pens in The Offensive (see page 4) . Eve n beneath the stone. (Poles to be used as
chamber was Arham's study. The north if confronted in their lair, the pesties levers are invaluable in this situation . )

DUNGEON 7
MOUNTAIN SANCTUARY

Although the trap helps the mites by Wandering Monster s


blocking the party's progress and per-
haps by wounding or killing a PC, it als o ld6 Encounte r ld6 Encounter
eliminates one of their escape routes .
1 Cave cricket (1-2) : AC 4 ; M V 4 Rat, giant (1-6 : AC 7 ; MV 12" /
Therefore, after triggering the trap, the
6", hop 3" ; HD 1+3 ; hp 8 each ; 6" ; HD 1/2; hp 3 each; #AT 1 ;
mites abandon their lair. If it seems that
the party remains strong, the mites exi t #AT nil ; Dmg nil ; SA jump/kick ; Dmg 1-3; SA disease ; AL N(E) .
their tunnels by way of the trap door in AL N .
the fire pit of the kitchen (room 5) an d 5 Rat, normal (1-20): AC 7 ; MV
flee the sanctuary. If they are led t o 2 Centipede, huge (2-12) : AC 9 ; 15" ; HD 1/4 ; hp 1 each ; #AT 1 ;
believe that they still have a reasonabl e MV 21" ; hp 1 each ; #AT 1 ; Dmg Dmg 1 ; SA disease ; AL N(E).
chance of defeating the characters, they nil ; SA poison (save at +4 or
will engage in melee in the tunnels . take 4-16 hp damage); AL N . 6 Snyad (1-2) : AC -4 ; MV 21" ;
Because of the tunnels ' size and shape , HD 1—1 ; hp 4 each; #AT nil ;
3 Mite (1-4) : AC 8 ; MV 3" ; HD Dmg nil ; SD +3 on savin g
only one creature from each force ma y
1—1 ; hp 4 each ; #AT 1 ; Dmg 1 - throws vs . spells which can be
fight at one time, and the only weapons
3 ; AL LE . dodged ; AL N .
usable are those of the thrusting and
stabbing variety. (Other weapons may
still be used for parrying by cavaliers
and paladins . )
West Entrance . A strong silk filamen t
is stretched across the west entrance . If
tripped, a small poisoned dart flies out Spectramouse remarkable powers of illusion when
of the wall on either side of the passage . provoked . When more than one spec-
Each of the two darts makes an attac k FREQUENCY: Rare tramouse is encountered, the grou p
roll as if thrown by a mite (i .e ., as a 1- 1 NO . APPEARING : 1-1 2 is able to cooperate and create eve n
HD monster) and does 1-2 hp damage if ARMOR CLASS : 8 more potent phantasms . The powers
it hits . A character struck by a dar t MOVE : 9 " are as follows :
must also make a saving throw vs . HIT DICE : 1/4 A single spectramouse is able to
poison at +2 . If the save is successful , % IN LAIR: 70 % evoke an audible glamer (as per th e
the PC performs as if under a haste TREASURE TYPE : Ni l spell of the same name) and can als o
spell for two rounds; then, being very NO . OF ATTACKS : 1 make itself appear larger. This illuso-
tired, the character acts as if under a DAMAGE/ATTACK : 1 hit point ry enlargement can make the spec-
slow spell for the four subsequent SPECIAL ATTACKS: Illusions (see tramouse seem the size of a
rounds . If the saving throw fails, the below) wolfhound, but it grants no abilitie s
affected character goes berserk . He SPECIAL DEFENSES : Ni l beyond deterring less-daring preda-
moves as if under a haste spell and MAGIC RESISTANCE : Standard tors . Two ' mice in cooperation ca n
assaults the nearest creature, be it INTELLIGENCE : Very or better duplicate a phantasmal force spell ,
friend or foe . After four rounds of this ALIGNMENT: Neutra l four can effect a spectral force, and
activity, the character collapses , SIZE : S six can create a phantasmal killer.
exhausted, and is immobile for 1-4 PSIONIC ABILITY: Ni l The limits to the exercising of thei r
turns . In addition, the character suffers LEVEL/XP VALUE : 11/30 +1 per hp illusory powers are the number of
-1 on " to hit " and damage rolls for the ' mice required and 1-3 segments of
next 1-4 hours because of exhaustion . The spectramouse — also known a s "casting time" for the 'mice to com-
The mites of the sanctuary know the terror mouse and illusion mous e municate and create the illusion ;
about this trap, of course, and will nev- — appears to be a perfectly normal also, the spectramice must concen-
er be so foolish as to spring it them - rodent of the albino sort . Curiously, trate to maintain an illusion .
selves . It is worth noting that the mite s all recorded specimens have bee n It appears that spectramice com-
and their kin (i .e ., snyads an d albino ; this leads many sages t o municate through squeaking sounds .
jermlaine) are immune to the poison speculate that there is a connectio n Judging by the complexity of som e
mentioned above . between the lack of pigment and th e illusions that have been witnessed ,
From 2-8 mites (AC 8 ; MV 3" ; H D creature ' s magical powers. this squeak-language must be very
1 -1 ; hp 4 each; #AT 1 ; Dmg 1-3 ; AL LE ; Spectramice are generally peacefu l complicated . It is believed to have
three carry darts as missile weapons fo r herbivores, concerned only with food , subtle pitch inflections, unable to be
1-3 hp damage), depending on wha t shelter, and reproduction . Perhaps as distinguished by human ears, that
happens in The Offensive (see page 4) , a result of a magical mutation, thes e can convey much information very
can be found in the lair itself. Their intelligent rodents can utilize quickly.
treasure hoard is also to be found here ,
kept in small sacks . It consists of 189
cp, 546 sp, 205 ep, and a gold-plate d
silver brooch set with five amber stones ,
worth 515 gp . S2

8 Issue No . 8
Estes Hammons sent the following i n
answer to our request for a short biogra-
phy: "I am a high-school English and
history teacher and administrator, an d
have been involved in role-playing game s
for seven years, mainly as a DM . I a m
currently working on a historical nove l
about the Crusades, and have writte n
and submitted several fantasy an d
science-fiction stories to various publica-
tions. I am grateful to the origina l
Assassins of Ansbach (Reid, Scott, Tom ,
and Charlie) for their playtesting an d
advice ." This is Estes's first appearanc e
in DUNGEON' Adventures .

For a Lady's Honor is designed to give


3-6 thieves of levels 4-7 the opportunit y
to practice their unique skills in a set-
ting conducive to the art of thievery.
While only thieves should participate in
this adventure, multiclassed character s
may be used, but their primary focus
should be directed toward their thievin g
abilities. It is recommended that a t
least one of the adventurers have som e
spell-casting ability (a thief/magic-use r
or a thief/cleric, or both) .
Stealth, secrecy, and cleverness are
valued above force and bloodshed in thi s

FOR A
module ; a successful venture would fin d
the mission accomplished without th e
loss of a single life . This adventure i s
designed to be played in a single session

LADY' S
and can therefore be used between ongo-
ing campaigns, or by changing th e
name of Ansbach and relevant NPCs i f
necessary to fit the current campaign .

HONOR
Adventure Backgroun d
Read or paraphrase the following to th e
players :

You've just completed another some -


BY ESTES R . HAMMON S what successful trek into the wilder-
ness, and now you seek a moment o f
repose in the city of Ansbach at noon -
time . As you sit in the Aardvar k
When the Lounge enjoying the lunch specia l
and floor show, you see a beggar

Guildmaster speaks , peering in through the windo w


across from your table . He signals
you with the sign language of th e
everybody listens . local thieves ' guild . As the manager
chases the beggar from the premises ,
you pay your bill and leave for the
clandestine meeting to which yo u
have been summoned . The bac k
streets of Ansbach have swallowe d
up Blind Tom, the beggar, but fortu-
Artwork by Valerie Valuse k nately you know the location wher e
Cartography by Diesel

DUNGEON 9
FOR A LADY'S HONO R

If the players ask questions, the D M Finally, the DM should remembe r


you are to meet with the guildmaste r
should not reveal any informatio n that the focus of this adventure is th e
who has called you .
except that the thieves ' share of the fe e use of stealth and cleverness in accom-
After being admitted to one of th e
will be substantial, and that successfu l plishing the mission . Experience points
" safe houses " of the guild, you find
performance of this venture will ingrati- should be calculated with this concep t
yourselves facing the guildmaste r
ate the PCs with the guildmaster . If the in mind . Encourage the PCs to plot and
through the darkness of shadows i n PCs have no questions, the meeting i s plan, disguise and devise to thei r
which the order prefers all its meet- ended. The PCs exit into the alley b y hearts' content . Remember, the absence
ings to be held . The shadows ar e the same door through which they
fixed so that only the guildmaster 's of bloodshed is almost essential for th e
entered . The PCs have just enough time mission to succeed ; the PCs should be
desk, the parchments before him ,
to walk quickly to the Club Ettin, wit h resourceful, clever, and careful .
and the ritual dagger can be seen .
perhaps one random encounter of th e
The guildmaster's face is in shadow ;
DM's own devising, if he so wishes . The Contact
his identity must remain a secre t
even from you . For the Dungeon Maste r The Club Ettin is in one of the lowes t
The master acknowledges your pres- and dingiest parts of town . The playe r
ence but continues to peruse a docu- The city of Ansbach is a medium-size d characters are assumed to have visite d
ment before him. Upon completion of inland town with a population of sev- the club previously and know its loca-
his reading, he raises his head to loo k eral thousand . Sitting astride the cross- tion . They may also know some of the
at you in silence, and you wonder if h e roads of two major trade highways i n personages who frequent the place . The
can see you clearly enough in the dark the region, it is a market center with a DM may provide a floor plan of the club
to recognize you. After what seems an high volume of caravan traffic an d if desired . During the hour that the PCs
eternity, he breaks the quiet by speak- intense competition among local busi- are present, they will have 1-3 encount-
ing in Thieves ' Cant . You realize then nesses . In some cases, actual violenc e ers with various bar patrons — mos t
that you are being given a job of th e has been the result of these competitiv e unfamiliar, as caravan traffic has bee n
highest importance, as the cant i s forays . Because of this corporate war - high and many new faces are in town .
spoken only to prevent detection o f fare, thieves (either local guild member s Roll for encounters as per the section
one's self or purpose . or independents) have managed to gai n "Ansbach Random Encounters," assum-
"The guild has been contacted by a some influence in the marketplace . Thi s ing there is a 20% chance that the per-
person of some wealth and influence particular mission will give the Ans- sons involved are known to one or more
within the city, one who seeks aid of bach thieves' guild a stronger positio n PCs (as determined by the DM).
a particular nature which you broth- within the town hierarchy and lessen The PCs know that few people order
ers may be able to provide . Contact i s law-enforcement pressures against the Blue Dragon ale in short mugs because ,
to be made at the Club Ettin with a guild as well . even though the mugs are short, the y
go-between for this person. You will The city is ruled by a governor - are extremely wide and hold a full lite r
need to be at the Ettin within half a n general, who is supported by a ta x and a half of liquid . The ale itself is s o
hour. Once inside the club, order administrator and the lawful hig h potent that any PCs who drink it mus t
Blue Dragon ale in short mugs an d priestess of the dominant faith of th e save vs . poison at +1 or, upon finishin g
remain there for one hour, during city. A council of 12 elected official s the first mug, become greatly intoxi-
which time the go-between will con - (chosen by districts) handle day-to-day cated and subject to the penalties o n
tact you . A code phrase has been administrative activities and patronag e page 82 of the DMG. A successful sav-
established for identification. Your — building permits, business stamps , ing throw means the PC is slightl y
contact will say, `The long sobs of th e etc . There is a 10% city sales tax on al l intoxicated . The bonus to saving throw s
violins of autumn . . .' to which yo u purchases (including adventuring gear) . disappears after the second drink (lead-
will reply, ` . . . wound my heart wit h No map of the city of Ansbach has ing to moderate intoxication if the sav e
a monotonous languor .' Once contac t been included in this adventure ; th e is made), and subsequent mugs incur a
is established, the go-between wil l DM may either play out encounters in a cumulative -1 penalty to the saving
complete the briefing for the mission. free-style manner or provide his ow n throw (the PC remains moderately
"I must add that I believe the mis- maps, based upon a generic or specifi c intoxicated if the save is made) . Wise
sion will involve the recovery of som e city from an existing campaign world . PCs will merely sip at their drinks o r
item . No matter what other instruc- The Aardvark Lounge and other specifi c avoid drinking altogether, allowing th e
tions are given to you by your con - areas may be given a precise location o n mugs to sit before them untouched o r
tact, you must bring the item to me . I a city map, or the assumption may be disposing of the liquid somehow .
will see to its delivery to the contact . made that 20-50 rounds are required t o Five minutes before the hour is up, a
Your deadline for delivery is daw n move from location to location in town , drunken laborer reels away from the
tomorrow morning — and no later. through main streets, secondary roads , bar, bumping into several patrons and
" You were chosen because of you r side streets, or alleys . Random encount- coming to rest half-draped in chumm y
reputations . I trust you won't le t ers are described in the "Ansbach Ran- overfamiliarity on the back of one of th e
your guild down . Unless there ar e dom Encounters" section . Pursuit , PCs' chairs . In a breathy whisper suspi-
any questions, this meeting is at a n evasion, and escape attempts may b e ciously free of alcohol fumes, the seedy
end . Farewell, and may your reac h governed in a free-style manner usin g fellow intones familiar words into th e
be long and quick this evening ." the Pursuit Results Table . adventurer's ear : "The long sobs of the

10 Issue No . 8
FOR A LADY'S HONO R

violins of autumn. . ." this adventure and the city of Ansbach.


The seedy " drunk " is Corrin of th e to force his attentions upon the lad y
If the ld6 roll is 3-6, make another rol l
Dark Blade (AC 6 ; MV 12" ; A5 ; hp 21 ; under the threat of exposing he r using percentile dice and check the
NAT 1 ; Dmg by weapon type ; S 13, I 16 , former imprudent love affair shoul d City/Town Encounters Matrix on pag e
W 13, D 16, C 12, Ch 14 ; AL NE ; dagger the blackmaile r 's odious overtures b e
191 of the DMG. Extremely toug h
+2, ring of protection +2, short sword) , rejected . Stealth and a minimum of
encounters (as with vampires, demons ,
an assassin whose foreign guild was violence are necessary to avoi d
etc . should be rerolled to avoid disrupt-
destroyed by paladins some six month s attracting the attention of the cit y
ing the adventure .
earlier. He escaped, survived, and flour- authorities . Additionally, I would not
The encounters below are designed t o
ished in the feverishly competitiv e want Lord Iago to learn of this littl e
aid the DM in running an interestin g
atmosphere of Ansbach, and is pres- escapade from someone captured b y
game as the characters try to gain infor-
ently employed in the capacity of "los s the councilman's guards or the city mation concerning their mission . Some
prevention advisor" for certain mer- militia. Surely you understand why.
encounters are more detailed than nor-
chants, as well serving as a bodyguard "I have quoted your guild a fee o f mal random encounters because of thei r
at times for Iago, the well-known city 5,000 gold pieces, but if you can
specific purposes .
tax administrator. successfully perform the operation ,
Since this is not a simple hack-and-
If no response (or the wrong one) is I ' ll include a bonus of 500 gold piece s
slash adventure, the characters shoul d
given to Corrin, he shrugs and leave s for each of you . Once you have the attempt to handle each encounter as
the Club Ettin — and the PCs are out o f item, contact me immediately a t cleverly as possible . It is recommended
luck with their guild . Once the correct Lord Iago's office in the governmen- that there should be at least four
response is made to Corrin's phrase, he tal buildings . encounters before the actual theft i s
arranges with quick hand signals t o "As for the nature of the item an d
attempted, as this will allow the PCs to
have the characters join him in a back the man who has it — Lady Mirand a
interact with some of the diverse char-
room of the club to receive the specific s received this item by courier yester-
acters who inhabit Ansbach . Each
of their mission . day morning . It should answer al l
encounter should occur in an appropri-
your questions . I must take my leave ate location (i .e ., a street, alley, bar,
The Missio n of you, as I have other appointment s etc .) .
to make tonight . Good luck ." The DM should also plot out severa l
After the characters and Corrin are
reunited in the dingy back room of the minor, mundane incidents for the char-
With this, Corrin produces a smal l acters to cope with while in the city.
Club Ettin, he fills them in on the wooden box and places it before th e
details of their mission : These encounters are left to the individ-
characters . He then rises and leaves in ual DM to create to fit within his ow n
silence . Once the door is closed, th e system .
" In my role as advisor to some of characters may open the box to find a
the more influential citizens of Ans- miniature painting of a garter, inlai d 1 . The Young Turks . Eleven of thes e
bach, I ' ve found myself privy to cer- with six gems that appear to be jet . street-gang delinquents have the follow-
tain information . One recentl y Lying under the painting is a car d ing statistics : AC 10 ; MV 12" ; Fl ; hp 7 ;
overheard tidbit has led me to call inscribed with the words : "You have MT 1 ; Dmg by weapon type ; AL CN -
upon your association . It seems that little time left . I await your reply. — CE ; small clubs, daggers . Their leader,
one of our city councilmen has com e Haster Brunt ." Oliver, has : AC 8 ; MV 12" ; A5 ; hp 20 ;
into possession of a certain item of a NAT 1 ; Dmg by weapon type ; D 16 ; A L
rather personal nature, belonging t o Ansbach Random Encounters CE ; dagger +1 . Each gang member has
Lady Miranda, the wife of Chief Tax If no city map is used for this adven- ld6 coins on his person, with th e
Administrator Iago — my boss . Need- ture, the DM may (as previously noted ) remainder of the group's wealth hidden
less to say, the lady desires th e assume that 20-50 minutes are required in their clubhouse .
return of the item . However, the On the streets, the gang members ar e
for movement from one location t o
councilman has refused to return it abusive and rude toward anyone wh o
another. The major areas of interest i n
and is attempting to compromise the appears weaker than themselves . Thi s
town are the Aardvark Lounge, the
lady's honor by threatening to revea l description could include the PCs, wh o
" safe house " where the guildmaster 's
the item 's existence — and the identi- as thieves are generally considered to
briefing occurred, any supply and equip-
ty of the person who gave the lady be nondescript persons . Any jostling b y
ment shops visited by the PCs, the Clu b
such an expensive and personal gift Ettin, and Haster Brunt's manor. An y the Turks is always followed by a n
— to her husband, Lord Iago . Milord other locations that the PCs desire t o attempt to pick pockets (22% chance of
is not noted for either understandin g visit (such as the offices of Lord Iago) success) . If an actual scuffle breaks out ,
or forgiveness, as you may wel l may be similarly treated . the city guard arrives in 2-5 rounds .
know . Random encounters in Ansbach ar e (See encounter 6 for guard statistics . )
"Very simply, it is necessary t o The Turks are not controlled by any o f
met on a roll of 1 on 1d6, rolled ever y
recover the item from the council - three game turns (half hour) . If a n the independent thieves in Ansbach ,
man 's possession and return it qui- encounter is indicated, another ld6 i s nor do they work for the characters '
etly to Lady Miranda . This must be rolled . A roll of 1-2 indicates a meeting guild . However, if approached in the
done with extreme care and haste , with a group from the selection give n proper manner, they may divulge a
for the councilman is now attempting below; these are encounters specific to piece or two of information about Haste r

DUNGEON 11
FOR A LADY'S HONO R

Brunt . (The DM should choose some bit AL CG ; spells : cure light wounds each . the city. Having slain the coppersmit h
of information from the section o n several months ago, the dopplegange r
Brunt for the Turks to know . ) 5. City Merchant . This particular has acquired a taste for the mercantil e
individual is familiar to the PCs . He i s politics of Ansbach, and plans to main-
2. City Official — Haster Brunt . a retired thief, now a fence for stole n tain and improve his position . Unless
While it is true that Brunt is the targe t articles. The merchant (AC 9 ; MV 12" ; the PCs are protected in some way fro m
of the mission, there should be no rea- T3 ; hp 12 ; #AT 1 ; Dmg by weapon type ; his ESP ability, the doppleganger read s
son for the characters to accost hi m AL CN ; ring of protection +1, dagger, their minds and discovers their true
before they raid his manor. See "The belt pouch with 75 gp and two smal l nature and mission . It is possible that
Villain " for Haster Brunt 's statistics . gems worth 50 gp each) may be able t o he may try to hire one or more of th e
The DM may choose his destination i f give the PCs some information abou t PCs to perform a minor robbery of a
the characters want to follow him . O n Brunt and the type of person he is . The rival in town . (Remember that there i s
the streets, Brunt is guarded by four DM must decide what pieces of informa- intense competition between merchant s
bodyguards (AC 5 ; MV 9" ; F3 ; hp 1 8 tion he has . in the city, and it is not uncommon fo r
each ; #AT 1 ; Dmg by weapon type : dag- them to make use of thieves against on e
ger, long sword; AL N) . 6. City Guard. This patrol consists o f another. )
There is a 5% chance that the PCs 11 individuals . There are nine regular The doppleganger offers 300 gp for th e
will be noticed for each turn that they soldiers (AC 5 ; MV 9" ; F1 ; hp 5 each ; job, which will be no real problem for
follow Brunt . This chance is cumula- #AT 1 ; Dmg by weapon type ; AL LG ; the PCs to accomplish. If the character s
tive, increasing the risk for lengthy chain mail, crossbows, long swords) . refuse the job, the doppleganger relay s
shadowing . They are led by a lieutenant (AC 3 ; M V his suspicions about them to the prope r
6" ; F5 ; hp 35 ; #AT 1 ; Dmg by weapo n authorities, thereby putting the thieve s
3. City Watch. A city watch patrol type ; AL LG; long sword +1, plat e in an extremely tenuous situation .
consists of 3-8 guardsmen (AC 5 ; MV mail) . The patrol is accompanied by a There is also a good chance that th e
9" ; F2 ; hp 11 ; #AT 1 ; Dmg by weapon magic-user (AC 8 ; MV 12" ; MU2 ; hp 7 ; doppleganger can give the character s
type; AL LG-LN ; chain mail, shor t #AT 1 ; Dmg by spell or weapon type ; D some information about security mea-
swords) commanded by a sergeant (A C 16 ; AL LN ; dagger ; spells: sleep and sures at Brunt's home (see "Haste r
5 ; MV 9" ; F3 ; hp 17 ; #AT 1 ; Dmg b y friends) . The DM may add a few minor Brunt 's Manor"), as he has been a gues t
weapon type ; AL LG-LN ; long sword scrolls to the magic-user's possessions i f there several times . Under no circum-
+1 ; chain mail) . Each patrol also ha s he chooses, as well as allocating 1-10 gp stances will the doppleganger reveal hi s
the support of a patrol cleric (AC 4 ; worth of coins to each individual . true nature .
MV 9" ; C5 ; hp 29; #AT 1 ; Dmg by weap- This type of patrol arrives first at the Doppleganger : AC 5 ; MV 9" ; HD 4 ;
on or spell type ; AL LG-LN ; hamme r outbreak of any disturbance, anywher e hp 22 ; #AT 1 ; Dmg 1-12 ; SA surprise o n
+1, banded armor; spells : bless, com- in the city. The patrol's magic-user cast s 1-4 ; SD save as 10th-level fighter, not
mand (x 2), hold person (x 2), silence 15 ' his spells from a safe distance to neu- subject to sleep or charm spells; AL N .
radius, and cause paralysis). tralize as many opponents as possible ,
There is a 10% chance that any patro l while the guards use their crossbow s 9. Mumph, an Independent Thief .
stops and questions the PCs in a ver y before going into melee . Mumph and his three accomplice s
general way, asking questions abou t appear to be nondescript individuals . As
their plans and occupations, etc. The 7. Laborers . These six men are typi- independents, they follow no rules excep t
DM should use a charisma check durin g cal workers (AC 10 ; MV 12" ; zero-level those of the profit motive . Mumph (AC
each round of questioning to see if th e humans ; hp 4 each; #AT 1 ; Dmg by 4 ; MV 12" ; T6 ; hp 19 ; #AT 1 ; Dmg b y
watch is unusually suspicious of th e weapon type ; small clubs). There is a weapon type ; S 12, I 15, W 10, D18, C 12 ,
PCs . If so, they take one or more of th e 10% chance that one of the laborers als o Ch 14 ; AL CN) wears leather armor + 1
group to the watch house for 30-18 0 serves on the city watch . The laborer s and carries a short sword +1 and a dag-
rounds of questioning. can be polite or ready to brawl, depend- ger. His three accomplices (AC 10 ; M V
ing on the situation confronting them . If 12" ; T1 ; hp 3, 4, 6; #AT 1 ; Dmg by weap-
4. Pilgrims . These five pilgrims are they are treated decently by the PCs , on type ; AL N-CE-CN) are armed wit h
on their way to a shrine in the far west . they may volunteer information about two daggers each .
They wear no armor, carry no weapons , Brunt (especially about the house in These thieves watch the PCs and wai t
and have only traveling expenses which he lives) or other information for an opportunity to attempt a robbery.
(approximately 100 gp) on their persons . concerning the city or its people . This The DM should allow a 10% chance pe r
As with all true pilgrims, they are with- encounter can be extremely important round for the characters to become
out horses or provisions, as they trus t for the PCs, as it is one of the safest an d aware of Mumph and company. If Mum -
their deity to supply all their needs . If surest means of gaining some informa- ph is spotted and questioned, he may be
the PCs initiate a conversation, th e tion about their victim and the high able to bribe himself out of any conflict
pilgrims attempt to convert them t o regard in which he is held by the city 's by offering information to the charac-
their religion . They have no usefu l inhabitants . ters . The DM should decide what infor-
information, but this encounter serve s mation Mumph knows and ho w
to keep the characters on their toes . 8. Doppleganger. This creature ha s accurate it is. Mumph and his associ-
Five pilgrims : AC 10 ; MV 12" ; Cl ; taken on the persona of one Olcry Mun- ates will not work with the PCs or ai d
hp 5 ; #AT nil (unarmed and pacifistic) ; chen, a coppersmith in good standing in them in their mission .

12 Issue No . 8
FOR A LADY'S HONO R

10 . Wolgar Kin, a Wine Merchant .


Kin is one of the wealthier merchant s
in the city, and for this reason he ma y
attract the thieving interests of the
PCs . This encounter is designed as a
temptation for the players, to swa y
them from their mission . Kin is alway s
accompanied by 2-5 guards (AC 5 ; MV
9" ; F4 ; hp 22 each ; #AT 1 ; Dmg by
weapon type ; AL N ; chain mail, broad
sword, dagger) . The guards ' presenc e
should make any attempt at robbing
Kin difficult. However, if the character s
approach the wine merchant carefull y
and in a businesslike manner, they may
learn a few bits of information that th e
DM chooses to reveal concerning Brunt
and his home . The PCs might learn that
Kin has been paying bribes to Brunt fo r
years concerning an unrevealed an d
illegal business deal .

The Villai n
Haster Brunt (AC 2 ; MV 12" ; F7/MU6 ;
hp 24 ; NAT 3/2 ; Dmg by weapon type; S
9, I 13, W 12, D 15, C 13, Ch 16 ; AL CN ;
bracers of defense AC 4, ring of protec-
tion +1, dagger +1, long sword) is one
of the 12 councilmen who govern th e
city of Ansbach . This makes him a pow-
erful force to be dealt with . Because h e
is often seen in public, and his move-
information on Haster Brunt's two mis- Haster Brunt's Mano r
ments are closely watched by both th e
tresses comes from numerous rumors ,
curious and the envious, he must b e Brunt 's home is located on the east sid e
not all of them unfavorable as Haste r
extremely careful of his behavior or ris k of Ansbach in his upper-class electoral
Brunt is, after all, a single man . He has,
defeat in a future election . Brunt i s district, one of the more fashionabl e
however, been seen to favor Lady
serving the third year of his second five - sections of the city . It is a two-story,
Miranda 's attentions, to her husband' s
year term . He is a 40-year-old widower wood-frame house, similar to man y
burning jealousy (and, it is said, to Lad y
whose wife left him a huge fortune . He others in Ansbach . The grounds ar e
Miranda 's revulsion). The exact natur e
has continued to add to this considera- surrounded by a smooth, 10'-high, stone
of any magical possessions he ha s
ble sum through his position in th e wall which is canted outward at such a n
should only be hinted at, not given ou t
government and by other means, includ- angle that any climb walls attempt
freely. The DM should add a fe w
ing blackmail . Brunt is discreetly must be made with a -15% modifier .
untruths to confuse the situation abou t
involved with two mistresses and hope s Grapples can catch the top of the wal l
Haster Brunt 's personal powers as a
to make Lady Miranda the third . He on a roll of 13 or higher on 1d2 0
warrior or spell-caster.
has a passion for fine art and good wine , (bonuses for dexterity-based missile fir e
Brunt was formerly a 6th-level magic-
is very supportive of the local temples , allowed). Continual light spells have
user before entering the military on a
and is well respected by the magical been cast upon small stones atop eac h
commission and gaining some actual
community of the city, having had som e corner of the wall .
combat experience . Additionally, he can
experience with magic himself. He lives Each turn that the characters are
hear noise, move silently, and hide i n
in his district, near the east wall of th e engaged at the wall and not hidden ,
shadows as an 8th-level thief, as a result
city, where he employs a small body - there is a 40% chance that they are seen
of guerilla activities he was involved wit h
guard force . Recently, Brunt had a ne w by guards inside the grounds or by
during his time in service . He keeps the
safe installed in his home by dwarven patrols outside the walls . If the PC s
spells alarm, charm person, light, magic
metallurgists . remain at the wall or attempt to per-
missile, detect invisibility, web, hold per-
The above details about Haster Brunt form their mission after being spotted ,
son, and suggestion memorized . Though
should be given out to the characters a s they are attacked and might be over-
he is not evil, he has little mercy for thos e
the DM sees fit, though most of th e whelmed by the sheer numerical super-
who fall into his clutches . Rather than
information should come from careful iority of the forces against them . Ther e
slaying captured foes outright, he may
and deliberate inquiries made durin g is a 5% chance per game turn for a
quietly ransom them or sell them int o
the remaining hours before sunset. The random encounter outside the walls of
slavery elsewhere.

DUNGEON 13
FOR A LADY'S HONO R

Brunt's manor at night (see "Ansbac h grounds at any time are quite random , and hats in these areas ; any treasur e
Random Encounters " ) . If an alarm i s though they do tend to wander (Raste r found here is minor (a few coins at best) .
given, 1-6 city guards arrive 1-3 turn s will fire them if they stand in one plac e One curio can be found here in a cloak
later. all day) . Because of two attempted pocket. The area is illuminated by tw o
There is an iron gate on the west sid e break-ins in the past year (one a possi- lamps set on the east wall to either sid e
of the wall which is the only visible ble assassination attempt), the guards of the opening which leads into area 2 .
entrance or exit into the courtyard . (Th e stay fairly alert and have norma l Stairs going up can be seen through the
concealed exit in the east wall can b e chances for being surprised, even whe n opening to the east . The floor in this
found only from inside the complex.) they appear quite bored or tired . entry hall is constructed in such a way
The iron gate is always locked ( – 15% t o Of the guards who are not on duty, 1 0 that any weight placed upon the boards
pick the lock) and is guarded by two o f are on the grounds, asleep or resting i n produces squeaks, causing attempts t o
Brunt 's bodyguards (see Ansbac h the barracks ; the other five are off-dut y move silently to function at -20% . Any
Encounter 2 for statistics) . and elsewhere in town, to return whe n noise from this area alerts the occu-
At its closest point, the house is 30 ' the next guard-shift changes . pants of areas 3 and 4 . A detect traps
from the wall and is surrounded by a The main door of the house faces west roll will locate this "trap ." See area 8 if
courtyard planted with ornamenta l toward the iron gate. It is made of a PC causes a " squeak ."
trees and shrubs . As added protection , heavy oak and is locked (norma l
Brunt purchased five trained war dogs chances to pick) . It is also trapped with 2. Vestibule. This small hallway
(AC 6 ; MV 12" ; HD 2+2 ; hp 13 each ; a poisoned arrow, which fires through a opens north to area 4, south to area 3 ,
#AT 1 ; Dmg 2-8 ; AL N) to constantly small space just below the keyhole an d and onto a flight of stairs up to area 8 .
patrol the courtyard. These dogs can strikes its target as if fired from a 6th- These stairs have been constructed t o
smell intruders within 90' with 80 % level fighter (1-6 hp damage ; save vs . squeak when weight is placed upo n
accuracy and have an 80% chance t o poison or take 4-24 hp damage, or 2-1 2 them (like the entry hall, area 1), s o
hear any movement except a thief mov- hp if save is made) . that any attempt to move silently suffer s
ing silently. Each animal wears a stud- There are various windows about th e a -15% penalty. See area 8 if the PC s
ded leather collar and light leathe r house on both stories . All windows are climb the stairs at night .
armor. The dogs will not maul an unre- locked from the inside but may b e A small table in the southeast corne r
sisting opponent, but will bark an d forced open on a bend bars roll with a of the vestibule holds a crystal ball
growl loudly instead, awakening every - +15% modifier (roll score to remove (nonmagical) as a decoration, worth 40 0
one in the neighborhood . The dogs ar e traps to avoid making noise) . Of course , gp . Above the table is a painting of
wolflike in appearance . the windows may be broken open b y Haster Brunt ' s deceased wife . On the
A barracks for the guards has bee n rocks or weapons, but the splintering o f north wall is a painting of Haster in hi s
erected on the north side of the house . It glass is 80% likely to be heard by military armor, done some years ago .
is a single-story building, 15' wide an d guards or dogs. There is a 10% chanc e Either painting is worth 10-40 gp .
30' long. There is a 7' gap between the per window that one of the upper-stor y
top of the wall and the roof of the bar - windows has been accidentally left 3. Sitting Room . This is a 20'-square
racks . From the barracks, it is only 13 ' unlocked . Lower windows are checke d chamber with two windows (south an d
to the house . The barracks are hidden on a 20% chance per hour by the thre e west) and one door leading east to are a
by several leafy shrubs from the view o f guards on the grounds . 6 . It is furnished with two couches an d
anyone standing at the front gate . A t several chairs and tables . Three oil
the rear of the barracks are the do g First Floor portraits (20-50 gp each) hang on th e
kennels, one cage for each dog . walls, and four curios are locate d
The guards at the house have a fixe d Several rooms are noted to have curio s throughout the room . There is a 35 %
order for patrolling the grounds . Five in them . To generate the type and value chance that Brunt's personal servant ,
guards are on active patrol on the of a curio, roll 1d6 . On a roll of 1, the Ygori (AC 8 ; MV 12" ; F3 ; hp 19 ; #AT 1 ;
manor grounds at all times ; the guar d curio is from the Magic-User Furnish- Dmg by weapon type ; S 17, D 16, Ch 7 ;
shift is changed every six hours (start- ings table, on page 218 of the DMG, an d AL N; dagger +2), is here . Otherwise ,
ing at midnight), when a new group of has a value of 2-40 gp . On a roll of 2-5 , he is found in room 9, his bedchamber .
guards leaves the guard house and th e the curio is from the Miscellaneous If Ygori is here, his first action is t o
old shift comes in for a rest . Of the fiv e Utensils and Personal Items table, p . alert the guards outside with a shout ;
guards on duty, two stand outside th e 219, DMG, and is worth 1-20 sp . On a then he attacks intruders . He carries 5
wall of the manor grounds, weapons no t roll of 6, the curio is from the Jewelr y ep and 4 gp in a belt pouch . Ygori i s
drawn or unslung but kept fully at the and Items Typically Bejewelled table, p . incredibly loyal to Raster Brunt (he i s
ready (one segment reaction time) . As 219, DMG, and the item is worth 1-10 0 an old military buddy whose life Raster
one guard stays at the gate, the othe r gp . In all cases, make the item rolle d saved), and cannot be bribed . He is very
takes a full turn to walk around the consistent with the area in which it i s short and may, at a distance, appear t o
wall, then stands by the gate for a tur n found, and detail it as desired. be a beardless dwarf.
as his partner walks around the wall .
The other three guards patrol the 1 . Entry Hall . This is a 5' x 20' area 4. Library. There is a window in th e
grounds inside the wall, playing wit h with light curtains dividing the nort h west wall and a single door on the east
the dogs or inspecting the trees and and south 5' to create cloak rooms . wall of this 20' square chamber. The
shrubs . Their positions within the There are always several coats, cloaks, room contains high shelves holding

14 Issue No. 8
FOR A LADY'S HONO R

various tomes and parchments . The D M extremely fragile . The chandelier,


may fill these shelves with volume s which is made of glass, is too heavy an d
which are applicable to his campaign , cumbersome to transport in any manne r
although the majority of the book s save by wagon and draft horses .
should be of little use to the PCs . There The door to the west leads to area 3 ,
are several chairs and one table locate d and the door on the north leads int o
in the room, as well as five curios place d area 7 . There is a 20% chance to find a
here and there . servant (AC 10 ; MV 12" ; zero-level
In the northeast corner of the roo m human; hp 4 ; #AT nil ; AL N) in this
stands a full suit of plate armor whic h chamber during the day (5% at night) . If
has been enchanted by one of Brunt 's he gets the opportunity, the servant
magic-user friends to serve as a guard- flees to warn the guards in the court -
ian for the library. With any sound fro m yard (who in turn alert the city watc h
area 1 or with the entry of any perso n and city guard) .
but Haster into the library, th e The dining table is in the center of th e
enchanted armor (AC 3 ; MV 6" ; HD 4 ; room. Three curios sit upon it when it i s
hp 25 ; #AT 1 ; Dmg 1-10 with its hal- not in use for dining . Four paintings of
berd ; AL N) animates and begins to Raster 's ancestors hang on the wall s
move into position to attack . Because of (value 20-50 gp each) .
the armor 's size and composition, th e
PCs (and any other nearby occupants ) 7. Kitchen . The kitchen is 30' x 20' ,
can hear it moving and will not be sur- with entries from areas 5 and 6 . A con-
prised . This armor can be dismissed b y cealed door, behind a mobile cabinet o n
Brunt or by any other person by simpl y the east wall, leads out into the court -
saying, " Go away, Harold," in whic h yard . The chimney, oven, and fireplac e
case the armor returns to its corner. The are built against the north wall of th e
armor has no mind of its own, and so i s chamber. The usual kinds of cooking
immune to all spells involving mind - utensils and implements found in
control or mental influences. If th e kitchens are neatly stored about th e
armor moves at any time, see area 8 . room. Four curios are present here .
A door in the west wall leads to a 10 '
5 and 5A . Hallway and Bathroom. square pantry (7A) which is filled wit h AL N). He has a 95% chance of being
Each of these areas is 10' square . The y various foodstuffs and wines. The D M alerted to any unusual noises down -
are simply what they appear to be . Two may place specific foods and wines her e
stairs or on the stairwell during the
pastoral paintings adorn the hallwa y as he desires, but at least some of th e
evening, but he has been trained not t o
walls (10-40 gp each) as well as a provender should be exotic and expen-
attack until all intruders have reached
mounted curio . The bathroom has a sive . Use the Food & Drink table on p . the top of the stairs . Like the courtyard
bowl-and-table sink, a large wooden tu b 219 of the DMG for randomly examined
dogs, Petey wears a spiked collar an d
with a bucket beside it, and an innova- containers or items found here . Thre e
leather armor. Petey, who is much like a
tive flush toilet . A mirror and two curios are present in the pantry .
Great Dane, will be in room 13 if he i s
mounted curios hang on the wall by th e During the day a cook, 1-3 servants ,
not in the hall . Because he is a solid
sink . and 1-3 guards are present . At night ,
black in color, Petey looks remarkabl y
there is only a 15% chance of the cook, a
like a hell hound in dim light .
6. Dining Room . This is a 20' x 30 ' servant, or a guard being here . The coo k Any noise in this area alerts the occu-
room with two doors (west and north ) and servants have the same statistics a s pants of the other rooms 30% of th e
and three windows (two south and one those of the servant in area 6 . Anyon e time . They arrive to investigate or alert
east). The chamber serves as Brunt' s in the kitchen after midnight is eithe r
the guards in the courtyard . Brunt, if
personal dining room as well as a smal l cleaning up or getting a snack . Haster
awakened in his bedroom (room 13) ,
banquet room for important visitors . Brunt has a 5% chance of being here a t
makes sure that his door is locked, the n
Therefore, there are two full sets o f night, pouring himself a drink . screams for help from his window .
china, crystal, and silverware here . On e Five paintings of Raster Brunt 's
set is for everyday use and worth 325 gp Second Floo r ancestors (10-40 gp each), three mount-
total ; the other set is much more ornat e ed curios, and three small corner table s
and therefore more valuable (wort h 8. Upstairs Hall. This hallway leads in the northeast, northwest, and south -
1,450 gp) . A huge chandelier hangs to all the rooms on the second floor . east corners of the hall (each table wit h
above a large oak table which can com- There are five doors leading to the fiv e three curios) are present . The hall an d
fortably seat 10 people . The china, separate chambers . At any time after all other rooms on this level are car-
glassware, and utensils are kept in a dark, there is an 80% chance that a peted (+ 10% to move silently attempts) .
large cabinet on the north wall . Either special guardian is present in the hall -
set of dinnerware has a total encum- way, taking it easy for the night : Petey, 9. Ygori's Chamber. This 10' x 15 '
brance value of about 1,000 gp (sprea d Brunt's favorite guard dog (AC 6 ; MV room is furnished in spartan simplicit y
over five boxes, at 200 gp per box) and is 12" ; HD 2+2 ; hp 18 ; #AT 1 ; Dmg 2-8 ; compared to the rest of the house . It

DUNGEON 15
FOR A LADY'S HONO R

contains a bed, a small table, and two door from area 8 is locked ( — 10% t o deactivates the darts aimed at thi s
chairs . A small chest under the bed i s pick) and trapped with four darts set to room's door. As noted before, this trap is
locked and trapped with a poison needl e fire into the back of the PC in the hal l deactivated unless Haster Brunt is no t
(save vs. poison at +2 or be paralyze d closest to the door when the trap i s at home .
for 10-60 rounds) . Inside the chest ar e activated; the darts are fired from th e This room is elegantly furnished wit h
45 pp, 61 gp, and five curios of a person - ceiling, coming down at an angle . Thes e the best and most expensive pieces o f
al nature . There is a 65% chance that darts cause 1-4 hp damage each, an d Brunt's artwork and furniture : a large
Brunt 's manservant, Ygori, is in thi s each has the same chance to hit a door - bed, ornate tables, comfortable chairs, a
room at night (see room 3 for his statis- opening PC in the back as a 2nd-leve l nightstand, two lamps, and a room y
tics). fighter (note that dexterity and shiel d wardrobe . Twenty curios are presen t
bonuses are of no help here). None of throughout the room .
10.Servants ' Quarters . This 15' x the servants will open this door, as the y There are two paintings (1,000 g p
30' chamber has two windows on th e all know of the trap . However, they als o each) on each wall ; behind one of them
south and a single window on the west . know that the trap can be deactivate d (DM's choice) is a wall safe which can be
Six servants live in this sparsely fur- (as can the one on the door to room 13) discovered only if a character activel y
nished chamber which contains six cot s by pressing a button under the carpet , searches behind the pictures . The safe i s
with straw mattresses, one large table , in the northeastern corner of the roo m locked (— 20% to open) and is trappe d
six wooden chairs, and six small chest s under the hall table . Unknown to all with a sleeping gas which spews int o
(one at the foot of each cot) . The chest s servants, the trap has already bee n the room for a radius of 15' . The P C
contain all the servants' worldly posses- deactivated by Brunt (to prevent acci- closest to the gas suffers a -1 to hi s
sions (which is to say, not much) : extra dents), and won't be activated unless h e saving throw vs . poison, but other s
woolen clothing, 1-20 coins (copper, leaves the house . within the area of effect are allowed
silver and electrum), etc . One minor The study contains a large desk, sev- regular rolls . Failure to save causes
curio per servant is also present . eral cushions, three lamps, six pieces o f sleep for 3-12 turns and a reduction o f
Any servant in this chamber (1- 6 artwork, two small tables, and a coa t all hit points by half for 4-16 turns
present at any time, the rest being rack . Papers and writing implements li e afterwards .
elsewhere in the house or off-duty i n on the desk . The papers are of no inter- Inside the safe are a pouch with 1 0
town) has the same statistics as listed i n est, but the writing kit is worth 150 gp . gems (each worth 100 gp) and four piec-
room 6 . Their response to any intrusio n Three of the desk' s five drawers are not es of jewelry (worth 2,500 gp, 1,900 gp ,
is fear and timidity. If given the oppor- locked and contain extra paper, scroll 1,000 gp, and 750 gp) . There is no sign
tunity, they flee and alert the guards i n cases, and other writing supplies . The of the jewelled garter that is the objec t
the courtyard . If taken prisoner by the other two drawers are locked ( — 10% t o of the quest .
PCs, they are of no use in telling wher e pick) and trapped with poison needle s The four-poster bed is hung with sid e
the garter can be found, though there i s (save vs . poison or sleep for 2-5 turns). drapes and covered by a canopy so tha t
a 15% chance for any of them to hav e Twelve curios are present in the room . PCs cannot immediately see within . A t
knowledge of the wall safe in Brunt' s Each artwork piece is worth 20-120 gp . night, there is a 75% chance that Brun t
chamber. If threatened, they break In the first drawer opened, the PC s is sound asleep in the bed . If he is no t
down into hysterics if they fail a savin g find Brunt's legal documents : his will , here, he has a 5% chance of being in th e
throw vs. paralyzation . All are lower- property papers, two sets of accoun t kitchen (room 7), a 15% chance of being
class residents of Ansbach who ar e books, and IOUs from various peopl e in room 12, and a 5% chance of not eve n
trying to improve their stations in life . within the city (including Olcry Mun- being home .
It might be possible for the PCs t o chen and Wolgar Kin) . The secon d H<,ster Brunt keeps a dagger + 2
capture one of these servants outsid e drawer contains three scrolls : protection under his pillow, and he will not hesi-
the house complex and gain entranc e from edged weapons, protection fro m tate to use it on any lone intruder . He is
through him . Each DM should decide if poison, and a cursed scroll which cause s not, however, willing to risk his life for
this is possible or desirable and the n all paper within 10' to disintegrate material goods, and if obviously at a
create the appropriate encounter. (magical parchments receive a saving disadvantage he cooperates with th e
throw vs . disintegration at +4 to avoid thieves in locating the safe and empty-
11.Guest Room. This is a 15' x 20 ' destruction) . ing its contents . He will not willingly
chamber with a single entry from area 8 There is a 15% chance that Haste r hand over the garter and will disavow
and windows on the south and east) . It Brunt is present in this room during th e any knowledge of such an item, suggest-
contains a bed, a wardrobe, a desk, a night, working on governmen t ing that the PCs have been duped b y
table, and two chairs . The walls are paperwork . some person who is envious of his posi-
hung with some of the less expensiv e tion . If the PCs choose to listen to Hast-
pieces of Brunt's art collection (fiv e 13.Brunt's Bedroom . The door into er Brunt, he may attempt to make a
paintings worth 10-40 gp each) . Th e this chamber is locked (–15% to pick) suggestion to them ( "Let 's go meet my
room is unoccupied in the evenings . and trapped with darts similar to those guards.") .
used on the door into room 12 . Ther e Haster Brunt's spell books are hidde n
12.Haster Brunt's Private Study. are windows on the north and east, an d in a false panel on the underside of hi s
This room is 20' x 25', with windows o n a secret door on the west leading into bed . In addition to the spells he has
the north and west and a secret door i n room 12 . The button in the hall (men- memorized, he knows read magic, write,
the east wall, leading to room 13 . The tioned in room 12's description) also and 2-5 random spells of levels 1-3, al l
(continued on page 34 )

16 Issue No. 8



r
f

c ~r ~ 1

Carl Sargent was born in Carleon, the

tl Roman capital of South Wales which


may have been the real Camelot. He has

) y-
a Ph.D . in psychology from Cambridge

University and writes gaming article s


for DRAGON') Magazine and White
/ 60'47. Dwarf, and publicity releases for TSR,

L/t
UK. This is his first appearance in
rvf ~ C
~ ref, i%
DUNGEON' Adventures.
i C J
4'
1

r / .1 ~~` ; ` r ". ) In Defense of the Law is an AD&D°


game adventure for 6-8 characters of
y c
+s. tWINrxiIaTiSSrst s s+~rst _
r r x !i levels 7-10 who must be of nonchaoti c
r nw ' o wuai ' ..~ âr +r ~ w
alignments . A balanced party including

two clerics (or a cleric and a druid), with


Yy11Y V 1 ! 17/ it I 1f MW
I., a total of 55-60 experience levels and
la, P
PP ~ moderate magical-item possession, is
f
suggested .

" }a CI) /(Ail ,


In this adventure, the PCs must com-
0_0 ° I:. ttic,. ~1~111
I III

~
.hi .
/
bat a group of allied chaotic-evil crea-
d'. 1P i`i1 u
I y II N tures who seek (with demoni c

assistance) to destroy an artifact of Law.


It is therefore obvious that lawfully
driNiNpAlFAINATIMIllL
aligned PCs will be strongly preferre d

by those responsible for requesting their

help (see "Adventure Background"), but

neutral PCs might also be approache d


and be willing to adventure, for th e

artifact maintains a law/chaos balanc e

and has a strong affinity with natural

forces (thus, a druid might be eager t o


combat the chaotics) . While the PCs '

enemies are chaotic-evil, it is importan t


to remember that this is fundamentally
IN DEFENS E
a law-versus-chaos conflict .

There is, however, one complication . A

party of predominantly lawful-evil and

lawful-neutral NPCs is also seeking to

THE LAW combat the chaotic forces; thus, there


OF
may be a triangular conflict. If the P C

BY CARL SARGENT party is predominantly of lawful-goo d

and lawful-neutral alignments, the D M

and the players should gain maximu m

enjoyment from the complexities of

A question of adventuring and role-playing whic h


may arise .

The DM should have access to a cop y


morality versu s
of Unearthed Arcana, as several of th e

chaotic clerics have spells described i n

ethics — mad e that book . Other spells can be substi -


tuted at the DM's discretion . Also, sev-

eral of the wandering monsters ar e


lethal . described in the FIEND FOLIO ® Tome

but can be switched with equivalent

monsters from other books .

Adventure Backgroun d

Read or paraphrase the following to the

Artwork by C . Bradford Gorby players :


Cartography by Diesel

DUNGEON 1 7
IN DEFENSE OF THE LAW

mage back to life, the mage will b e


You are only passing through th e and matters seem hopeless. Marala n exhausted and require weeks of rest
coastal town of Ranaan, seeking has a map which pinpoints the
before he can even speak (he has also
adventure in more exciting places — entrance to the catacombs, and he i s
been poisoned, so the toxin will have to
or so you think . A young ma n prepared to give all the magical aid
be dealt with as well). The DM may
approaches you in the tavern where the town has (not much, but thi s create his statistics, making Varek an
you have taken rooms and politely illustrates his desperation) to a part y aged, lawful-good, 16th-level magic-use r
asks if the mayor might have a word of adventurers who will swear to d o with very few hit points .
with you. It would certainly be churl- all in their power to overcome th e Maralan can give the PCs the map o f
ish to refuse . chaotic forces and protect the town .
Ranaan and environs showing the loca-
Maralan, the mayor, is seated wit h He also promises as reward a gem -
tion of the entrance to the catacombs.
you in a back room of the inn within encrusted mace which is the mayo r 's He arranges for normal supplies (food,
minutes . His expression is grave, hi s traditional symbol of authority, and packs, oil, ropes, and nonmagical weap-
manner somber as he explains th e the town council has agreed to this ons such as arrows, bolts, daggers, etc . )
town's predicament: (the value of the mace is 7,000 gp) . to be provided at no charge .
For many years, Ranaan wa s Will you take on the adventure? The nature, disposition, and strategie s
affected by severe weather condition s
of the chaotic forces in the dungeon ar e
— late spring frosts, storms, eve n described for each level . The chaotic-evi l
flooding — which made life very For the Dungeon Master clerics are far from stupid, but thei r
difficult for its people . By magical
Maralan, a 3rd-level cleric of lawful - organization is not all it might b e
scrying, it was discovered that a
good alignment, is mayor of Ranaa n (reflecting their chaotic nature), an d
chaotic-evil magician had enchanted
(AC 10 ; MV 12" ; C3 ; hp 9 ; #AT 1 ; Dmg they are beset by internal rivalries .
two great, subterranean banes t o
by weapon type (mace) ; S 10, I 12, W 13 , However, the highest-level cleric amon g
distort the forces of nature in the
D 12, C 11, Ch 16 ; AL LG; spells : light, them is a formidable opponent : a 10th-
area . (No statistics are given — o r level cleric vampire . A group of drow
detect evil, sanctuary, know alignment) .
possible — for these banes as the y
He casts his know alignment spell fro m has also learned about the activities of
are primeval essences with no intelli-
the adjoining room before requestin g the clerics, and a representative of the
gence or form of their own .) The
the PCs' aid . Maralan wishes to b e dark elves is present as the drow ar e
townspeople suffered in silence until ,
certain that there are no chaotic or evil naturally interested in liberating th e
20 years ago, mutated animals and
PCs in the group before requesting their chaotic banes to evil effect .
deformed monsters were seen in th e The clerics are served by a rabble o f
help . Even chaotic-good characters are
northern foothills . That was the las t chaotic-evil humanoids and undead wh o
not acceptable .
straw, and help was sought . perform guard duties and menial tasks .
The magical items he donates ar e
Lord Paladin Justinian and a And, as marauding beasts are revered
three potions of healing, two of extra-
group of lawful-good adventurers
healing, and a scroll of three clerical by Siinkinara's clerics, a number of wil d
entered the catacombs wherein the animals of rather savage disposition are
spells (at 9th level of magic use) : cur e
magician dwelt and slew him, an d also to be found in the dungeon . While
light wounds, cure serious wounds, and
they placed there an artifact, the Orb there is some strength in the structure
dispel magic . These are given when th e
of Law, which countered and neutral- of the chaotic forces, these forces ar e
PCs promise to do all they can to over-
ized the effects of the chaotic banes. rendered less formidable in some case s
come the chaotic forces . The mace will
Nature returned to its normal pat - by virtue of poor organization, low intel-
be given over when they return.
tern, and the people of Ranaan coul d ligence, factional disputes, or petty
If inquiries are made about the mag e
once again farm, fish, and carry on jealousies and hatreds. Descriptions of
Varek, the adventurers can learn tha t
their normal business . monsters and their strategies reflec t
his possessions were stolen by his assas-
But now there is fear in the tow n these factors, and you should keep the m
sin . He has been buried close by the
once again . Varek the Mage discov- in mind in confrontations with the PCs .
rectory where Maralan lives . If the PC s
ered that a group of chaotic creature s The distance from Ranaan to th e
carefully ask permission to "dig up " the
had entered the catacombs bent o n catacombs is about 13 miles as the crow
mage, and if the PCs are able to us e
destroying the Orb and making cha- flies . The land has low, rolling hill s
speak with dead or a similar spell, the y
os supreme once more. Varek spok e covered by light woodlands after th e
can question Varek and learn tha t
of chaotic-evil clerics and the involve- first four miles of fields . Use the DMG
chaotic-evil clerics revering Siinkinar a
ment of a powerful demon . He travel-time tables on page 58 . Wander-
(the regional goddess of bloodlust,
warned that, at the new moon, th e ing monster checks should be dispense d
marauding beasts, and mayhem) hav e
Orb would be destroyed unless hel p with so that the PCs reach the cata-
occupied the catacombs . These cleric s
could be found . The very next day, h e combs unharmed, but if an encounte r
are accompanied by chaotic-evil undea d
was assassinated by an unknown (beyond the first four miles) is desired ,
and humanoids, and they also keep wil d
person who escaped capture . the Catacombs Random Encounter s
animals . A powerful demon will b e
It is now only five days until th e Table may be used in reduced scale . Rol l
summoned at the new moon to destroy
new moon, and Mayor Maralan i s ld6 and translate 1 = 1, 2 = 5, 3 = 9, 4
the Orb of Law . Varek does not specif y
desperate . Messengers sent out to = 16, 5 = 17, and 6 = 18 to select a
his sources of information but is ada-
recruit assistance have not returned, monster from the 20 listed in the table .
mant on these points . If the PCs some-
how have the resources to bring the Within the catacombs themselves, a

18 Issue No . 8

IN DEFENSE OF THE LAW

wandering monster check should be


made every game hour (six turns) wit h
a 10% chance of an encounter takin g
place . If an encounter is indicated, rol l
RANAAN
0_ v V4 4 Y
AND ENVIRON S
tit O. ;r 4, S'
v
ld6 to determine which turn during th e
hour the encounter takes place, an d 0
Vr 4 4y v~~4~4 4 4 4 4 ` 4 w 4
consult the Catacombs Random
Encounters Table . These monsters may
be found roaming the corridors, a s 5. 44 ti^ 4o, : y1~ U 4
4 V v 4 44 S~ S! '~~ 4 5 ,44S 0 Entrance to Catacomb s
either wanderers from outside, "pets" o f
the inhabitants, hired guards, or a s
sudden underground encounters (umbe r (; 9 WU
V~ 4Q4 V V 4
hulks can tunnel through earth an d V4 ^4 p"~
°1 Y Y v r 9
o ( 5
break into the catacombs, for example) . 0 m v, 0: (
Be careful with such encounters, how- V ~r 4 v 4 °? U 4 ! 4 4 4 x 4 4
ever; if a random roll indicates a tricky 0 0 0 5 4 0 44 0 4 4 44 4 0
encounter for a beleaguered party, yo u 4( 4 4' ' (r ( v 4 U ,c(i' v
4 4 4 0 4 S' 4 4~ 4 4 4 0) 4 4 4 4
may decide that it should not take 11-i 0 q)
place .
The catacombs have been develope d
by human construction work and magic , Foothill s
accounting for the regularity of cham-
bers and corridors . Ceiling height varie s
between 12' and 16' ; important excep-
tions are noted. Chambers are lit wit h
oil-burning lamps, corridors with brack-
eted wall torches unless otherwis e
stated . Metal armor clanking down
stone stairs and corridors (unless som e
precaution such as magical silence i s
used) creates a lot of noise and alerts
guards (+3 on surprise rolls).
Note that some NPCs can mov e
around, reorganize forces, and so forth .
Likewise, the final combat is tough, a s
the NPCs are smart and powerful
(many with permanent magical item s
commensurate with their experienc e
levels) . If you feel that possession of
these items by your PCs would unbal-
ance your campaign, you may wish to
devise a cover story to claw some of
them back (e .g ., many have been stolen
and must be returned), but experienc e s io
points for these items should be award- I
Miles
ed if they are used and kept.

The Lawful NPC Opponents What do the NPCs want? The law- upon one of Maralan's messengers . Sh e
This group of adventurers will be fully aligned members of this party surprised him and stabbed him in th e
encountered by PCs on the secon d (three LE, two LN) wish to combat the back, but the other NPCs caught up
dungeon level . Statistics are given i n chaotics just as the PCs do . However, with her before she could check all th e
full for the six NPCs, but details o f the lawful-evil characters (particularly messenger's possessions . Thus, Mara-
normal, nonmagical equipment is not the cleric) will also want to do awa y lan's plea for help fell into the NPCs '
tabulated (you may assume the normal with the PCs, given the chance . Con- hands . This note informed them of th e
range of such possessions or outfit them sider carefully if and when they attac k activities in the catacombs, generatin g
as you like) . and what risks different individual s a desire among the lawful NPCs t o
These NPCs are vital to this adven- within this group are prepared to take , combat the chaotic clerics .
ture . They can be used to help, hinder, as per the individual NPC descriptions Making their way to Ranaan to fin d
delay, or combat the PCs . Their individ- elsewhere in this adventure . more information (notably, how to locat e
ual descriptions should help you pla n Why are the NPCs here? They were the catacombs), they were attacked by a
their actions in specific circumstances . traveling in the locale when their thief , small group of ogres and made shor t
while on a scouting mission, chanced work of them . The cleric Suzerean cast

DUNGEON 19
IN DEFENSE OF THE LAW

will, if appropriate, tell the PCs tha t


they met one of Maralan's messenger s
and have responded to his plea for help .
They state that they did not know th e
location of the catacombs and are truth-
ful about their stroke of luck in gettin g
into the dungeon.
Role-playing the NPCs. The leader
of the party, the lawful-evil cleric Kan-
driasin, is both strongly lawful and
intensely evil . He certainly wants to d o
away with good-aligned PCs if at al l
possible and attempts to do this unles s
the odds are badly stacked against him .
Some of the other NPCs are likely to
ally themselves firmly with him (se e
individual descriptions) . He may als o
wish to destroy or subjugate lawful -
neutral characters .
There are two lawful-neutral charac-
ters in the NPC party. The cleric Suze-
rean, in particular, is here only t o
overcome the chaotics . She does what -
ever seems necessary to maximize he r
chances of doing this . She will ally with
Kandriasin if the PCs are incompetent ,
weak, or careless . However, if the P C
party is clearly stronger than the NP C
party, and if the PCs have fought wisel y
and shown good tactical sense, Suzerea n
responds well to them and joins them if
the PCs state that they cannot accep t
the presence of the evil NPCs .
Dungedan Stoneheart, the dwarve n
NPC, is too dumb for such an approach ,
but if a trace of anything less than fair
treatment and honesty from his fellow
NPCs can be demonstrated, he will join
the PCs in allying against the evi l
NPCs and may demand that the PC s
join him in fighting his former group . It
is even possible that the magic-user an d
thief in the NPC party might join th e
PCs against the other evil NPCs, but
neither is trustworthy.
These NPCs should be played careful-
ly, taking into account both the overal l
a detect magic spell at the ogres' posses - the unholy symbol worn by the junio r state of play and their individual char-
sions, since these included some item s cleric they have slain has warned the m acteristics . For example, Kandriasin i s
that they have overcome a chaotic-evi l intelligent and charismatic . He won ' t
clearly taken from deceased adventur-
make unnecessarily hostile remarks t o
ers . By chance, she detected a magicall y cleric .
What do the NPCs know? Only PCs . He tries to persuade his associate s
camouflaged portal in a nearby hillside .
The portal led to a passage which, i n what they learned in the note — that a to take on the PCs at the best possible
turn, led down to the second level of the group of chaotic clerics are active i n time, and he plots quietly and secretly ,
in whispers and out of earshot . Yo u
dungeon . The NPCs did not know that catacombs of unspecified location nea r
should foster suspicion and paranoia o n
this was an entrance to the catacomb s Ranaan, and that an artifact of Law i s
threatened (no details on how it i s the part of the PCs about him, but noth-
they were seeking, but it seemed dis-
threatened are given) . They decided t o ing too overt.
tinctly possible, and they decided to
burn the note after reading its contents , If the demon Ki-Baaz is present dur-
investigate . ing the final combat, the PCs may nee d
The NPCs have just entered the since if they entered Ranaan and pro-
duced it they would have to explai n the assistance of Suzerean the cleric .
dungeon when they encounter the PCs .
what happened to the messenger. They Persuasiveness and good role-playing b y
They have killed one set of guards, and

20 Issue No . 8
IN DEFENSE OF THE LAW

the players will certainly affect later SA paralyzation; SD immune to sleep appears to be an escape route north ,
combat strength . and charm ; AL CE . only to be crushed by the slab . Any
Armor-class note : In the statistics character taking damage from the fall-
provided for some of the NPCs encoun- 4. Junior Clerics . This living cham- ing slab is pinned beneath it for 5- 8
tered in this adventure, two armor-clas s ber is furnished with plain tables , rounds unless other PCs help to fre e
figures are given separated by a slash . chairs, a bearskin rug (value 180 gp), a him. One helper reduces the escap e
The first figure is the being's armor wall mirror, silvered pewter eating and time to two rounds ; two or more helpers
class from the front, counting all magi - drinking utensils (value 30 gp), and can extricate a trapped PC in one
cal, shield, and dexterity bonuses . The shelving holding minor bric-a-brac (pot- round . Anyone with the means to detec t
second figure is the being ' s armor clas s tery jugs, pipes, etc .) of trivial value . normal traps or unsafe stonework has a
from the rear, without shield or dexteri- Several evil clerics reside here . chance to find this trap .
ty bonuses or certain magical ones (a s Shuvaka, human female : AC -1/4 ;
would be encountered in surprise o r MV 9" ; C3 ; hp 17 ; #AT 1 ; Dmg by weap- 7. Storage Chamber. This unli t
rear-attack situations) . Special bonuses on type ; S 15, I 13, W 16, D 18, C 10, C h chamber contains extensive wall shelv-
for attacking these characters, such a s 14 ; AL CE ; banded mail, shield, foot- ing filled with 86 flasks of oil, 12 lamps ,
from surprise attacks, attacks on pron e man 's mace ; spells : command, cure ligh t sixteen 10' poles, fourteen each 50' an d
characters, charge attacks, rear attack s wounds, darkness, sanctuary, aid, augu- 20' ropes, and many tins and sacks o f
by thieves, etc ., must be added on . ry, hold person . She wears silver ear- tacks, iron spikes, etc .
rings (value 40 gp) and has a belt pouc h
Dungeon Level On e with five tigereye gems (value 10 g p 8. Magath's Chamber. This well -
each) and a small silver key (this open s appointed room contains a good bear -
1. Entrance Passage . This tunnel ,
the coffer in area 5) . skin rug (value 240 gp), a solid-toppe d
cut into the hillside (though somewha t
Marras, human male : AC 1/4 ; MV 9" ; writing table by the north wall (with
overgrown and crudely camouflaged )
C3 ; hp 16 ; #AT 1 ; Dmg by weapon type ; inks, quills, paper, and a crystal paper -
can be readily found . A ranger or other
S 17, I 9, W 12, D 15, C 16, Ch 9 ; AL weight ; total value 140 gp), comfortabl e
PC with tracking skills may observe th e
CE ; banded mail, shield +1, footman's chairs, silver cutlery and plates (valu e
footprints of several large humanoid s
mace ; spells : darkness (x 2), silence 15 ' 80 gp), two silvered goblets (value 60 g p
and two humans near the entrance . Th e
radius; 5% chance of spell failure . each), a crystal decanter of average
passage slopes down at a 30° angle fo r
When alerted, Shuvaka casts he r quality wine (value 200 gp), and a be d
the first 80' and is very dark once past
sanctuary and aid spells upon herself, with a silk coverlet (worth 180 gp )
the area where sunlight can penetrate .
and the pair come out to support the beside which stands a table holding a
The main east-west passage (connectin g
ogres and ghouls. But, if the PCs ar e silvered mirror and an ivory comb se t
areas 2, 3, 4, and 6) is dimly lit .
obviously powerful (e .g ., the clerics see (value 100 gp).
a magic-user PC firing off four or mor e Magath, human male : AC 1/4 ; M V
2. Ogre Guards . The door to this
magic missiles at once), the chaoti c 9" ; C5 ; hp 32 ; #AT 2 ; Dmg by weapo n
chamber is always open . One of th e
clerics retreat and alert Magath (area 8) type ; S 14, I 13, W 17, D 16, C 17, Ch 8 ;
guards is asleep at any given time bu t
and Rhadesse (area 11) . AL CE ; banded mail, shield, ham-
may be roused in one round ; he is ready
mer+1 ; spells : command, darknes s
to fight one round later . The chamber
5. Bedchambers . The private rooms (x 2), detect magic, sanctuary, aid, hold
contains only poor-quality bedding, a
of Shuvaka (5A) and Marras (5B) ar e person (x 2), know alignment, silence 15 '
crude table and chairs, pewter tan-
humbly decorated (pallet beds, poor - radius, bestow curse, cause blindness .
kards, copper eating utensils, and the
quality wall hangings, minor icons, a He possesses potions of extra-healing
like .
small collection of bestiaries of trivia l and fire resistance, and wears a zircon
Ogres (4) : AC 5 ; MV 9" ; HD 4+1 ; h p
value, cotton robes, etc.). Underneat h and silver ring (value 125 gp), a gol d
26, 23, 20, 14 ; #AT 1 ; Dmg by weapon
Shuvaka's bed is a small coffer, locke d bracelet (value 70 gp), a silver brooch
type (two-handed swords) +2 ; AL CE .
but untrapped (Shuvaka carries th e set with a moonstone (value 100 gp) ,
key), containing two gold bracelet s and a small silver dagger with a lapi s
3. Ghouls . This chamber contains
(values 125 gp, 75 gp) and 12 pp . lazuli in the hilt that he uses as a letter
only bones, shards and fragments of
opener (value 90 gp) .
pottery, rotting cloth and wood, and th e
6. Falling Slab Trap. This north- If Magath is attacked without warn-
undead guards that have been traine d
south corridor is unlit . A door is cun- ing, he fights as best he can . If given
not to attack the ogres (but will attac k
ningly painted on an unstable standing warning of the intruders, he joins Rha-
intruders when alerted by any sound i n rock slab that fills the corridor fro m desse (area 11 ; see strategy notes fo r
the corridor) . If alerted, one of th e
side to side . The slab stands 10' out that location) .
ghouls flees to tell the clerics in area 4 , from the dead-end wall . Any attempt t o
and the rest move to attack . They have
open the fake door causes the slab t o 9. Chapel. This room is dominated b y
been trained to divide their forces, half
fall and crush all those within 10 ' in a statue of Siinkinara in werewolf form ,
of them attacking the rear of an invad-
front (3-18 hp damage ; saving throw vs. which stands behind an altar that is 10 '
ing party via the west door, corridor ,
wands negates damage only if the P C away from the west wall . The alta r
and secret door. was at least 5' from the slab when it bears silver-threaded black cotton cloth s
Ghouls (8): AC 6 ; MV 9" ; HD 2 ; hp 14 began to fall) . Past intruders have been (value 50 gp), two bronze candlesticks
(x 4), 12 (x 4) ; #AT 3 ; Dmg 1-3/1-3/1-6 ;
chased into this cul-de-sac, which (value 4 sp each), gray tallow candles ,

DUNGEON 21
IN DEFENSE OF THE LAW

and the tails of wild animals . Cotto n into stone, obscure tongues . She has a and paralysis for 11 rounds . Several
wall hangings show scenes of wild crea- potion of healing and a scroll of tw o sets of footprints aproach this door an d
tures attacking and devouring men an d spells (at 9th level of magic use) : besto w return the way they came but do no t
elves . The chapel is always occupied b y curse and cure serious wounds . Rha- enter the room . The tunnels beyond th e
three huge worgs (AC 6 ; MV 18" ; H D desse wears silk robes with ermine tri m door are unlit, as are the chambers i n
4 +4 ; hp 32, 30, 27 ; NAT 1 ; Dmg 2-8 ; AL (value 200 gp) over her armor, a silver this area . Any remaining torches ar e
NE), creatures revered by Siinkinara's neckchain with a wolf's-head amulet broken and rotted in their wall brack-
clerics, that attack any intruders wit h (value 100 gp), and a belt pouch with 4 5 ets . The floors are dusty and strew n
great ferocity. They sit quietly unless gp and a small silver key (which opens with small rocks at irregular intervals .
disturbed, awaiting their next meal . the coffer in the secret alcove) . It should be obvious that this part of th e
If the alarm is raised, Rhadesse an d catacombs is not occupied by the chaoti c
10. Ghast Chamber. In this irregu- Magath (if alive) command the ghast s clerics or their vassals, and it has no t
larly shaped and undecorated chamber, from area 10 to enter the north-south been explored or renovated by them .
four ghasts (AC 4 ; MV 15" ; HD 4 ; hp corridor and attack intruders headin g There is a secret door in the nort h
23, 20 (x 2), 13 ; NAT 3 ; Dmg 1-4/1-4/1-8 ; north from area 4 . The clerics liberate wall of the corridor at area 12 . Behin d
SA paralyzation, stench ; SD immune t o the worgs from area 9 after the ghast s this door, a staircase leads down to level
sleep and charm spells; AL CE) are have gone to attack the PCs (so that the two of the catacombs .
engaged in excavation work, usin g animals are not affected by the stenc h
picks, along the north wall . Rhadesse of the ghasts) and stand, with the worg s 13. Margoyle Chamber. These tw o
(room 11) got a positive reading here before them, just south of the corrido r margoyles (AC 2 ; MV 6"/12" ; HD 6 ; h p
with a detect good spell and wishes to leading to area 10, preparing thei r 24, 19 ; NAT 4 ; Dmg 1-6/1-6/2-8/2-8 ; SD
locate and destroy the anathema . If the defensive spells . The chaotic cleric s camouflage, magical weapon to hit ; A L
PCs are able to penetrate 6' of solid roc k attack with offensive spells and use the CE) were originally attracted by a (no w
in the correct location (the middle of th e wolves as cover. However, despite Rha- decayed) sympathy spell designed t o
north wall), they find an old tomb i n desse 's training of the wolves, thes e attract beings of chaotic-evil alignment .
which lies an ancient skeleton in corrod- animals are so ferocious that they ar e They remain here, unable to escape past
ed chain mail bearing a mace +1 . The 50% likely to break ranks and attack a the glyph that was placed at area 12 t o
mace, if used by a character of good likely PC target . keep them out of the main living areas .
alignment, is a +3 magical weapon If the ghasts are overcome, the worg s Having triggered a glyph there once ,
against all evil-aligned beings . attack at once down the corridor . The they learned to avoid the door.
clerics will not surrender, but if Rha- The margoyles live in a state of per-
11. Rhadesse's Chamber. This room desse is in serious trouble she tries t o petual conflict with the meazels to th e
is decorated both lavishly and religious- retreat into area 10 and use her meld south . Being outnumbered by the latter,
ly. Rhadesse is fanatical and is also th e into stone spell (if she can do this with - they have become very cunning in order
senior cleric on this level . Above th e out suffering an attack in the back fro m to survive . Given their camouflage
tables, chairs, wolf-skin rugs (two, each a melee opponent), hoping that the PC s ability and cunning, they surprise fiv e
120 gp value), and pallet bed are man y will head west (through the glyph - times in six unless the PCs have som e
animal heads mounted on wooden wall covered door at area 12) . She can then advantage negating this. The margoyle s
plaques, all posed in attitudes of feroci- escape north via the secret door an d fight fiercely, hoping to slay the PC s
ty. There is a small wall alcove with a alert the guards on level two . and escape east . This chamber is unre-
secret door in the western wall, 2' x 3 ' Rhadesse will not immediately send a markable, its only treasure a pile of
in size and 7' above the floor, about 4 ' messenger to the lower level, becaus e coins (85 gp, 330 sp) hidden behind a
from the south wall . The secret door i s she hates the commander of level tw o rock in the southeast corner .
covered with a bear skin (value 200 gp ) and hopes to overcome any intruder s Having lived upon scraps tosse d
pinned to the wall . The door is als o with her own forces . She wants to clai m through the door at area 12 by the cha-
trapped with a glyph of warding which the credit from Siobhana, her com- otic clerics, these monsters would relis h
inflicts 14 hp cold damage (save vs . mander on level three, for herself. Her a meal of adventurers, and attack with-
spells for half damage) and paralyzes a s zeal and evil convictions are so strong out question or thought .
a hold person spell for 11 rounds unles s that she continues to believe she ca n
a successful save vs . spells is made . Th e triumph until her position is clearl y 14. Pool Chamber. Stalactites dri p
alcove contains a small, locked woode n quite hopeless . Her subordinates fight water from the ceiling of this rock -
coffer (Rhadesse has the key) containin g to the death, fearful of Rhadesse's wrat h strewn cavern. A hairline fault can b e
pouches with 65 pp, 320 gp, 120 ep, and if they do anything less . detected in the chamber ceiling during
14 gems (value 10 gp each) . a careful check . The pool in the center
Rhadesse, human female : AC 1/3 ; 12. Parting of the Ways . The door to of the cavern (maximum depth 9' i n
MV 6" ; C7 ; hp 44 ; NAT 1 ; Dmg by weap- the west is unusually stout (of thic k center) contains 15 small, sightless ,
on type ; S 12, I 12, W 17, D 16, C 16, Ch wood, with heavy black iron hinges an d albino fish which are quite harmless .
14 ; AL CE ; plate mail, footman's flail ; fittings which may be seen to be slight- There is nothing of value here .
spells: command, curse, darkness, detec t ly rusted if a very careful visual check
good, detect magic, aid, detect charm, is made) and is trapped with a glyph of 15. Skulk Chamber. This chambe r
hold person, silence 15' radius, wyver n warding that inflicts 14 hp electrical contains the skeleton of a humanoid
watch, animate dead, dispel magic, meld damage (save vs . spells for half damage) body, covered in rusted chain mail an d

22 Issue No . 8
IN DEFENSE OF THE LAW

almost wholly rotted scraps of cloth ,


lying by the middle of the south wall .
The body bears a gold bracelet (valu e
200 gp), a horseman 's flail, a rusted
shield, and a split and rotten leathe r
pouch which has spilled coins over th e
floor (8 pp, 4 gp, 20 ep) .
By the entrance lurk the two crea-
tures who did in this foolish adventurer .
They were once two elderly retainers o f
the magician who dwelt in these cata-
combs long ago . By virtue of their cow-
ardly, embittered nature and residua l
magical effects, they have becom e
skulks (AC 7 ; MV 12" ; HD 2 ; hp 10, 7 ;
/#AT 1 ; Dmg by weapon type ; SA +4 t o
hit from behind for triple damage; S D
camouflage ; AL CE) .
The skulks will not attack a sizeabl e
PC party but have a 50% chance t o
backstab a PC who is not wearin g
metallic armor if such a PC is at the
rear of the group as the adventurer s
leave this area . They may try to set
traps for fleeing or injured adventurers .

16.Rockfalls. At these points, rock -


falls block the passages . These block-
ages are of varying thickness (5-30 '
each), and it should be obvious that th e
method of ingress to the deeper levels o f
the catacombs is not to be found here .

17.Secret Door. This is only 4' wid e


and 4 1/2' high . The corridor beyond is n o
higher.

18.Meazel Chamber. This chamber


has a ceiling height of 9' . Stretched
across the entrance is a trip wire whic h
the two meazels (AC 8 ; MV 12" ; HD 4 ;
hp 17, 16 ; NAT 2 ; Dmg 1-4/1-4 ; SA
strangulation ; SD 4th-level thief abili-
ties ; AL CE) that lair here are wel l
aware of. They leap over this trap i f
running in retreat . Since the trip wire
is only 12" off the ground, this leap i s
only 50% likely to be noticed by an y tunnel leading 8' straight down to a Dungeon Level Two
pursuing PC . The occupants have crawlway, also of 3' diameter, which
sharp hearing, and if the PCs walk descends at a 25 ° angle to the south - If Rhadesse escaped to level two and
past the secret door the meazels ar e west . PCs would have to be very foolis h raised the alarm, she and the thre e
75% likely to hear them and emerge . I f junior clerics on this level (rooms 21, 26 ,
to enter the hole ; if they do so, the y
the meazels gain surprise, they are and 29) organize their defenses in an d
will meet almost certain death . A t
equally likely to try to rob a PC usin g intervals, small chambers open ou t around room 25, using the worgs ther e
their thief talents or to attempt a as physical protection while they deplo y
above the crawlway ; a meazel reside s
strangulation attack . spells to their best advantage . Lifarian ,
in each, ready to strangle any inquisi-
One of the meazels has a silver rin g the half-drow (area 26), seals off areas
tive explorers . The crawlway eventu-
(value 40 gp) and the other carries a 26-30 with wizard lock spells . One of the
ally leads to a warren of meaze l
pouch with seven gems (value 10 g p bugbear guards in area 19 is instructe d
tunnels (not shown on map) inhabited
each) and a small peridot (value 200 to get word to the junior clerics whe n
by a total of 20 unusually socia l
gp) . A small borehole near the sout h the PCs attack this level . The junio r
meazels . The DM may map out and clerics cast defensive spells and wait i n
wall of this chamber is a 3' diameter populate this area as desired .
ambush . If the PCs do not attack them

DUNGEON 23
IN DEFENSE OF THE LAW

and the advantages of these spell pro- wood plaque decorates the east wall . ber. Wall etchings and murals, mostl y
tections might be lost (spell expiratio n faded, bear a variety of sigils which th e
with time), the junior clerics emerge , 21. Fallirani's Quarters . Harania n original catacomb inhabitants believe d
with the worgs, to attack . They do not (see area 34) particularly dislikes thi s hastened the souls of the dead on their
inform Haranian, Siobhana's second-in- half-elf and has given him the unenvia- journey to the Outer Planes .
command (area 34), of the PCs' presenc e ble job of supervising the giant an d If the PCs are in combat with the fou r
since they all hate and fear him . bugbears (room 19), who scorn him an d ghasts (AC 4 ; MV 15" ; HD 4 ; hp 2 3
If the PCs enter area 23, the y dispute everything he says . Fallirani is (x 3), 11 ; #AT 3 ; Dmg 1-4/1-4/1-8 ; SA
encounter the NPC party that is also deeply embittered and would betray paralyzation, stench ; SD immune to
invading the catacombs . If not, the D M Haranian at the drop of a hat ; he might sleep and charm spells ; AL CE) in thi s
should arrange for the NPCs to mee t even join the PCs, but he is completel y chamber, the door leading to room 2 4
the PCs after the PCs have met th e untrustworthy. He will not, in any bursts open after 2-5 rounds of combat ,
junior clerics on this level but before event, betray anyone else on this leve l and the NPC party (see individua l
they meet Haranian . If the PCs are in save for Haranian and his bodyguard . descriptions) enters the chamber, weap-
serious trouble in battle against th e His quarters are fastidiously decorated, ons at the ready. They spend one round
junior clerics (without having previous- with cotton covers on his bed along th e figuring out what is going on, obviousl y
ly encountered the NPCs) the DM can , northern half of the west wall, a silver - surprised . They then aid the PCs with -
of course, send in the NPCs as a rescu e fox patchwork rug (value 500 gp), pol- out taking any unnecessary risks . After
party. Should this happen, the junio r ished table and chairs, silvered utensil s the combat is over, they heal thei r
clerics focus their attacks on the NP C (value 150 gp), and the like . wounds (assume that their fighters an d
party so far as possible . However, if the Fallirani, half elf male : AC 1/4; MV clerics are 10-50% down from maximu m
PC party is greatly weakened, th e 9" ; C4/MU4 ; hp 21 ; #AT 1 ; Dmg by spel l hit-point totals) and begin discussions .
NPCs may attack them after overcom- or weapon type ; S 16, I 16, W 16, D 17 , This is a good point for the PCs t o
ing the chaotic forces, which may lead C 16, Ch 10 ; AL CE ; chain mail, ring of (guardedly) rest and recuperate .
to an unfortunate demise for the PC s protection +1, dagger +3, footman's
(see individual NPC descriptions for th e flail ; spells : cure light wounds (x 3), 24.Guard Chamber. This room con-
NPCs ' reactions). darkness, sanctuary, aid, hold perso n tains four pallet beds and two plain -
The steps leading down to this level (x 3), magic missile (x 2), shield, detect topped tables with chairs . The NPC
from level one descend 80' over a 270 ' invisibility, invisibility. He has a potio n party has killed the guards here (fou r
distance and are unlit . Metal armor of levitation and a scroll with two spell s bugbears and one junior cleric) . Th e
clanking down the stairs can alert the (at the 9th level of magic use) : Melt's secret door in the east wall was origi-
guards to the PCs' presence . acid arrow and mirror image . Falliran i nally trapped with a glyph of warding,
wears silk-lined robes (300 gp value), an but the passage out is now clear . It leads
19.Humanoid Guards . This larg e amethyst and silver neck pendant (val- up to a magically concealed exit on th e
chamber contains only crude furnish- ue 400 gp), and a gold ring set with a north side of the foothills, 200' away.
ings, spare clubs and weapons, and th e tourmaline (value 200 gp) .
pallet beds of four bugbears (AC 5 ; MV 25.Worgs . This large chamber is
9" ; HD 3+1 ; hp 19, 17, 16, 14 ; #AT 1 ; 22.Jackalweres. This bare chamber mostly bare except for two large statue s
Dmg 2-8 or by weapon type ; SA 50 % smells slightly musky (10% chance per of huge wolves in the northeast an d
surprise ; AL CE ; morning stars) . A hil l PC of detecting this from outside) and i s northwest corners . The seven worg s
giant (AC 4 ; MV 12" ; HD 8 1/4 ; hp 51 ; unlit . The three jackalweres (AC 4 ; (AC 6 ; MV 18" ; HD 4 +4 ; hp 28, 2 6
#AT 1 ; Dmg 2-16 ; SA hurl rocks (but no t MV 12" ; HD 4 ; hp 27, 13 (x 2) ; #AT 1 ; (x 2), 25, 24 (x 2), 22 ; #AT 1 ; Dmg 2-8 ;
here, he doesn't!); SD 30% chance t o Dmg 2-8 ; SA sleep gaze ; SD iron or + 1 AL NE) that lair here are large speci-
catch large missiles ; AL CE) is used for or better weapon to hit ; AL CE) that mens and very aggressive, but the y
moving heavy objects, and has assiste d lair here are important to the clerica l have been trained to respond to simpl e
the clerics with locating and trainin g cult at certain religious rites, but are hand signals given by the cleric s
the worgs (area 25) . He also tyrannize s regarded as unpredictable and danger- (instructions such as " attack this crea-
the bugbear guards and keeps that ous, and will not be pressed into guard ture," " defend me against attack," an d
fractious rabble in terrified order. If th e service automatically. However, if the the like) . The worgs are sacred t o
giant is slain, any surviving bugbear s junior clerics (rooms 21, 26, 29) ar e Siinkinara and are well treated by th e
surrender at once . warned by a bugbear (from area 19) o f clerics ; they will fight to the last to
the PCs' entry into this level, they dis- protect the clerics if so instructed .
20.Giant's Lair. This chamber (ceil- patch that bugbear with instructions to The leader of the pack is a chaotic-
ing height 18') contains : poor quality, open the door to this chamber. The jack- evil, animal-form werewolf (AC 5 ; MV
lice-infested, animal-skin bedding ; two alweres promptly put the bugbear t o 15" ; HD 4 + 3 ; hp 30 ; #AT 1 ; Dmg 2-8;
spare giant-size clubs ; two large potter y sleep and eat him, then prowl around i n SA surprise on 1-3 ; bite causes lycan-
jugs (of water) on a plain-topped table ; the east-west corridor outside this room. thropy ; SD silver or magical weapon t o
and, a crude chest (unlocked an d hit; AL CE), a savage creature tha t
untrapped) containing the giant's wage s 23.Ghast Chamber. Along the eas t attempts to engage any PC cleric in
and those which it has appropriate d and west walls are four tombs, open an d melee .
from the bugbears (110 gp, 920 sp, 1,15 0 empty ; the undead forms of their former Each of these eight creatures wears a
cp). A badly mounted dwarfs head on a occupants guard this largely bare cham- leather collar with bronze studs and a

24 Issue No . 8
IN DEFENSE OF THE LA W

silver pendant with an etched sigil ; the total value 500 gp), a small table wit h tion from electricity, and a second scrol l
pendants are each worth 10 gp . ornaments (marble snails, conches , with two spells (at 8th level of magic
three silver-banded crystal vials o f use): animate dead and spell immunity
26. Lifarian's Chamber. This cham- unholy water, and the like ; total value (which she will cast against a magi c
ber is unlit and decorated with macabr e 300 gp), a commode, and a wizard missile spell). She wears a silver tiar a
humor. Outlandish self-parodyin g locked (7th level) coffer beneath the bed . set with moonstones (value 1,200 gp),
scenes of triumphant evil are depicte d Three hematite plaques are set int o silver earrings (value 40 gp), and match-
on two wall tapestries (value 1 gp each ) the top of the coffer (which is not physi- ing silver bracelets (value 100 gp each) .
and three oil paintings hung on th e cally trapped) . Unless these plaques ar e
west wall (gilt frames worth a total of depressed in the correct order (right t o 30. Clarissa's Bedchamber. Thi s
240 gp) . There are standard room fur- left), the coffer, when touched, simpl y room holds a notably luxurious bed wit h
nishings: table, chairs, footstool, uten- disappears into the Ethereal Plane , silk and fur covers (total value 1,10 0
sils on table, etc . reappearing 24 hours later. The spell gp), a wardrobe with robes, blouses, etc . ,
Lifarian, half-drow male : AC -1/2 ; books of both Lifarian and Fallirani ar e of silk and cotton (total value 400 gp), a
MV 12" ; F7/C7/MU7 ; hp 50 ; #AT 3/2 ; normally kept in this coffer, but a care - table with crystal vials and jars o f
Dmg by spell or weapon type; S 17, I 16 , fully worded limited wish ensures that unguents and perfumes (total value 30 0
W 16, D 17, C 17, Ch 15 ; AL CE ; drow- PCs will not be able to obtain them. The gp), and a casket containing five diverse
made elfin chain +3, long sword +2 , spell causes the books to disappear into minor jewelry items (values 200 g p
dagger +2; spells : command, cure light the Ethereal Plane for 24 hours if any- (x 3), 300 gp, 450 gp). Finally, there is a
wounds (x 2), resist cold, sanctuary, aid , one other than Lifarian opens the coffer. wall-mounted (and very heavy) mirro r
hold person, know alignment, resist fire , The other items in the coffer are bag s with silver filigree edging (300 gp val-
silence 15' radius, dispel magic, prayer, containing 150 pp, 350 gp and 550 sp , ue). If there is time, Clarissa may mov e
spell immunity (cast against hold per- and a casket containing two gold ring s the more portable items of treasure to
son), alarm, magic missile (x 2), shield, with diverse gem settings (values 70 0 Lifarian 's lair (see room 27).
invisibility, Melt's acid arrow, wizard gp, 650 gp) . Clarissa's treasures (area
lock, lightning bolt, Melt's minute mete - 30) are within this coffer if the junior 31 . Great Chamber. The ceiling
ors, minor globe of invulnerability. clerics here received warning of th e height in this room is 20', so echoes ar e
Lifarian can fight with two weapons , PC s ' incursions from guards on the firs t especially loud here . Two great stone
incurring no penalty on "to hit" roll s dungeon level . pillars, with sculptured wolves and
with the long sword and a -2 penalty wolverines upon them, support the roof.
with the dagger. He has several magical 28. Lounge . This cozy room is used by Wall and floor mosaics show scenes o f
items: a dart of the hornets' nest whic h all the junior clerics on this level . Com- Siinkinara's clerics commanding legion s
divides into seven darts (each +3 to hit , fortable chairs and a table bearing fin e of snarling wild beasts and groups o f
Dmg 1-3/1-2, can be used but once (non - silver utensils, two silvered crystal undead, pouring down hillsides toward
magical afterward), XP Value 500, gp decanters (total value 650 gp), a chais e human settlements . The two room s
Value 4,000); potions of extra-healing lounge, and scatter cushions decorat e located through the east and west arch -
(x 2) ; a wand of negation (11 charges) ; this chamber. The southern door i s ways contain undead attendants whic h
winged boots; and, a scroll of thre e wizard locked (7th level) . advance and attack any who enter, sav e
spells (at 8th level of magic use) : detect for clerics of Siinkinara or character s
invisibility, wizard eye, and wizard lock . 29. Clarissa 's Chamber. Althoug h accompanied by same .
Lifarian is a cynical, ambitious half - this room contains standard furnishing s Six ghouls (AC 6 ; MV 9" ; HD 2; hp 1 2
elf who despises virtually everyone els e (including a bearskin rug worth 240 gp) , (x 2), 9 (x 2), 7 (x 2); #AT 3 ; Dmg 1-3/1-3/
in Siinkinara 's cult but who has allie d a great copper bowl filled with water 1-6 ; SA paralyzation ; SD immune to sleep
himself with the other junior clerics and set on a stout table dominates th e and charm spells; AL CE) hide in roo m
against Haranian, hoping that in tim e chamber. The bowl is surrounded by 1 2 31A, and four ghasts (AC4 ; MV 15" ; Hd
he will rise to Haranian 's position . He i s crystal vials (value 40 gp each) an d 4 ; hp 27, 15, 13, 9 ; #AT 3 ; Dmg 1-4/14/1-8 ;
also a distant relative of Xintilla, the bundles of herbs, two blocks of incense , SA paralyzation, stench ; SD immune to
drow envoy (area 37) . It was he who an oil burner, an unholy symbol o f sleep and charm spells ; AL CE) lurk in
alerted the drow to the goings-on here , Siinkinara, and similar implements . 31B, eager for warm, living prey .
hoping to acquire some credit in th e Clarissa has been engaged in the manu- The height of the archways is 8', an d
eyes of powerful drow which might be facture of unholy water for the demon - the ceiling is 12' high in the side cham-
useful in the future . He is courageous , summoning ceremony. bers. The main chamber is dimly lit by
but if seriously injured in combat he Clarissa, human female : AC 1/4 ; MV two small lamps burning along th e
may seek to escape to level three of th e 12" ; C6 ; hp 38 ; #AT 1 ; Dmg by spell o r north wall, but two great oil-burning
dungeon, taking refuge with Xintilla . weapon type ; S 16, I 11, W 16, D 15, C braziers stand against each of the east
16, Ch 11 ; AL CE ; chain mail +1 , and west walls to either side of th e
27. Lifarian's Lair. The door to this shield +2, hammer +1, quarterstaff; archways, with four vials of oil and si x
chamber (which is also unlit) is wizard spells : bless, curse, darkness, cause fear, torches on wall shelves beside eac h
locked at the 7th level of ability. This protection from good, aid, hold person, brazier.
bedroom contains a silk-covered be d resist fire, silence 15' radius, spiritua l
(covers worth 300 gp), a wardrobe with hammer, continual darkness, dispe l 32. Bodyguard . This antechamber i s
spare clothes (robes, boots, belts, etc . ; magic. She possesses a scroll of protec- mostly bare, containing but two chair s

DUNGEON 25
IN DEFENSE OF THE LAW

and a table located before the north sils, filigree-decorated quills, and th e chaotics above everything else . It i s
door. It is occupied by Shirek, Hara- like can be gathered (total value 300 likely that if any serious damage i s
nian's brutal bodyguard, a massive an d gp) . There is no chest or coffer ; Hara- suffered by members of the NPC party ,
vicious half-orc mercenary. He is pai d nian keeps his treasure on his person in there may be defections from thei r
well and is sometimes allowed to exe- the form of jewelry. ranks or a determined attempt at peace -
cute sacrificial victims, so he is happ y Haranian, human male : AC -3/-1 ; making by Suzerean . Combat with the
with his lot . Shirek has a special hatre d MV 9" ; C9 ; hp 70 ; NAT 1 ; Dmg by spel l NPC party might not decimate the PCs ,
of elves and half-elves which feeds th e or weapon type ; S 18, I 9, W 16, D 16, C but it can be used to delay them and se t
junior clerics ' hatred of Haranian . 17, Ch 12 ; AL CE ; full plate armor +1 , them up for further bargaining, role -
Shirek will, if possible, focus mele e ring of protection +1, footman 's mace playing, and ultimatums .
attacks on elf and half-elf PCs . The +1 ; spells : bless, command, detect good, It may be that the PCs have already
sound of combat in area 31 alerts him , detect magic, cause fear, resist cold, dealt with the NPC party by expellin g
and he in turn alerts Haranian (area 34 ) detect charm, detect life, hold person , the evil adventurers or forcing them t o
who casts suitable defensive an d resist fire, silence 15' radius, withdraw, leave, and may have recruited one o r
information-gathering spells before the animate dead, continual darkness, dis- both of the neutral NPCs . If this has
two come out to attack . The half-or c pel magic, detect lie, poison, flame strike. happened, Suzerean the cleric suggests
uses his oil of sharpness on his sword s He possesses a ring of mind shielding, waiting until the day of the new moo n
in preparation for battle . three beads of force, one potion each of to attack the third dungeon level . Sh e
Shirek, half-orc male : AC -1/1 ; MV extra-healing and invisibility, and a cautions that if the problem is to b e
6" ; F7 ; hp 80 ; NAT 3/2 ; Dmg by weapon scroll of three spells (at 9th level o f dealt with finally, it may well be that
type ; S 18/70, I 8, W 8, D 16, C 18, Ch 7 ; magic use): dispel good, protection fro m the demon will have to be encountere d
AL NE ; full plate armor, bastard sword , good, and true seeing . He wears a huge and overcome, and that any other
two-handed sword, oil of sharpness + 3 gold neckchain (value 1,200 gp), thre e course of action may only delay th e
(2 doses) . Shirek prefers the bastard gold rings with diverse gem settings chaotics . She will, of course, stress tha t
sword for its speed against small and (values 715 gp, 450 gp, 400 gp), a soli d resting for a time will permit physica l
medium targets . He possesses a periapt platinum bracelet (value 240 gp), and a recovery, the casting of information -
of proof against poison +2 and a scroll belt pouch with eight assorted gem s gathering spells, and so on .
of protection from paralyzation, which (values 500 gp (x 2), 100 gp (x 5), 50 gp) . If the PCs, with some help from th e
he reads immediately before engaging Haranian is large (6'3", 245 lbs .) and NPC party, attack level three before th e
in combat . is an arrogant bully. He is the perfect demon arrives, the final combat ma y
second-in-command for Siobhana (leve l not be terribly difficult for them . Hence ,
33. Shirek's Chamber. This small three) — too dumb to ask awkward greater enjoyment of a closer comba t
bedroom contains a pallet bed; a tabl e questions or be a threat to her, bu t may be had if the demon is present .
with pottery vessels, pewter tankard s strong enough to keep his place an d However, if the occupants of level thre e
and utensils ; a medium-sized firkin of bully subordinates into submission . If have not been warned of an invadin g
dreadful ale ; and, a coffer (with a poiso n Haranian cannot reach level three an d force and the PCs have made very goo d
needle ; save vs . poison or die) contain- raise the alarm, he will fight to th e time, the DM should allow them to
ing Shirek's accumulated wages (120 death here — and will probably enjoy it . enjoy their good fortune .
gp, 550 sp, 400 cp). Alternatively, it is possible that th e
Dungeon Level Thre e PCs have been so slow that the night o f
34.Haranian's Quarters . Decorated the new moon passes before they reach
This level is dangerous indeed . There
with an opulence exceeded only by its are two powerful enemies here, and on level three . If this happens, the demon
tastelessness, this lurid room is posi- and Xintilla the drow have departed, as
the day of the new moon there will be a
tively repellent . Hanging above Hara- third — a summoned demon. If Lifarian
has Siobhana (in gaseous form, he r
nian's silk-and-fur-covered bed (value o f treasure buried somewhere outside).
escaped to this level from level two ,
covers 900 gp) in the northeast corne r Only the mindless undead guard s
Siobhana will summon the demon Ki -
are two silver statuettes of succubi , remain (together with any luckless
Baaz, on the morning of the game day
affixed to the walls by silver chain s after Lifarian's retreat, even if this da y
refugees from level two). The Orb of
(value 300 gp each) . A badly stuffe d Law has been destroyed (see area 43) ,
is not the day of the new moon . Threat- and the PCs' mission has failed .
bear stands holding a pewter tray of
ened by the attack of a strong PC party , The steps leading down to this leve l
pottery fruit in the northwest corner, Siobhana has no other choice.
and the southwest corner contains a from level two descend 40' over a 160 '
If Lifarian did not escape from leve l
marble bust of the occupant (absurdl y two, the DM may wish to delay the PC s
distance, but the guards in area 35 do
flattering) . Close by the bed is a ward - not respond to armor clanking dow n
until the day of the new moon . Some (or them or to any other noise ; they only
robe housing a collection of very brigh t
even all) of the NPC party members respond to entry into room 35 .
fabrics and clothes, most of which are may decide that they can risk attacking
too tight to fit Haranian's gross fram e the PCs . Keep in mind that Xavandra,
now (total value 700 gp). Shelves and the NPC magic-user, and Eldoriel, th e
35.Monster Zombies . In this bare
tables bear other tasteless ornamenta- chamber, four monster (bugbear) zom-
NPC thief, have high regard for thei r
tion (skull paperweight, waste basket bies stand guard (AC 6 ; MV 9" ; HD 6 ;
personal safety, and that Suzerean, th e hp 30, 29, 28, 25 ; NAT 1 ; Dmg 4-16; S D
fashioned from a humanoid rib-cage , NPC cleric, wishes to overcome the
etc .). After some searching, silver uten- limited spell immunity, half damag e

26 Issue No . 8

IN DEFENSE OF THE LAW

from blunt weapons; AL N) . They were


created by Siobhana with her animat e
dead monsters spell . One zombie hold s
the rope of a great brass bell fixed to th e
DUNGEON LEVEL 3
ceiling . In the event that anyone othe r
than a cleric of Siinkinara (or accompa-
nied by same) enters from the east door,
the monster zombie at once rings th e
bell . If the occupants of this level hav e
been warned of the PCs' presence, th e
zombie rings the bell if anyone enters .
The noise made by the bell is deafen-
ing. All within 150' can hear it, an d
anyone present within the chambe r
when it is rung must save vs . spells o r
be unable to cast spells for 2-5 rounds .
The zombie rings the bell for just on e
round, then joins its fellows in mindless-
ly attacking the intruders. The rope can
be severed if it receives 10 hp damage ,
causing the bell to drop on the zombi e
and destroy it .

36.Troll Guard . This room is undec-


orated and malodorous, dark, and utter-
ly filthy. The huge troll (AC 4 ; MV 12" ;
HD 6+6 ; hp 40 ; NAT 3 ; Dmg 5-8/5-8/2 -
12 ; SA attacks multiple opponents ; S D
regeneration ; AL CE) that lives here
1 square = 10' 44
was captured in the hills by the hil l
giant and bugbears (level two), who
were able to beat him unconscious and
bind him . Siobhana decided not to sacri- warned of what was going on here b y that lasts for 3-30 rounds.
fice the troll by fire but to use it as a n Lifarian (room 26). He is here as an Xintilla has a ring of shocking grasp
extra guard . unofficial representative of the drow , (7-14 hp damage by touch), a wand of
The very few visitors here are usuall y who are not displeased with the activi- magic missiles (10 charges), and two
shown to Siobhana's quarters (room 41 ) ties of Siobhana 's group but want more scrolls (at 11th level of magic use) . The
by the troll, who gives them meaningfu l information . He and Siobhana ar e first contains Melt's minute meteors and
glances as it licks its lips en route . friendly but a little wary of each other. sepia snake sigil; the second has teleport
Siobhana has found that this intimida- Xintilla 's chamber is modestly fur- and detect illusion . His pack holds two
tion helps her to get what she wants i n nished with a cotton-covered bed, a small traveling spell books which con-
negotiations . Xintilla the drow repre- wardrobe holding spare garments, a tain all of his listed spells plus 2-8 oth-
sentative, for one, was intimidated b y table and chairs, two cotton wall - ers (randomly chosen) . Xintilla wears a
the huge humanoid . The troll is give n hangings depicting desolate landscapes , fine platinum and opal neckchain (value
treasure (and an occasional bugbear) to and the like . Minor ornamentation and 3,000 gp), a gold and sapphire ring
keep it happy, and — being smarte r silver utensils (total value 200 gp) ca n (value 4,000 gp), and fine silk robes
than the average troll — it accepts it s be garnered after searching . with silver embroidery (value 1,600 gp).
lot . It attacks at once upon hearing th e Xintilla, drow male : AC -3/1 ; MV In one belt pouch, he has five gems (10 0
sound of combat from area 35, but i f 12" ; F6/MU11 ; hp 38 ; NAT 1 ; Dmg by gp each) and a silver ring with a smal l
reduced to 8 hp or less, it attempts t o spell or weapon type; S 11, I 17, W 9, D diamond (value 2,100 gp) ; in a second
flee east up the stairs to level two and 18, C 15, Ch 10 ; AL CE ; drow-made pouch he has four small vials of an
the outside world beyond . chain mail +4, short sword +3, two alkaloid drug (colorless and odorless )
Among the filth on the floor can be javelins +3; spells : charm person, which causes nausea (half norma l
found 145 gp, 420 sp, 760 cp, and tw o grease, magic missile, read magic, con- strength for 5-8 hours) if ingested b y
gems (values 200 gp, 100 gp) . There is tinual darkness, detect invisibility, invis- anyone not habituated to the drug's
also a gold bracelet (worth 160 gp ) ibility, stinking cloud, dispel magic, fly, effects . Xintilla is addicted to this drug .
around the wrist of a partially eaten phantasmal force, protection from nor- It has affected his metabolism so tha t
bugbear. mal missiles, ice storm, minor globe of his magic resistance is only half norma l
invulnerability, wall of fire, feeblemind, (now 25%) . The drug will affect him i n
37.Drow Envoy. Xintilla has bee n hold monster, teleport . The two javelins worse ways in time, but this is its onl y
here only a week. He is an old acquaint- +3 are tipped with paralyzing veno m effect to date .
ance of Siobhana (room 41) and was (save vs . poison at -1 negates effects) If Xintilla is warned or hears th e

DUNGEON 27
IN DEFENSE OF THE LAW

sound of the bell from room 35, he flees form, could travel in an emergency . connected to huge bells . Any creatur e
at once to room 43, alerting Siobhan a Siobhana will use these rooms as neces- entering automatically announces its
(room 41) en route . If trapped within sary if attacked and unable to escape in presence. This "doorbell" is not a trap
this chamber, he will teleport to area 43 any other manner . and cannot be detected by a find traps
(which he has studied very closely) . spell or a thief's find traps skill .
41. Siobhana's Chamber. This roo m This chamber is quite bare, save for a
38. Great Chapel . This chamber is contains standard furnishings and fit- trestle table along the east wall ,
vast and forbidding, with a ceilin g tings but is only very dimly lit . The although wall and floor mosaics o f
height of 30' . Wall frescoes and murals , wall hangings are of unusually fine abstract design cover every flat surface .
tapestries and hangings portray scenes quality (value 900 gp, but bulky). There
of chaos in nature : volcanoes, tidal is no bed and no mirror . A bearskin rug 43. Chamber of the Orb . This vas t
waves, savage electrical storms, herd s (worth 200 gp) and a patchwork quilt of chamber has a ceiling height of 35' an d
of marauding wild beasts . A massive great cat furs (value 700 gp) lend an ai r has been cunningly constructed . Th e
altar set before the east wall i s of barbaric splendor to the room . There great landing area at the south end o f
engraved with similar scenes and mor e is a collection of silver and crystal gob - the chamber is 20' above ground level ,
abstract sigils and arabesques . Two lets (eight pieces, total value 1,000 gp ) and the only ways to reach it are b y
huge altar cloths, two massive silve r on a silver tray (value 120 gp), and a using the stairs or by a spell such as fly
chalices (nonmagical and harmless , (nonmagical) crystal ball on a silver (a thief using his climb walls ability is
worth 1,500 gp each but very heavy) ful l base, held by silver claws with tigerey e in for a nasty surprise — see below).
of unholy water, bronze candlesticks , and topaz settings (value 1,200 gp). Two great, hemispherical, marble pil-
and a range of ceremonial candles deco- Siobhana (pronounced shu-vah-nuh) , lars stand in the middle of the sout h
rate the altar. A row of 12 black cotto n female vampire : AC -1 ; MV 12"/18" ; wall, each 5' wide and set into the wall .
robes (six with silk linings, worth 200 C10 ; HD 8+3 ; hp 50 ; NAT 1 ; Dmg 5-1 0 There is a 10' gap between them . The
gp each) hang on pegs along the south or by weapon or spell type ; SA energy pillars are carved with many runes an d
wall . Large pews are arranged at irreg- drain, charm gaze ; SD magical weapo n sigils of an extinct chaotic cult .
ular intervals to face the altar. Evi l to hit ; immune to sleep, charm, hold Between the pillars, motionless in
though this place is, it is simply to b e spells, poison and paralyzation ; half mid-air, floats a bronze sphere abou t
used in preparation for the rituals need- damage from cold and electricity ; saves 10 " in diameter. This is the Orb of La w
ed to destroy the Orb of Law. A success- as 10th-level cleric ; W 18, D 17 for (see description at end of module), and it
ful exorcism effectively destroys the saving-throw purposes ; AL CE ; cloak of is protected by a wall offorce that
usefulness of this place to evil forces fo r displacement; spells : darkness (x 4) , stretches between the pillars and can-
2-8 weeks, or a wish can be used to detect good, detect magic, hold perso n not be dispelled (by the PCs, at an y
remove all evil influence . (x 2), know alignment, silence 15' radiu s rate) . Both the wall of force and the Or b
(x 2), withdraw, animate dead, contin- can be assumed to be immune to magi -
39. Secret Chamber. The secret door ual darkness, dispel magic, glyph of cal damage in the context of PC 's
bears a glyph of warding that inflicts 2 0 warding, detect lie, cloak of fear, poison, actions here (except for obvious spells
hp cold damage on anyone opening the protection from good 10' radius, animate like disintegrate) .
door (save vs . spells for half damage). dead monsters, slay living. The defense of this chamber has bee n
The 10'-square cubicle behind the door Siobhana possesses three scrolls o f carefully planned . At the bottom of each
holds a coffin whose bottom contains a spells (all at 10th level of magic use) . 10'-wide staircase stands a monste r
layer of earth. This is one of Siobhana' s Scroll 1 has continual darkness (X 2) . (bugbear) zombie guard (see room 35 for
coffins (see also areas numbered 40) . Scroll 2 has dispel good and true seeing. statistics), able to block the bottom of the
This coffin contains some of Siobhana 's Scroll 3 has flame strike and magic font . stairs . If Xintilla is here, he uses his
nonmagical treasures : a silver tiara se t For scrying purposes with the magic grease spell to make running up one se t
with bloodstones (value 2,000 gp), a sil k font spell, assume that Siobhana i s of stairs (determine randomly) extremely
choker with a silver and citrine pendan t familiar with all areas occupied by he r hazardous. Further, the entire shaded
(value 570 gp), two silver bracelets wit h clerics . She wears fine, flowing violet area of the main ground section (see
spinel and sapphire inlays (values 1,70 0 robes of silk with ermine trim (valu e Dungeon Level 3 map) is a covered pit ,
gp each), and an opal and gold rin g 2,000 gp) and magnificent silver an d 20' deep and filled with spikes . Anyone
(worth 4,000 gp) . moonstone necklace, earrings, and falling into the pit takes 3-18 hp fallin g
bracelets (total value 4,000 gp) . damage and is impaled on 0-5 (ld6 -1 )
40. Vampire Coffins. Each of thes e Siobhana is the commander of th e spikes, each of which inflicts a further 1 -
small rooms is identical, barren of al l entire catacombs and is a ruthless , 4 hp damage . If a character is impaled
treasure and possessions except for a ingenious, and fast-thinking enemy. She on four or more spikes, he is unable t o
single large coffin placed in the cente r will most certainly fight until destroye d escape without aid . Since the main illu-
of each room . The doorways have bee n and will make her last stand in area 4 3 mination in this chamber comes fro m
locked and barred from the inside , with the guards (and Xintilla and Ki - two large, oil-burning lamps at the top o f
requiring a bend bars/lift gates roll t o Baaz, if summoned) . For her tactics in the stairs, the shadows cast by the pro-
break down (one attempt only per PC) , combat, see area 43 . jecting landing area make it difficult to
but a small hole 1 " in diameter was see the covered pit for what it is (hal f
drilled through the top of each doorway 42. Antechamber. Attached to th e normal scores for nonmagical trap detec -
— through which Siobhana, in gaseous door inside this room are two ropes tion abilities) .

28 Issue No . 8
IN DEFENSE OF THE LAW

If mechanical means, a thief usin g device, so that the effective fire rate is a necessary for the destruction of the Orb.
climb walls, or a PC with gauntlets o f volley of six spears once per two rounds . The demon also carries pouches of mate-
swimming and climbing, are used to After firing a total of 18 spears, ther e rial components to aid in working th e
climb the 20' sheer face of the projecting are none remaining in the device . A spell : vials of spectre dust, opaqu e
landing area, an unpleasant surprise i s third monster zombie mindlessly oper- ichors, etc .) . He wears a resplenden t
in store . As soon as the wall is touched, ates the lever until commanded to stop platinum neckchain with a diamon d
the stones immediately below those a t by one of the chaotics . pendant (value 6,300 gp) and gold brac-
the top of the wall project outwards , If the demon has been summoned, h e ers set with jaspers and citrines (tota l
expelling an organic acid which showers is within this chamber . The demon is a value 2,250 gp), as befits his positio n
over all below and within 5' of the wall , terrifying opponent : a marquis cambion . within the demonic hierarchy.
causing 1-6 hp damage per round an d Ki-Baaz, marquis cambion with The chaotic forces (Siobhana, Xintilla ,
making the wall slippery and unclimb- abilities of a 14th-level cleric : AC -2 ; and possibly Ki-Baaz and Lifarian) wil l
able . The acid gushes forth for one tur n MV 15" ; C14 ; HD 14 ; hp 96 ; #AT 2 ; be spread out across the landing are a
after the trap is activated, but does not Dmg by spell or weapon type ; S 18(97), I when the PCs arrive . The monster zom-
adhere to characters after a round o f 17, W 17, D 18, C 17, Ch 16 ; SA caus e bie atop the landing will be commande d
contact if they move away from the are a fear; SD polymorph self, AL CE ; bastard to pull the lever to activate the spear
into which acid is pouring . sword +2; spells : curse, darkness (x 3), trap . The DM will need to keep a care-
There is a further mechanical protect- detect good, penetrate disguise, protec- ful check on which preparatory defen-
ive device here . At the points on th e tion from good, sanctuary, aid, hol d sive and information-gathering spells
map marked by arrows, there are cylin- person (x 5), know alignment, silence 15 ' have been cast by the chaotics ; time -
drical holes in the stones at the top o f radius, animate dead, continual dark- keeping is crucial for this combat .
the wall . When the lever at the point ness (x 2), dispel magic (x 2), praye r The chaotics are smart ; they fire off a
marked X is pulled, a spear is shot fro m (x 2), cloak of fear, cure serious wounds , barrage of their more powerful spells
each hole, striking as a 6 HD monster poison (x 2), spell immunity (cast initially, attacking any obvious spell -
for 1-8 hp damage . Each spear wil l against magic missiles), dispel good , casters among their enemies and dis-
strike medium-size characters in its lin e flame strike, true seeing, harm, heal . rupting the concentration of clerics
of flight within 15' of the northern wal l Ki-Baaz carries a large silver and attempting to turn the monster zom-
of the chamber. After discharging si x bone scroll holder set with gems (tota l bies . They then keep back one or two o f
spears, the lever must be pulled agai n value 3,000 gp) which contains a scrol l their most powerful spells for late r
in the following round to recharge the with the lengthy and complex recitation magical combat, partly for self-

DUNGEON 29
IN DEFENSE OF THE LA W

protection and partly to attempt to dup e pp ; a diamond-and-silver brooch (valu e ment, personality, or convictions (good -
their enemies into believing that their 6,500 gp) ; a casket containing two se a aligned PCs might well wish not to take
"bolt has been shot " horses sculpted in jade (1,000 gp each) ; a the mace, and a lawful-neutral charac-
However, not all the chaotics wil l black wooden mace with platinum band- ter might feel it wrong to take a symbo l
fight to the death. Ki-Baaz wishes t o ing and moonstone settings (radiate s of authority as reward, for example) .
avoid the ignominy of being destroyed evil faintly but is harmless, value 60 0 If the PCs are defeated, they may be
on the Prime Material Plane at al l gp); and, a set of silver scales used fo r forced to retreat and be unable to pre -
costs . If reduced to 15 hp or below, h e weighing material components for vent the chaotic forces from destroyin g
attempts to teleport back to the Abyss . spells (but the scales are so accurat e the Orb. If this happens, the PCs will
Xintilla, likewise, attempts to teleport that an alchemist would pay 1,200 gp not, of course, receive the mayor ' s mac e
back to his lair within the realms of th e for the set) . as reward for their efforts, and whil e
drow (thus playing no further part in A secret bottom in the chest hides a Maralan and the townspeople than k
this adventure) if reduced to 10 hp or spectacular gold-and-platinum chain se t them for doing what they could (should
below . Lifarian fights to the death if with emeralds (value 24,000 gp). Bu t the PCs return to Ranaan), they are coo l
Siobhana is still alive, but if she i s this item is cursed so that the first per- toward the PCs unless it is clear that
killed, he seeks any possible opportuni- son to touch it must save vs . spells at — the adventurers have suffered seriou s
ty for escape and may even surrender. 4 or lose 1-4 points from his prim e losses in attempting to overcome the
And, even though Siobhana will fight t o attribute score . If the character has no chaotics . Maralan expresses fears for
the end, she is no fool . If reduced to a such score, or more than one, determine the future, and states his intention o f
low hit-point total, she tries to escape in randomly which ability is affected . traveling himself to recruit furthe r
gaseous form, reforming to summon rats Remove curse cast upon the item or th e help . It is understood that the PC s
and bats to cover her retreat, then victim (as against 14th level of magi c should travel on their way before long .
regenerating and returning to the fray. use) negates the effect . If cast on a char- You may wish to use this adventure a s
This combat is very challenging . If acter, only one such application of th e a springboard for setting up others i f
three or four opponents are involve d spell may be attempted. If the first spel l this suits your campaign. For example ,
(especially if the demon is present), it i s fails, only a full wish or an alter reality if Xintilla the drow escaped, it is possi-
possible that one or more PCs ma y spell can undo the baneful effect . Dispel ble that informed drow might investi-
perish despite good or at least reason - magic may affect only the item, but the gate the catacombs with an explorator y
able play. If this is the case, you ma y spell is weaker than remove curse. I n force at some later time .
wish to consider adding to the magical casting it against the 14th level of mag- If the party has fought Ki-Baaz and h e
treasure in area 44 some means of ic use, the spell-caster should be treate d was forced to flee, his hurt pride can
restoring those characters — a scrol l as three levels lower than actual level . make him a dangerous nemesis for any
with a raise dead spell, or even a ring of Any individual spell-caster ma y PC group . He has powerful friends an d
one wish if a character cannot be raised . attempt the use of dispel magic onl y several vassals . Even if the demon ha s
This should not be done if PCs hav e once ; subsequent attempts automati - been slain, you may wish to consider
perished because of poor play, inade- cally fail . that he has only been destroyed i n
quate precautions, etc . material form . Although only demons o f
It may be that, after an initial roun d Concluding the Adventur e Type V status or higher are able to
or two of combat here, a number of return to the Abyss after such a fat e
If the PCs have been successful and
unlucky dice rolls leave the PC party i n and reform a material body on th e
overcome the chaotic forces, they ma y
serious difficulties and they decide t o Prime Material at a later time, Ki -
nonetheless wonder whether the y
flee . If they flee, the chaotics pursu e Baaz's powers are great. He is as formi-
should do something about the Orb . If
them but not to attack (unless the PC s dable an opponent as a Type V demon ,
they are concerned about this, you ma y
turn to fight as they retreat) . The cha- so you may wish to consider the possi-
wish to have the Orb communicate
otics simply chase them out of the bility of his return . Of course, unde r
using empathy with a lawful character
dungeon and ensure that the PCs fle e such circumstances, he will certainly
(lawful-neutral preferred) . The Or b
well away from the locale . The chaotics wish to exact full revenge for his defeat .
relates that, with the decimation of th e
then return to the dungeon to get on Finally, if members of the NPC party
chaotic clerics, its safety is secured an d
with their work. have been expelled by the PCs, over -
there is nothing more the PCs need do . come in combat and forced to flee, etc. ,
When the successful PCs return to
44. Concealed Treasure . The secret they too may seek revenge. They might
Ranaan, the townsfolk and Maralan are
door under the west staircase opens a try to ambush a weakened PC party a s
delighted at their efforts and hold a
cubic alcove in which Siobhana ha s it emerges from the catacombs, or the y
feast night for them . Maralan offers th e
stored treasure . The door is protected b y may seek to gain allies from other com-
mayor's mace as reward . If the PC s
a glyph of warding (20 hp cold damage , munities in your campaign to persecut e
decline the mace (after all, they may
save vs . spells for half damage) . the PCs .
have taken a fair amount of treasur e
The cubicle contains a locked ches t And if the PCs wish to borrow or stea l
from the dungeon, and it is obvious tha t
that shocks the first person touching i t the Orb . . . they are fooling with powers
Ranaan is not a rich community), award
for 4-40 hp damage ; the next one to greater than they, and the gods them-
them the experience point value of the
touch it gets 2-20 hp, then no damage at selves might become interested — per-
mace as monetary treasure, with a
all . Inside the chest are the followin g haps the worst fate of all, if properl y
bonus if such behavior fits with align-
items : a sack with 2,200 gp ; a bag of 480 handled .

30 Issue No . 8

IN DEFENSE OF THE LAW

The Orb of Law within 10' of the Orb-wielder . No saving tures only), and fear and paralyzatio n
throw is granted here, but magic resist- (as the wands, effective on chaotic crea-
The powers of the Orb of Law are usabl e ance does apply if the creature is at tures only ; save at -2 against these
only by a lawfully aligned creature , least a greater demon or of equivalen t effects).
with an intelligence of 9 or higher, who status . Check magic resistance against The Orb can communicate by empathy
grasps the Orb. Any chaotic creature 18th-level magic use for the Orb. within a 60'-range, but only with law-
touching the Orb sustains 6-36 hp col d The Orb-wielder may attempt to dis- fully aligned creatures .
damage and is paralyzed for 6-36 rounds pel any elemental within 60', up to a The Orb also possesses undefined
(no saving throw, no magic resistance) . maximum of four elementals per day . powers which allow it to counteract th e
Neutral creatures take half damage an d The elemental is permitted a saving forces of Chaos in all its forms . Rather
half-duration paralysis from touchin g throw vs . wands to avoid returning at than specify what these powers are, th e
the Orb (no saving throw, as above). once to its native plane . Only one such DM should be prepared to improvise thei r
A lawfully aligned wielder of th e attempted dispelling is possible for an y use and appearance, as appropriate with -
Orb has an effective charisma of 1 8 individual elemental . It is this power, in the campaign . For instance, a PC hold-
when dealing with lawful creatures an d magnified and extended by special ing the Orb in the direction of a
receives the benefits of a -2 armo r enchantments placed around the Orb, chaotic-evil wizard might suddenly see
class bonus and a +2 bonus to all sav- which makes this artifact so potent a the wizard struck by a burst of magic
ing throws against attacks from chaotic protective device . missiles, or see the powers of one of th e
opponents . The following powers are available to wizard's favorite evil devices neutralized .
No creature native to the Outer the Orb-wielder (once per day each, one This " undefined" power is what protects
Planes of chaotic alignments (Olympus , per round) : beguiling and rulership (as the local region from the chaotic banes
Limbo, the Abyss, etc .) can approach the rods, effective on nonchaotic crea - placed underground .

Catacombs Random Encounters Table


1d20 Monster AC MV HD hp #AT Dmg SA SD AL

1 Ettin 3 12" 10 62 2 2-16/3-18 Non e Surprised only on 1 C E


2 Ghouls (8) 6 9" 2 11 (x4), 3 1-3/1-3/1-6 Paralyzation Sleep, charm CE
9(x4) immunit y
3 Gray Oozes (2) 8 1" 3+3 22, 15 1 2-16 Corrosio n Heat, cold, spell N
immunitie s
4 Subterranean Lizard 5 12" 6 19, 34 1 2-12 Double dmg. on 2 0 None N
5 Ogres (8) 5 9" 4+1 14(x3),19 1 1-10 or by Non e None CE
(x3),20(x2) weapon
6 Roper 0 3" 10 44 1 5-20 Poison strand s Immune to electricity, C E
half damage from col d
7 Ochre Jellies (2) 8 3" 6 37, 27 1 3-12 None Lightning immunity N
8 Shadows (7) 7 12" 3+3 21,16(x3), 1 2-5 Strength drai n Sleep, charm, hold CE
18(x3 ) immunity ; magic to
hit ; camouflag e
9 Troll 4 12" 6+6 44 3 5-8/5-8/ 2-12 3 opponents at onc e Regeneration ; fire or C E
acid to kil l
10 Umber Hulk 2 6" 8+8 47 3 3-12/3-12/2-10 Confusion gaz e None CE
11 Xorn -2 7+7 42 4 1-3 (x 3)/6-24 Surprise 5 in 6 Immune to cold, fire ; N
electricity causes half
or no damage ; phase
exi t
4 12" 5 22 11 1-6/1-4 (x 10) Paralyzatio n Lightning immunity NE
12 Grell
13 Sons of Kyuss (2) 10 9" 4 27, 16 1 1-8 Disease, worm s Regeneration ; fire, CE
acid, holy water to
kill ; fear to 30 '
1 3"/6" 4+3 26 6+ 1 (x 6) plu s Spit, confusion Controls ground N
14 Gibbering Mouther
1/round density 5' radius
4 9" 7 + 14 45 1 or 2 5-20 or 2-8/2-8 Toxic gas slows , Magic to hit ; magic N
15 Mustard Jelly
divides in two missile and electricity
cause growth
2 6"/12" 6 21, 36 4 1-6/1-6/2-8/2-8 80% surpris e Camouflage ; magic to C E
16 Margoyles (2)
hit
4+4 20 3 1-8/1-8/2-8 Toxic gas, grip None N
17 Giant Pedipalp 2 6"
(2) 3 6" 5+6 21, 32 1 7-10 Surprise on 1- 3 Chameleon powers N
18 Rock Reptiles
1" 6 30 1 1-10 6 poison strands Immune to normal C E
19 Storoper 0
missiles
Tunnel Worm 4 6" 9+3 40 1 2-16 +2 to hit on lunge, None N
20 eats armor

DUNGEON 31
IN DEFENSE OF THE LAW

N PC Party Dungedan Stoneheart Kandriasin


7th-level fighter 7th-level cleric
Manstrin Mountain dwarf mal e Human mal e
7th-level fighter
Human mal e AC: 0/2 (dwarven plate mail +1, smal l AC : 0 (plate mail +1, cloak o f
shield +1 ) displacement)
AC : -1/1 (plate mail +1, large shield) MV: 9 " MV: 9 "
MV: 9 " hp : 58 hp: 3 8
hp : 6 3 S : 18(27) S: 16
S: 17 I: 7 (speaks Common, dwarvish, gnome , I : 15 (speaks Common, dwarvish, orcish ,
I : 9 (speaks Common, orcish, lawful - goblin, kobold, orcish, lawful-neutral) lawful-evil )
evil) W: 14 W: 1 6
W: 9 D: 14 D: 11
D: 1 6 C: 16 C: 15
C: 17 Ch: 9 (10 to dwarves ) Ch: 1 7
Ch: 1 2 Co : 7 Co : 1 7
Co : 12 AL : Lawful-neutra l AL: Lawful-evi l
AL: Lawful-evil
Weapons : short sword +2 (#AT 3/2) , Weapons: footman 's mace +2 (#AT 1) ,
Weapons: long sword +2 (#AT 3/2) , throwing axe +1 (#AT 1). staff-sling (#AT 1/2) .
dagger +2 (#AT 3/2 in melee only) ,
composite short bow (#AT 2) . Other magical items : potions of invisi- Spells : curse, darkness, detect good,
bility and flying. resist cold, sanctuary, aid, hold perso n
Other magical items: ring of fre e (X 2), know alignment, silence 15 ' radi-
us, continual darkness, dispel magic,
action; potions of polymorph self, extra- Other items : belt pouches (four) wit h
healing; vial of oil of etherealness. 140 gp, 61 pp, four zircons and tw o poison .
moonstones (50 gp each) ; two silver Other magical items : amulet of proof
Other items : gold earring in left ear (30 rings with spinel settings (600 gp, 40 0 against detection and location ; potions of
gp) ; silver charm bracelet (60 gp) ; sil- gp) ; and a gold bracelet with a peridot invisibility and speed; scroll of protection
vered belt buckle (20 gp) ; belt pouch (600 gp). from magical edged weapons; scroll of
with 40 sp, 40 gp, 9 pp . three spells (at 12th level) : dispel magic,
Dungedan is a mercenary, hired by heal, negative plane protection .
Manstrin is dour, says little, and is a Kandriasin . However, now that h e
harsh and cruel man, giving no quarte r knows that Law is threatened, he i s Other items : pouch with 30 pp, 15 gp,
to opponents . He is intensely loyal t o eager to see the adventure through . H e three bloodstones (50 gp each), and on e
Kandriasin and obeys his orders with - is intensely loyal and will not desert hi s aquamarine (500 gp) ; gold ring with
out question. He will fight to the deat h colleagues under any circumstance s garnet (140 gp) ; ivory comb (15 gp).
to protect Kandriasin, but if the cleric is unless betrayed . But if he is not fairly
slain and the other NPCs are disorgan- and honestly treated, he will attac k Kandriasin worships a deity who glori-
ized or disloyal, he will try to escape fies rulership through guile and excel-
with utter ferocity those who betraye d
using his oil of etherealness . He is par- him . If such a (real or planned) betraya l lence of intellect . He is adept at
ticularly suspicious and distrustful of can be demonstrated to him, he wil l appearing mediocre (sometimes affect-
Eldoriel and has a powerful dislike o f certainly join any other group of pre - ing a slight limp), but he is fast-witte d
elves and half-elves generally. dominantly lawful alignment . He ha s and resourceful . He is highly persua-
respect for Manstrin and shares th e sive, cultured, and urbane, emphasizing
human fighter 's dislike for elves and his words with graceful gestures an d
using his exceptional charisma to th e
half-elves . He is slow to think and mak e
hilt . He is a gifted tactician and alway s
decisions, but he is not stupid . Hi s
greatest weakness is his legendary minimizes risks to himself.
Kandriasin will certainly wish to kil l
meanness, hence his proudly adopte d
surname . He is not, however, bribable . good-aligned PCs, by (1) attacking the
PCs outright; (2) talking the PCs int o
taking the most dangerous actions t o
weaken them, then attacking ; or (3)
cooperating to overcome the chaoti c
forces, then attacking the PCs .
Kandriasin needs time to assess th e
PCs, time to prove to his neutral associ-
ates that the PCs should be killed, and
time to plan his attack . He may eve n
try to swing PCs who are not of good
alignment to his side, although thi s
could be risky.

32 Issue No . 8
IN DEFENSE OF THE LAW

Suzerea n Eldorie l Xavandra


8th-level cleric 9th-level thief 8th-level magic-use r
Human female Half-elf female Human female

AC : 0/1 (chain mail +2, ring of protec- AC : 1/5 (leather armor +3) AC : 1/4 (bracers of defense AC 4)
tion +2) MV: 12 " MV: 12 "
MV: 12 " hp : 4 0 hp: 3 1
hp : 4 6 S : 15 (open doors 1-2, bend bars 7% ) S: 7
S: 13 I : 13 (speaks Common, elvish, gnome , I: 17 (speaks Common, elvish, drow ,
I : 13 (speaks Common, lawful-neutral) halfling, hobgoblin, orcish, neutral-evil ) illithid, lawful-evil )
W: 1 7 W: 9 W: 1 6
D: 1 5 D: 18 D: 17
C: 15 C: 1 5 C: 15
Ch: 1 3 Ch: 1 0 Ch : 10
Co : 1 3 Co : 1 6 Co: 1 4
AL : Lawful-neutral AL: Neutral-evil AL : Lawful-evil

Weapons : footman 's flail +2 (#AT 1), Weapons: short sword of quickness + 2 Weapons : dagger +2 (#AT 1, used in
quarterstaff (#AT 1 ) (#AT 1), short bow (#AT 2 with si x melee only), six darts +1 (#AT 3) .
arrows +1), four throwing daggers (#AT
Spells : bless, cure light wounds (x 3) , 2, 1 if used in melee) . Spells (in traveling spell book trapped
detect magic, aid, find traps, hold per - with explosive runes on first page):
Thief abilities : PP 90%, OL 77%, F T
son, know alignment, silence 15' radius, charm person, magic missile, read mag-
65%, MS 80%, HS 71%, HN 30%, C W
continual light, dispel magic (x 2), pray- ic, shield, ESP, invisibility, stinking
98%, RL 45% .
er, divination, neutralize poison . cloud, fireball, fly, suggestion, mino r
Other magical items : gold ring se t globe of invulnerability, wall offire.
Other magical items : necklace of adap- with pale lavender ioun stone which
tation, staff of curing (7 charges), potio n absorbs 19 spell levels of 1st-4th level Other magical items : wand of illusio n
of levitation. spells (not worn on hand when unde r (4 charges); brooch of shielding (wil l
effects of protective/defensive spells) , absorb 46 hp magic missile damage
Other items: silver neck chain with ring of feather falling, potions of ESP before cracking) ; pouch of accessibility;
amber and peridot settings (550 gp); and extra-healing. potion of extra-healing.
silver earrings with jet inlays (200 gp) ;
small silver bracelet (45 gp) ; belt pouch Other items: silver earrings with tour-
Other items : silver brooch with blood -
with 27 gp, 20 sp, two small gold rings malines (250 gp) ; silver brooch (40 gp )
and belt buckle (15 gp); belt pouch with stones (350 gp); silk choker with gold
(50 gp each), and a chrysoberyl (100 gp) . threading and a pearl (700 gp) ; silk
20 sp, 30 ep, 20 gp, 20 pp ; secret com-
robes (240 gp) ; silver signet ring (20 gp) ;
partments in heels of both boots, on e
Suzerean worships a deity of self- belt pouch with 20 sp, 20 gp, and tw o
with two topazes (500 gp each) and one
control, meditation, and inner strength . topazes (500 gp each) .
with an emerald (2,000 gp) .
She is a disciplined and resilient woma n
who detests all beings of chaotic align- Eldoriel is prudent, fast-thinking, and Xavandra is a seeker after power, out to
ment. It is difficult to prevent her fro m quick-acting. She does not take unneces- gain magical rewards and experience .
attacking to kill any such chaoti c sary risks . She is bright, amusing i n She admires and respects Kandriasi n
beings . Her lawful ethics, however, conversation, and easily bored . How- for his intelligence and persuasiveness ,
extend only to lawfully or neutrally ever, she is extremely evil and sadistic , and because he understands her value
aligned creatures (and the latter are particularly intrigued by destructiv e as the sole magic-user in this group .
suspect) . She feels agreements made and evil magic . She trusts no one, and She will be happy to attack the PCs ,
with chaotics may be broken if desired . few people in their right minds woul d especially if there is a magic-use r
Suzerean is completely indifferent t o trust her. Eldoriel is pleasant to Xavan- among their number whose spell boo k
good and evil, and solely concerned wit h dra, since the magic-user protects he r she could have, but she will not agree t o
combatting the chaotic clerics and thei r with invisibility and supports her if she any attack until she has had time t o
minions . She respects Kandriasin fo r is caught in melee . In return, the thief assess the PCs . If they appear strong ,
his excellent judgment and guilefulness, refrains from stealing from Xavandra . she will be reluctant to attack . She will
but she will do whatever maximizes th e Eldoriel also respects Kandriasin for try to gain initial advantage over a n
chances of overcoming chaos . She wil l his sharp wits . At his urging, she will unsuspecting PC party using her char m
urge joining forces with the PCs to try to kill the PCs, but her own personal and suggestion spells .
overcome the chaotics but will be read y survival is her main concern. If thing s Xavandra regards the fighters in he r
to join the side which is the more power- go badly in a fight, she will try to party as uncouth and does not spea k
ful in her view, if cooperation become s escape, surrender, or offer her own with them.
impossible . (untrustworthy) allegiance to the PCs . S2

DUNGEON 33

FOR A LADY'S HONOR

(contined from page 16)

written in his books .


The final piece of furniture in th e
chamber is the large wardrobe . Insid e
it, PCs can find the usual pieces of extra
clothing as well as hats and boots . On
the floor of the wardrobe is a small iro n

chest . It is locked with a padlock ( 15 %
to pick), weighs 35 lbs ., and contain s
350 sp and 400 gp . A false bottom in the
chest can be found with a find traps roll .
The velvet and jet garter (worth 8,70 0
gp) which is the object of the thieves '
mission lies under this false bottom . O n
the inside of the garter, the name
" "
MIRANDA is sewn in gold thread . I n
letters so small that they will only b e
noticed on a 10% chance (or a 60 %
chance if a careful search is made), th e
"
name "CORRIN is sewn below.
L
After they recover the garter, all that
remains for the thieves to do is to
escape from the house, which they must
Read t his with AL
accomplish with as much stealth as wa s
used upon entry. The DM shoul d the lights o n n
remember not to end the game until th e
Watch out for those monsters that elurk i
PCs are safely outside of Brunt's com-
h for them in th
plex and have delivered the garter t o
their guildmaster. dark T d a p l c e s . at from TSR, Inc .
STnew collect' cCINEMOS on of eeri e
C
Concluding the Adventur e
bra n dreveals the beginn ings the e
Thiss stories
There are many ways in which thi s
eatures that are now movi
adventure may be run, and each D M
horrible c r by Theodore to
should feel free to alter any section t o
fit his campaign and style . In any event, Rob —so
stars ties
r Y
basic thieving skills should be empha- Rertb Bloch, and RO
sized over killing . Blundering thieve s
who simply plan to attack and raid th e nam e a few . lights ,
house should meet considerable opposi-
tion (as you would expect), and the y
And after you turn on ALL th e don't forget to check under the bed .
most definitely would face punishmen t
from the city and their guild, as well a s
from survivors of their raid, citizens '
defense groups, etc . Experience point s
should be awarded for creativity an d CINDWaugh EMONSTERS
ber g
ingenuity, perhaps up to 100 xp per act , Edited by Martin H . Green
. Waugh, Jr
as the DM sees fit . Charles G .
Any number of spin-off adventure s
Frank D .
may occur. Corrin will be furious to
hear that the PCs turned the garte r .
over to their guildmaster rather than to The TSR logo is a trademark owned by TSR, Inc
ved .
him, but he is not likely to act directl y All Rights Reser
o1987 TSR . Inc.
against the PCs as the situation wil l
'
quickly resolve in Lady Miranda s favo r
(assuming the PCs were successful) .
Any of the above NPCs could someday
figure prominently in the lives of th e
PCs once again — for better or worse! S 2

34 Issue No . 8
Thomas Kane writes: "I live in rural
Maine amid pits, forests . . . and fero-
cious bears. Furthermore, my parents
taught me at home until college, an d
these two factors gave me the ideas and
enthusiasm to want to write . Luckily for
me, some of my work has ended up in
print." Thomas has written numerous
articles for DRAGON® Magazine . His
last module in DUNGEON'" Adventure s
was "Blood on the Snow" (issue #3).
Look for his work in future TS R
products.

The Wounded Worm is suitable for a


group of 4-10 characters of 4th-8th level ,
with one experienced magic-user. Th e
assistance of one or two higher-leve l
characters (up to 12th level) might b e
helpful to smaller parties . A cleric wit h
a widely known reputation would be
helpful but not necessary .
The DM should have access to
Unearthed Arcana for the full explana-
tion of some of the spells and magical
items used in this adventure . Other
spells can be substituted at the DM's
discretion.

Adventure Backgroun d

TH E
The PCs (particularly any well-known
clerics) are contacted by letter to meet a
scholar in a small wayside inn . No other
information is available . When the PC s

WOUNDE D
arrive at the proper address, read or
paraphrase the following to the players :

Rain beats on the windows of the


little inn. Scrolls and woodcuts li e

WOR M
haphazardly about the gray-bearde d
man' s second-floor room . A piece of
oak etched and painted with th e
image of a huge red dragon hangs o n
the far wall . The little man you have
BY THOMAS M . KAN E come to see fumbles with a leather -
bound book as he speaks.
"Foul weather, is it not? Let us b e
brief. I am known as Marcu s
Surely, a cripple d Skinscribe, a student of great worms ,
and I must ask your assistance with

dragon is less my research . I have long desired to


dissect the corpse of a great drake —
once it is safely dead, of course. Thu s
dangerous than a I might find the answers to many of
the riddles which hereto have been

healthy one. . . . known only to dragons themselves —


or, indeed, to none at all . "
For a moment you detect some -
thing stilted in his voice, as if he had
rehearsed those lines many times .
"On the Sparock Peninsula, a war-
Artwork by Mark Nelso n
Cartography by Diesel rior of my acquaintance has hunted

DUNGEON 35

THE WOUNDED WOR M

out and fought a dragon . From his


For the Dungeon Maste r return of his ring (if it is found), Astain
description, I believe it was a speci- Marcus Skinscribe is not the timi d will travel with the party . During the
men of Draco conflagratio horriblis . scholar that he appears to be . He i s adventure, he is helpful ; the dragon o r
He sheared off the drake 's wing s actually Astain, (AC 8 ; MV 12" ; F5 ; hp its servants may believe him to still b e
with his mighty blade . Not only did 36 ; #AT 1 ; Dmg by weapon type (dag- charmed, although Astain will not
the beast suffer this loss, but th e ger) ; S 17, I 10, W 12, D 16, C 12, Ch 15 ; think of this tactic . If betrayed or mis-
warrior 's priestly companion bore a AL CG), a sailor who has been charme d treated, he attempts to flee . Astain is
staff which could shrivel a victim's by the very dragon he described . Astain lusty and likes to drink, becoming ras h
limbs . The dragon lost his two power- acts out his role as a sage, but if pressed and violent when intoxicated . He coul d
ful back legs to this device. However, for more information, he nervously make serious trouble if the PCs tak e
the party was also sorely wounded , changes the subject . While pretendin g him to an inn or tavern . Also, he wil l
and the dragon's fiery gout route d to be Marcus, Astain refuses to trave l attack any opponent who provokes him .
them . The worm now lies upon its with the PCs. Aside from this, he is a good and loya l
hoard, maimed and barely alive . If his charm is detected and removed , companion.
Nonetheless, my friend and his com- Astain admits that he is not a sage but If the PCs make inquiries along th e
panions refuse to return to the lair. a sailor who was lifted from the deck o f way, they should hear rumors about th e
his ship by a flying black dragon . He maimed dragon . What "Marcus" said i s
"Here is an opportunity for all o f
us . I have no interest in treasure, but often repeated : a maimed dragon miss-
still maintains that there is a dismem-
bered red dragon on the peninsula, th e ing its wings and both back legs is spo-
I would like the corpse of such a
worm . I cannot protect myself fro m very one that enspelled him . In hi s ken of by gnolls and bugbears roamin g
its final breath, but you can easil y charmed state, he gave the dragon hi s Sparock Peninsula . Also, the scorched
kill it and take its hoard . So, let us ring of water walking. He also remem- bodies of several armed men have wash-
ed ashore nearby. Presumably, they
assist one another." bers that the bugbears who guarded th e
fought the dragon and lost . A few sail-
Outside, the rain has stopped and a dragon could make water breathabl e
with " a silver baton ." Being somewha t ors have sighted a large black dragon
soft breeze stirs the leaves . The old
addled from his capture, he recalls littl e flying about the peninsula, leading t o
man brings out a map showing th e
location of the peninsula . Somewhere else about the dragon's lair. The wood - speculation that there may be at least
two dragons residing there . Old-timer s
on that bit of land lies the dragon — cuts, all of red dragons, were given t o
recall that a red dragon used to mak e
and its treasure . him before he left the lair, to further his
the peninsula his home, but som e
image as a scholar of dragonkind .
believe he was slain by adventurers fiv e
If offered a share of treasure and the
decades ago (the adventurers were als o
believed slain) . No further (correct)
information is available .
Peninsula Random Encounters Tabl e Although Ancagaling, the red dragon ,
was maimed many years ago in a figh t
1d6 Encounter similar to that which Astain described ,
01-05 Cathan * he is far from defenseless . The attackers
06-10 2-8 wild firedrakes (AC 5; MV 6"//18" ; HD 4 ; hp 18 each ; #AT were slain to the last hireling, but not
1; Dmg 2-8 ; SA breath weapon ; AL N) . without taking a dreadful toll on the
11-58 Patrol* * marauding dragon. A cleric ' s staff of
59-79 Patrol*" or 2-12 land lampreys (AC 7 ; MV 12" ; HD 1 +2 ; hp withering not only shrivelled th e
7 each ; #AT 1 ; Dmg 1 hp/round ; SA drain blood, encumber; A L dragon 's legs, it increased his age . Th e
N). dragon's enforced immobility ha s
80-95 2-12 crabmen (AC 4 ; MV 9"//6" ; HD 3 ; hp 14 each ; #AT 2 ; enabled him to master spell-casting
Dmg 1-4/1-4 ; AL N). more effectively than other dragons ,
96-97 2-12 witherstenches (AC 7 ; MV 6" ; HD 2+2 ; hp 11 each ; #AT though his absence from sight led to th e
2; Dmg 1-6/1-6 ; SD nauseating odor ; AL N) . rumors of his death .
98-00 1-6 thorks (AC 3 ; MV 6"//6" ; HD 3 ; hp 13 each; #AT 1 ; Dmg 1 - Ancagaling's ultimate hope is t o
6 ; SA breath weapon ; AL N). charm various creatures, mustering a
group powerful enough to coerce regen-
* See area P6 for details of Cathan and his bodyguards . erate spells from a high-level cleric .
** The patrol is made up of 2-8 gnolls from area P4 . Each has a spear and an Then, with his magic and renewed phys-
aklys . The patrol is led by a Hind (see area P4), who wields a flindbar a s ical might, he would be almost indomi-
described in the FIEND FOLIO° Rime . A group of six or more gnolls has a table over a vast region of the world .
tame firedrake (see stats for wild firedrake above) . If the PCs seem too strong Therefore, Ancagaling' s servants
for the patrol, one gnoll flees to get help from areas P4, P5, and P6 . If possible , attempt to take prisoners . He has
the patrol tries to capture the PCs rather than kill them . When a patrol is already forced Cathan, a fog giant, t o
encountered near area P1, it attempts to drive PCs into the boiling pools . serve as guard on the peninsula . Th e
*** This patrol is identical to the one described above . It is encountered only giant is supposed to bring all intruder s
on the paths in the forest. Elsewhere, 2-12 land lampreys appear . unharmed directly to Ancagaling. It i s
important to play these episodes wit h

36 Issue No . 8
THE WOUNDED WOR M

care . Captivity is not the end of the


adventure for PCs . Not only is there
ample chance for escape, but the PC s
may gain much important information
SPAROC K Forest
Buildin g

(such as the location of Ancagaling' s


lair) as prisoners . It is quite possible fo r
PENINSULA
them to be charmed and escape the spell
later in the adventure .
In order to protect himself in his
wounded state, Ancagaling used mov e
earth and wall of stone spells (and much
manual labor from his servants) to buil d
an underwater lair in the lee of th e
Sparock Peninsula . Then he researche d
and created a magical plant, whos e
roots extend through the ether to th e
Elemental Plane of Air. The bush there-
by keeps the lair filled with a breath -
able atmosphere . Ancagaling now live s
beneath the ocean. The dragon's old lair,
in a partly flooded cave, provides an
easy path to the sea floor . It may help t o
review the Dungeon Masters Guide
rules for underwater adventure befor e
playing this module .

The Sparock Peninsul a


Except for several hours in the afternoon ,
the peninsula is shrouded in fog . A warm ,
sulfurous vapor seems to arise from bot h
the sea and the land. During most of the
day, vision is reduced to 30 yards by this
mist . Starting at noon, the bright sun
begins to clear the air for 1-4 hours .
Most of the peninsula is covered i n
woods dominated by poplar trees an d
thorny bushes . A druid, ranger, elf, or
halfling is able to tell that the lan d
there was burned over about 50 year s
ago but has since regrown. The peninsu-
la has no gentle beaches ; 180'-high cliffs
drop sharply to the sea . PCs will proba-
bly need magic to survive a jump fro m
the peninsula into the ocean if they d o
not find the cave that provides eas y
access to the sea floor.
Check for random encounters every
hour. An encounter occurs on a roll of 1 crust over the hot water . Character s the outside . If locked, the door may not
on 1d6 ; use the Peninsula Rando m who walk here have a one in six chance be opened from within without magic .
Encounters Table. per round to break the crust and fal l This building is used to hold those wh o
through, being burned for 1-4 hp dam - offend Cathan . Held prisoner inside are
Set Peninsular Encounters age . Crawling characters may avoi d three gnolls (AC 5 ; MV 9" ; HD 2 ; hp 11 ,
this chance as their weight is spread ou t 9, 8 ; NAT 1 ; Dmg by weapon type ; AL
Pl . Boiling Springs . The pools in on the crust . This is a favorite ambush CE) and two crabmen (AC 4 ; MV 9"//6" ;
this area contain boiling water and giv e spot for Cathan's gnolls . Searches o f HD 3 ; hp 18, 14 ; NAT 2 ; Dmg 1-4/1-4; A L
off steam which does 1-8 hp damage pe r this area yield a few broken weapons N) . The gnolls and crabmen hate eac h
round to any creature in the water, an d and old bloodstains on the ground . other but avoid fighting . The gnolls ar e
1 hp damage to any creature splashed . armed with sturdy clubs made from
Any object dropped into the water cre- P2 . Prison. This is a sturdily built log pieces of furniture .
ates a splash that affects all creature s cabin . A heavy beam is used to latch the The gnolls are being punished fo r
in a 3' radius . Some pools are covered door shut. The beam requires at least 1 9 stealing food ; the crabmen were caught
with a thin, solid-looking, limestone points of combined strength to lift from by a patrol . If the PCs release these
prisoners, the crabmen flee . The gnoll s

DUNGEON 37
THE WOUNDED WOR M

has been stripped. The walls are cov-


ered with frescoes of a mighty drago n
laying waste to villages — the sam e
dragon seen on Marcus's woodcut and i n
area P4 . A large, ironbound chest hold s
only grain . Food equal to 500 portions of
iron rations and 10 flasks of wine
(worth 1 gp each) is stored in this build-
ing. Any PC who eats the food must rol l
his constitution or lower on 1d20 t o
avoid a mild but acute gastrointestina l
disease (see the DMG, page 14). Th e
PCs may also find 2-20 items from th e
Miscellaneous Utensils and Persona l
Items table on page 219 of the DMG.
One to four tame firedrakes (hp 17 ,
15, 14, 13 ; see Peninsula Rando m
Encounters Table) are chained to the fa r
wall . They will not attack unless molest-
ed, and they have been trained not to use
their breath weapons indoors . Within
the firedrakes' bedding is a wooden bo x
covered with paintings which appear t o
have been done by the same artist wh o
painted the frescoes on the walls . Th e
box depicts a group of gnolls face-to-fac e
with a fish. One gnoll holds a torch fro m
which bubbles issue forth to surroun d
the monsters . On the other side of the
box, a dragon lies beneath fancifu l
waves . Within the box are three buds o f
a black herb . This material will fuel th e
also leave, but they report the PCs to Dmg by weapon type ; AL CE) . They ar e torch of airy water found in area G4 .
Cathan to get in his good graces . If the each armed with a spear and aklys . Elvish runes spell out the name " Barva-
PCs are imprisoned here, there is a 10 % Three funds (AC 5 ; MV 12" ; HD 2 + 3 ; rius " across the bottom of the box . The
chance each hour that the gnolls will hp 18, 13, 12 (x 2); HAT 2 ; Dmg 1-4 plus firedrakes will attack any character wh o
attack an individual PC, using their disarming ; AL LE) wield flindbars and attempts to remove this container from
clubs. The crabmen ignore any suc h rule the gnolls . The belongings of 2 0 the building.
conflict . A patrol (see random encount- gnolls and four Hinds are here, but at
ers) brings food to these prisoners once any given time some are out on patrol . P6. Fortress . This sturdy log house i s
each day. These humanoids attempt to capture much larger than the others, almost 20 '
the PCs alive . If in dire straits, the Hind high . PCs may at first believe that it is
P3. Berry Patch. A path leaves th e leader (18 hp) uses two of his thre e on fire, since foggy vapors leak from
main trail and winds among the bushe s beads of force on the PCs . They are cracks in its walls . Two piles of boul-
here so that berries may be harvested in hidden in a hollow section of his flind- ders, or possibly catapult missiles, stan d
the appropriate season. For every turn bars . Then, he runs to area P6 for help . on either side of the entry. Each pil e
that PCs spend in this area, there is a The gnolls' sacks of personal items ar e contains five rocks .
20% chance that they are attacked by a strewn around the room. Most of thei r This is the home of Cathan the fo g
forester's bane (AC 4 (stalks)/7 belongings are disgusting, but eac h giant (AC 1 ; MV 15" ; HD 14 ; hp 76 ;
(leaves)/9 (bush) ; MV nil ; HD 5 (plus gnoll has 10-1,000 cp and 1-100 sp . Each HAT 1 ; Dmg 4-24 ; SA hurl rocks to 24 0
special); hp 23 (main plant); HAT 3-6 ; Hind has a locked wooden chest with 10 - yards for 2-20 hp; SD surprised only o n
Dmg 2-5 each ; SA trap ; AL N). The 40 ep and a fur cloak worth 10 gp . If th e 1 on 1d6 ; AL NE) . Two funds (AC 5 ;
leaves of this plant can sustain 10 hp room is searched, a cleverly carve d MV 12" ; HD 2 + 3 ; hp 18 each ; NAT 1 ;
damage and the stalk 24 hp. The gnoll s wooden dragon is found abandoned in a Dmg 1-6 ; AL LE) serve Cathan as body -
know where the bane is and avoid it . corner. It was recently made and i s guards . Each wields a long sword +1 .
The DM can locate the plant in the worth 1 sp . If the PCs state (without In addition, two trained firedrakes (hp
space where it is first encountered . prompting by the DM) that they ar e 21, 18 ; see Peninsula Random Encount-
examining the flindbars, they find the ers Table) are within the building an d
P4. Gnoll Barracks. This stockade is remaining bead of force . assist Cathan in combat . If a major
a barracks for the gnolls that serv e battle breaks out, one gnoll runs to are a
Cathan. There are 14 gnolls within (A C P5. Storehouse . This building was P5 to get help . In the center of th e
5 ; MV 9" ; HD 2 ; hp 10 each ; NAT 1 ; obviously once richly furnished but now cabin ' s stony floor is a geothermal rift

38 Issue No . 8
THE WOUNDED WOR M

which emits the steam . spots, the greatly decayed bodies o f the hole. Aside from the hole and th e
When Ancagaling first came to th e gnolls may be found . Their corpses hav e mural, the building is bare . This is th e
peninsula, Cathan fought the drago n been looted . entrance to the geothermal cave . There
and was defeated . But rather than kill- is a 10% chance per turn that the bug -
ing Cathan, Ancagaling forced him to P8. Eblis Lair. This is a chaotic are a bears from area G2 climb out of the hol e
serve as guard for the peninsula . No w of pale stone . A few steam vents ar e while fleeing a minor tidal flood . A
that the dragon is wounded and isolate d visible, but the area is dominated by narrow, rough staircase carved from
in his underwater lair, Cathan ha s irregular boulders, depressions, ravines , living stone circles the hole, descendin g
taken control of the area once more — and partially concealed pools . Thes e 10' into the earth to area Gl .
but he fears Ancagaling's helpers, espe- puddles are quite warm, but not ho t
cially the black dragon Sinequist. enough to cause damage . The jagged The Geothermal Cav e
Cathan greatly desires live prisoners , terrain is confusing, and anyone wh o
since Ancagaling calls on him for trib- attempts to hide gains a +2 o n This is a natural cave, created by th e
ute and he still fears to refuse thi s attempts to surprise . Characters wh o hot springs in the limestone . Ancagal-
request . However, he will bargain wit h walk along the edge of the cliff (above ing once had a lair here, but since he
strong PCs, especially if he knows tha t the water) have a 30% chance per tur n was wounded, he has abandoned thi s
they oppose Ancagaling . He may as k cave as unsafe . This is, however, th e
of being attacked by kelpies (se e
powerful characters to destroy the ebli s encounter U6) . most efficient way to reach th e
lair at area P8 as a test of skill . If Nine eblis nest here (AC 3 ; MV 12" / dragon 's underwater lair and avoid a
Cathan feels that there is any chanc e 12" ; HD 4 +4; hp 27 each ; NAT 4 ; Dm g long drop down the peninsula's high
that the PCs could actually destroy 1-4 (x 4); SA limited spell use ; SD lim- cliffs . Random encounters do not occur
Ancagaling, he gives them two pieces ited immunity to fire ; AL NE) . Thei r in the geothermal cave . Most creature s
of information : He describes the torc h illusionist leader has these spells : spook in the cave tend to stay in areas tha t
are protected from flooding .
in area G3 (but not the trap) an d (x 2), hypnotic pattern (x 2), blur, hypno-
These caves open into the ocean, an d
explains the nature of Ancagaling's tism, and whispering wind — each us-
some areas are always underwater.
underwater fortress . If Cathan or hi s able once per day at 3rd-level ability.
gnolls capture a PC party, the adven- The eblis were brought to the peninsu- Every hour, there is a one in six chance
turers are stripped and held at area P2 la by Ancagaling and are loyal to the that the hot spring eruptions withi n
for 1-4 days . After that, they are left dragon . They are angry at Cathan for the cave coincide with the tidal condi-
bound at area P9 . From there, the neglecting Ancagaling and have kille d tions, causing the entire cave system to
flood . Such a flood swamps the cave 5' -
bugbears from the geothermal cave several gnolls . The eblis will try to
10' above the normal water line . Th e
take them to Sinequist, the blac k ambush any PCs in the area . If the y
flood rushes in rapidly and remains for
dragon who is Ancagaling's ally, then capture PCs alive, they send for th e
1-4 hours . Each staircase is 10' high ,
to Ancagaling himself. bugbears from the geothermal cave to
and certain areas will never floo d
The log cabin is roughly furnished. take the prisoners to Ancagaling .
Characters who search the steam vent Each of the five eblis nests contains 1 because they are protected by specia l
doors .
find a thick cord hanging down into th e pp and 1-10 cp . PCs have only a 10 %
hole . Suspended from it is a heavy chance per nest to discover these lairs .
Geothermal Cave Encounter s
wooden chest . In the chest are 2,500 gp Each nest has a 30% chance of holding
and six silver flasks. Two flasks hol d an egg.
Gl . Entry Hall . This corridor is dam p
potions of extra-healing (worth 100 gp
and appears to be uninhabited save fo r
each) . Cathan hid these from the dragon P9. Entry to the Geothermal
the evidence of the rough-hewn stair-
after Ancagaling was wounded. Fou r Cavern . The cliffs here are bare lime -
cases . Characters who venture to the
similar flasks contain watered wine . stone with many depressions . Some of east pass over two areas of weak crust
these hollows are filled with water, bu t
(treat as pit traps) . The eastern trap
P7 . Geysers . This area is bare lime- none are hot . A wooden building stands drops PCs 30' down a natural chute to
stone . Steaming cracks and pools o f almost at the edge of the cliff. Illegibl e
the corridor outside area G8, doing 2-1 2
garishly colored boiling water are visi- traces of elaborate murals still decorat e
hp damage . The western trap drop s
ble here and there . See area P1 for its walls . Characters who enter th e
them in to a very warm pool of 10'-deep
details of the boiling pools . Every few building find that the inside is als o
water. No damage is taken, but charac-
minutes, a steaming geyser spout s painted and has been better preserved .
ters who are wearing normal armor o r
water 60' or more in the air . Six thorks The drawings are of a red drago n heavy backpacks may drown . A mineral
(hp 22, 21, 16, 15 (x 2), 14 ; see Peninsu- perched on piles of treasure . A human crust forms on any item which is sub -
la Random Encounters Table) live in the hand dangles from the monster 's maw .
merged in this pool for more than on e
pools . Characters who search the stone s Fanciful waves appear above the
segment. One round of cleanin g
near the edges of pools have a one i n dragon . All the drawings appear to be
removes this crust . The crust will bind
four chance per round to find a plati- by the same artist as Marcus's woodcut weapons into scabbards, seal pouch
num piece dropped by a previous adven- and the box from area P5 . The mural i s openings, etc . These items can be freed
turer. A maximum of 30 pieces can be signed "Barvarius ." in one round, but this may be trouble -
found. The thorks attack any characte r In the center of the hut is a 5'-wid e some, especially if the characters ar e
who takes these coins. Cathan's ser- circular hole . Warm, humid, sulfurou s unaware of the crust .
vants collect this metal, and at random air rises from it, obscuring the bottom of

DUNGEON 39
THE WOUNDED WOR M

ination shows that the torch is made o f


pure silver, but it is tarnished and salt -
encrusted . Each leather bag contains a
smelly plant bud . The southern 20' o f
the room appear to be a warm, salt y
pool . This area actually leads to more o f
the complex that has been flooded by
seawater.
A careful examination of the wes t
wall reveals a 3' X 3' crack around the
torch . A peg in the wall fits neatly int o
the side of the torch . The torch can b e
detached from the peg with one round of
work . If the torch is merely taken, th e
peg comes away from the wall with it ,
releasing a catch in the secret portal ,
which falls out (doing 2-8 hp damage t o
anyone standing under it) and opens a
stone pipe leading up to an under-
ground pool of boiling mineral water .
Anyone standing in the room is blaste d
by the broad water jet for 2-8 hp pe r
round for 6-36 rounds, until the boilin g
pool above the room is emptied . Only
flight down the corridor toward area G2
is useful in escaping the jet . Anyone
standing next to the stairs leading down
into the water toward G5 must save vs .
dexterity on 1d20 or be swept into th e
water ; hot-water damage is the n
reduced by half, but drowning may
occur. No matter how much water pour s
into this room, the water level does no t
rise because the water below connect s
directly to the sea at area G10 .
If a bud from the leather bags i s
placed in the torch and ignited, a smelly
gust comes forth . This gas is breathabl e
and contains enough oxygen to support
combustion, even underwater. The
device (a torch of airy water) may b e
used to create an effect similar to a n
airy water spell with a 30' radius, light-
ing the same area. Each bud provide s
enough breathable air to support 1 0
human-sized creatures for one hour or
one such creature for 10 hours of under -
water activity. A normal torch or oi l
G2. Bugbear Guards . Six bugbear s floor of this room gives off a terribl e flask requires as much of this air as a
(AC 5 ; MV 9" ; HD 3 + 1 ; hp 21(x 2), 20 , stench . There is a one in six chance pe r breathing person . Magical fire uses one
18, 16, 10 ; #AT 1 ; Dmg 2-8 or by weapo n round that a steam geyser erupts from
hour of air for every 5 hp damage done .
type ; SA surprise on 1-3 ; AL CE) stand the pool, doing 1-4 hp damage to all i n
The torch itself is worth 5,000 gp . If it is
guard here . They serve Ancagaling an d the room . An eruption is preceded by
sold with the buds, an additional 500 g p
try to capture any strangers who enter one segment of steaming and hissing .
for each bud should be added to th e
their lair. Each wields a man catcher, price . The buds are worthless without
but if an enemy seems too strong to G4. Torch Room . Fanciful waves the torch, and the torch encumbers a
capture, they attack to kill with their have been painted around the first 10 '
character with 25 lbs . (250 gp) of
battle axes . Each bugbear carries a of this room . Beneath the waves is
weight . If the torch and buds are take n
pouch containing 10-40 sp and a painte d drawn a well-muscled red dragon . Th e
and used, 400 xp are gained (the torch i s
carving of a dragon (worth 1 sp) . These work was apparently done by the sam e magical in nature) .
carvings appear similar to the one i n artist who decorated other areas of the
This torch was made by Ancagaling
building P14 on the peninsula . peninsula . A blackened metal torc h for his servants, so any servant of the
hung with two leather drawstring bags
dragon recognizes the torch . If it is
G3. Geyser. The large pool in the is affixed to the west wall . Closer exam-

40 Issue No . 8
THE WOUNDED WOR M

stolen, these creatures make every


attempt to regain it and punish th e
thieves . Cathan is aware of the torch ,
but his gnolls can only have guessed i t
exists from scraps of overheard conver-
sations. The fog giant will be rathe r
impressed by any PCs that gain thi s
item, and he will certainly try to recruit
them in a bid against Ancagaling .
Cathan himself cannot use the torch
because of his large size and high oxy-
gen requirements .

G5 . Mudpot . The water here is


extremely murky and very warm . Char-
acters cannot see farther than 5' . Dur-
ing the first round spent in this area ,
random party members see gleaming
eyes, scaly appendages, and similar
unwelcome sights which rapidly disap-
pear into the murky water. A saltwater
marine troll (AC 2 ; MV 3"//12" ; H D
6 + 12 ; hp 32 ; #AT 3 ; Dmg 1-4/1-4/9-16 ;
SD regeneration ; AL CE) lives underwa-
ter in this room and attacks al l
intruders. The floating silt restrict s
vision, reducing all " to hit " rolls by 2 .
Gnawed bones litter the floor of thi s
area . A search lasting one turn reveals
a human arm bone wearing a bracele t
of braided gold (worth 50 gp).

G6. Flood Barrier. The door at the top breath weapon, fear aura at +5 on work to clean and sort all the coins . A
of these stairs is molded into the wall . It attacking (60' radius); SD 60' infravis- mass of muddy coins is transported a t
acts as a valve, preventing certain area s ion, detect hidden/invisible objects with - three times its normal encumbrance .
of the geothermal cave from flooding . If in 50 yards, save as 9-HD monster ; Sinequist has lined his nest with 10 ric h
the water level rises this far, from tide s attackers receive + 1 to hit if usin g fur robes . These are filthy and so
or other causes, pressure on the sout h earth- or water-based attacks ; AL CE) . mauled as to be worth but 5 gp each .
side of the door will be greater than on He is a loyal ally of Ancagaling, and h e The black dragon also has a wand of
the north, jamming the door unless 4 0 manages affairs above the ocean . Bot h steam and vapor which he uses in com-
combined strength points and one roun d dragons are members of the same " cir- bat. It has 83 charges when the PC s
are used to open it. At other times, the cle," a loosely organized dragon frater- first encounter the dragon. The com-
door opens to the south easily. nity devoted to Tiamat . Sinequist mand word is a spluttering and hissin g
cannot use any spells, but he can speak noise made in the throat. A pouch with
G7. Guard Chambers. The two sid e the common tongue . five buds for the torch of airy water (see
guard rooms are each the post of five Five empty cages hang from the ceil- area G4) is buried in Sinequist 's heap of
bugbears (hp 19 each ; see area G2 for ing of the cavern . If the PCs are brought treasure.
statistics), armed with man catcher s here as captives, they are imprisoned i n Sinequist 's lair is rather treasure poo r
and bastard swords . Each wears an these cages for 2-24 hours . After that right now as he has been serving so
embossed leather cap worth 10 sp and time, Sinequist orders the bugbear s often as a sentry and helper to Ancagal-
carries a belt pouch containing 50 sp . from area G2 to take them to Ancagal- ing. However, he knows that he will
The bugbears try to capture intruder s ing's lair (breathing underwater thank s gain tremendous riches if the re d
alive and hand them over to Sinequist , to the spells of a captured magic-user in dragon is healed and allowed to ram -
Ancagaling's black dragon ally, in are a area G9) . If any combat takes plac e page across the world, so he works fo r
G8. A secret door made from a loose bit here, the bugbears from area G7 com e the day when his " sacrifices" will pay
of rock which slides on a track blocks to Sinequist's aid . off in infinite wealth .
the corridor leading north and west . This room's floor is soft and muddy.
The slimy earth is liberally mixed wit h G9. Barvarius's Hallway. Th e
G8 . Black Dragon's Lair. This is the Sinequist 's bed of treasure. Due to the magic-user and artist Barvarius is kept
lair of Sinequist, an average adul t mud, his 526 gp and 243 pp are indistin- here in semi-imprisonment (AC 6 ; M V
black dragon (AC 3 ; MV 12"/24" ; H D guishable from the 20,194 cp that litter 12" ; MU 10 ; hp 36 ; AT 1 ; Dmg by spel l
7 ; hp 35 ; #AT 3 ; Dmg 1-4/1-4/3-18 ; SA the floor. It requires 28 man-hours of or weapon type ; S 15, I 16, W 12, D 18 ,

DUNGEON 41
THE WOUNDED WOR M

C 15, Ch 14, Co 16 ; AL CE). He is a tall , vants of the dragons gather food for th e Normal sighting distance in broa d
dark, bearded man who came to th e dogs and dispose of their wastes . Barva- daylight is 60' . During twilight or
peninsula in hopes of robbing Ancagal- rius has no money, but he has tools an d stormy conditions on the surface, sight-
ing. When the dragon's servants cap- paints that are worth 100 gp to an artis t ing distance drops to 30' . Visibility i s
tured Barvarius, he was so terrified or carver. His simple bed and othe r zero during nighttime without a light
that he pledged service to the beast . minor furnishings are also present . source, which the torch of airy water
Although he officially serves Sinequis t Barvarius is not a neat housekeeper a s provides within a 30' radius .
and Ancagaling, the magic-user will no t he is depressed over his captivity. H e There is a one in six chance of a ran-
attack the PCs without provocation , has not been charmed as his high intel- dom encounter every hour the PCs ar e
although he will betray the party if i t ligence allows him to cast off the spell' s underwater . Roll percentile dice (d100 )
serves his interests . Barvarius is basi- effects too quickly ; besides, Sinequis t and consult the Undersea Rando m
cally a coward and is terrified of fleein g can read the magic-user's moods wel l Encounters Table, using statistics fro m
without his major spell book, whic h enough and has little fear that he wil l the various monster handbooks for th e
have been confiscated . Who wants t o work against the dragons at present . AD&D° game .
run from a dragon?
Barvarius constantly complains of hi s G10. Morkoth's Lair. This area is th e Undersea Rando m
poor treatment by the dragons . Anca- lair of a morkoth (AC 3 ; MV 18" ; HD 7 ; Encounters Table
galing and Sinequist put up with hi m hp 39 ; #AT 1 ; Dmg 1-10 ; SA hypnosis ,
because they have found him to be quite charm; SD spell reflection ; AL CE). The dlOO Encounte r
useful . He is not only a spell-caster bu t morkoth's hypnotic pattern centers o n
the excellent painter and woodcarver an open pit which is 30' deep . Since thi s 01-10 Red urchin (1-4 )
whose work adorns many of Ancagal- area is underwater, no damage is take n 11-20 Lampreys (2-20)
ing's buildings (as Barvarius is only to o for falling into the pit . The morkoth i s 21-25 Lamprey, giant (1-4 )
glad to point out) . The mage-artist feel s 26-30 Bunyip (1 )
neither a friend nor an enemy of Anca-
that the paintings demonstrate Anca- galing ; he has merely found that living 31-32 Whale, killer (1 )
galing's unbearable vanity. Every feat in the geothermal caves allows him t o 33-43 Spider, water (1-6 )
of the dragon's strength and every mag- obtain victims with ease . Sinequist 44-50 Portuguese man-o-war (1-6 )
ical item he constructs must be immor- considers any plan to drive the morkot h 51-60 Seawolf (1-8 lesser plus 1
talized in picture . However, the dragon away too dangerous. Besides, the crea- greater
does not allow depictions that show his 61-64 Shark (1-6 )
ture makes a good guard .
maimed condition . Barvarius has ofte n 65 Bugbear (2-8) (using Barvarius 's
The morkoth does not always eat hi s
water breathing spells;
been to Ancagaling's underwater lair victims immediately, so the area i s
and can guide PCs to it . He will try to see area G8 )
favored by lampreys that drain blood
convince the PCs to escort him there s o from hypnotized captives . Some of these 66-70 Eel, giant (1-4 )
that he can regain his spell book (no w eels have attained giant size . There are 71-72 Marine troll (from U4)
in area L3 of Ancagaling's lair) . 10 normal lampreys in this lair whe n 73-83 Crab, giant (1-6)
Barvarius is only allowed to use hi s the PCs arrive (AC 7 ; MV 12" ); HD 84-88 Manta ray (1-2 )
spell book when it suits Ancagaling 's 89-90 Sting ray (1-10 )
1+2 ; hp 7 each ; #AT 1 ; Dmg 1-2 ; S A
purposes . He is allowed to memorize 91-00 Bubble, 10' diameter *
drain blood ; AL N) . Two giant lam-
some spells so that he can help th e preys are also present (AC 6 ; MV 9" ;
dragons ' research and defend Sine- HD 5 ; hp 23, 21 ; #AT 1 ; Dmg 1-6 ; SA * The gas in Ancagaling's lair is slight-
quist 's lair. When the PCs encounter drain blood ; AL N) . All the lampreys ly heavier than normal air and some -
him, Barvarius has memorized th e attack any warm-blooded creature . times drifts for some distance
underwater before dissolving . Whe n
following cantrips and spells : clean, The muddy floor of the lair hides a
this encounter occurs, the PCs see a
hide, palm, present, identify, read magic , packet holding a bud that will burn i n
sleep, preserve, ray of enfeeblement, web bubble coming toward them from the
the torch of airy water (from area G4).
(x 2), water breathing ( x 3), stoneski n direction of area U3 .
No other treasure is here except for a
(x 2), and airy water (x 2) . Any spells rotting sack from which spill 10 pp . A
Set Undersea Encounters
which Barvarius uses against the PC s staircase leads down to the sea floor.
can be relearned on the following day i f
Ul . Seaweed Bed. This area i s
he survives the encounter . The Undersea Worl d inhabited by six strangle weeds (AC 6 ;
Although he is less than conscientious
Ancagaling 's lair is located on the se a MV nil ; HD 4 ; hp 22, 20, 18, 15, 11 ; #AT
about it, Barvarius is supposed to cap-
ture intruders in the geothermal cave . bed approximately 720 yards from th e 1 ; Dmg special ; SA constriction ; AL N) .
geothermal cave . The water is roughly Any PCs that enter this hex are
To protect the magic-user from enemie s
40' deep in the area around the peninsu- attacked by the strangle weeds . PCs in
while he casts spells, he is allowed t o
la, and masses of seaweed dominat e the kelp have a 40% chance of finding a
keep five armored guard dogs (AC 6 ;
some areas of the sea floor. In thes e bugbear skeleton of unusual size tha t
MV 12" ; HD 2+2 ; hp 16, 14, 12, 11, 10 ;
areas, PCs are able to see only 5' ahead . still wears an agate and silver wais t
MT 1 ; Dmg 2-8 ; AL N) . These creature s
Each turn, there is a one in eigh t chain (worth 100 gp) . Hooked to thi s
attack the PCs only if Barvarius s o
chance that a PC becomes entangled in belt is a box containing one bud for th e
orders them or if the PCs enter whe n the weeds for 1-8 turns. torch of airy water (from area G4) .
Barvarius is not present . Bugbear ser -

42 Issue No . 8
THE WOUNDED WOR M

Ancagaling's servants (but not Barva-


rius) know a special path through the
seaweed bed that avoids the strangl e
weeds .
ANCAGALING'S LAI R
U2. Sunken Ship. The gutted wreck
of a merchant ship lies here on the
ocean floor. It is upside down, with th e /' pI i
torn sail and broken rigging obscuring
the inside . The hull is 25' wide and 80 '
long . If the PCs have an underwater
light source, they can see the gleam of
gold from inside the ship . It takes one
round for a character to pick his way i n
or out of the ship . Amid the destroyed _ lt, //
3iii //=
rigging are four floating eyes (AC 9 ;
MV 30" ; HD 1/2 ; hp 3 each ; MT nil ; S A
hypnotism ; AL N) which go after th e
PCs as they pick their way into th e
ship .
There is indeed a heap of gold-colored
coins inside . On it sits a giant octopu s
(AC 7 ; MV 3"//12" ; HD 8 ; hp 45 ; NAT 7 ;
Dmg 1-4 (x 6)/2-12 ; SA constriction; SD
ink cloud, camouflage ; AL N) whic h
immediately attacks the PCs . At first
sight, about 40,000 gp appear to be in
the pile, but they are only copper coins
under the effect of a permanent illusion,
cast by an unknown person or being. 1 square = 10'
Anyone caught by the floating eyes ha s
a 30% chance per round to be notice d
and captured by the giant octopus. worn away. The giant air bubbles which galing, but they do cooperate with him ,
If Barvarius is with the party, he ca n periodically form and float away do no t sending him any characters who surren -
warn the PCs about the dangers of the move quickly upward ; sometimes the y der. PCs who can communicate wit h
ship, as he has come this way man y lazily bump along the ocean botto m these creatures may be able to bribe
times when summoned by Ancagaling . before rising, as if the gas within the m them, but the party will probably have
was heavy and thick . to fight .
U3. Ancagaling's Lair. A shimmer- Characters who enter the seaweed
ing bubble rises from a 10'-wide gaping U4. Troll Hovel . The coral reef is find a large, open hovel has been con-
hole in the center of a large cone o f strewn with seaweed here. This slimy structed under the kelp . It is furnishe d
mud . Every round, an air bubble lift s mass is the home of a female aquati c rather nicely, with seashells hung on
from the hole and floats upward . The ogre (AC 4; MV 6"//12" ; HD 4+4 ; hp the walls, a coral table, and (if the ogr e
hole opens into area L1 on the map o f 21 ; NAT 3 or 1 ; Dmg 1-6/1-6/2-8 or b y is not at home) a sword hanging on on e
Ancagaling 's lair. If the PCs stay in th e weapon type ; SA swimming charge wall . This blade is the sword of sharp-
area for more than one turn, they ar e gives +1 to hit, surprise 4 in 6 ; S D ness that maimed Ancagaling . The
attacked by 12 mud-men (AC 10 ; M V camouflage ; AL CE) and her four adopt - blade was given to the trolls by the red
3" ; HD 2 ; hp 15 each ; NAT 1 ; Dmg nil ; ed "sons," saltwater marine trolls dragon to insure their loyalty. Strun g
SD magical weapon to hit, limited spel l which she raised and fed until the y on the walls are 2,000 shells, each
immunity ; AL N) . These creature s became completely loyal to her (AC 2 ; worth 1 sp . Because of their sharp edges
form more slowly than usual and may MV 3"//12" HD 6 +12 ; hp 45, 39, 30 , and fragility, these shells have a n
not hurl mud underwater . However, i n 24; NAT 3 ; Dmg 1-4/1-4/9-16 ; SA attac k encumbrance of 2 gp each.
this environment, the mud-men slow a three different opponents in one round;
victim by 8" speed when they hurl SD regeneration ; AL CE) . Each has a U5. Giant Marine Spiders . Th e
themselves on a character. Ancagal- 40% chance of being "home" when th e water in these areas is noticeabl y
ing's servants (including Barvarius ) PCs arrive; others arrive 3-30 round s warmer than the surrounding ocean.
know to hurry into the lair to avoi d later in a group. Characters who search find small vent s
these creatures . If the party is within the sphere of an in the ocean floor from which heated
Anyone watching this area for som e airy water spell (making slashing weap - water flows . If PCs remain in a U5 he x
time notes the presence of many foot - ons useful), the ogre attacks with he r for more than one turn, they ar e
prints in the silt on the ocean floor, sword of sharpness (see below) . The ogr e attacked by 1-6 giant marine spider s
though most have been filled in and and the trolls are not servants of Anca- (AC 4 ; MV 15" ; HD 7 + 7 ; hp 40 each;

DUNGEON 43
THE WOUNDED WOR M

#AT 1 ; Dmg 3-12 ; SA poison ; AL N) that 3 + 1 ; hp 17 each; #AT 1 ; Dmg 2-8 or b y ed with bookworms (AC 2, 9 if motion -
build their bubble nests near these weapon type ; SA surprise on 1-3; AL less ; MV 12"(3") ; HD 1/4 ; hp 2 ; #AT nil ;
ducts . CE) . Each has a man catcher, a battl e Dmg nil ; SA eats paper ; SD camouflage ;
axe, and three darts . They attempt to AL N), and most of the works ar e
U6. Kelpie Lair. Three kelpies (A C capture the PCs but not kill them . The ruined . Any written matter brough t
3 ; MV 9"//12" ; HD 5 ; hp 25 (x 2), 19 ; ocean is clearly visible above this room , into this room has an 80% chance o f
#AT nil ; Dmg nil ; SA charm and drown- and here the lair may be exited or being attacked by 1-6 worms . Any book
ing ; SD fire attacks do half or no dam - entered at will . The door in the south the PCs examine has a 90% chance o f
age; AL NE) make their lair here . They wall may be locked from either side . If having been eaten .
are not aligned with Ancagaling, but the bugbears are forced to flee, they Ten books of lore are still useful bu t
they attempt to break up any underwa- lock the door to keep PCs from enterin g indistinguishable from the others . Eac h
ter party by charming members . If they the lair. The door latch requires 3 8 is worth 20 gp to a sage, or 10 gp to a
cannot drown anyone, they try to driv e combined strength points to break, or a magic-user or alchemist . Four inscribe d
the PCs into hexes inhabited by gian t thief may try to pick the lock with nor- bronze plates, each weighing 50 lbs . ,
marine spiders (see area U5) . The kel- mal chances to do so . may be treated as spell scrolls . The
pies may also attack parties on the clif f plates bear the spells web, identify,
above (see area P8) . Amid the kelp, is a L2. Prison . These areas are used a s armor, and grease. Hidden behind one
sack containing 500 sp and 25 pp . traps or prison cells . The doors may be bookcase is Barvarius ' s spell book,
opened from the outside but cannot be which may be found after three turns o f
U7. Underwater Graveyard . opened from within . Fifty points of searching . It is sprinkled with lye to
Corpses and bones protrude from the combined strength will break one of discourage bookworms, and any charac-
silt of this ghastly area . Ancagaling 's these doors, but there are no aperture s ter who handles it with wet skin takes 1
servants, both above and below th e for lockpicks . The PCs are held here i f hp damage . This tome is protected b y
water, throw unwanted corpses into the they are brought to Ancagaling as pris- secret page spells, making it appear t o
sea here . Thirteen lacedon ghouls (A C oners and his charm spells fail . Anca- be a collection of bad poetry. The book is
6 ; MV 9" ; HD 2 ; hp 10 each ; #AT 3 ; galing has no NPC prisoners here at also trapped with explosive runes . Thi s
Dmg 1-3/1-3/1-6 ; SA paralyzation ; SD this time. book contains all the spells that Barva-
immune to sleep and charm spells; A L rius can cast (see area G9) plus write,
CE) attempt to corner living beings and L3. Library. This room is lined with dispel magic, explosive runes, ice storm,
devour them . Many of the partially wooden book shelves . An old man lives and secret page . Several other spell s
buried bodies are also undead . The PC s here, and his personal effects are scat- (like charm monster) have been rippe d
might be attacked by 1-4 ghoul arm s tered about the room. He is the real from the book by Ancagaling, and Bar-
(AC 5 ; MV nil ; HD 1/2 ; hp 4 each ; #AT 1 ; Marcus Skinscribe (AC 10 ; MV 12" ; varius may accuse the PCs of doing this .
Dmg 1-3 plus paralyzation) which pro- NPC sage (HD 8d4) ; hp 17 ; #AT 1 ; Dmg Barvarius will use any means necessary
trude from the sea floor. A blow doing 4 by weapon type ; S 7, I 18, W 16, D 12, C to recover his book and escape .
hp damage or more severs one of these 11, Ch 12, Co 10 ; AL CN), who actuall y
arms . The arms belong to partiall y sought out the red dragon to offer hi s L4. Barracks/Storeroom . Two bug-
animated lacedons, which will not aris e services . The sage's major fields of stud y bears (AC 5 ; MV 9" ; HD 3 + 1 ; hp 16 ,
to attack the PCs . are fauna and the supernatural, and h e 15 ; #AT 1 ; Dmg 2-8 or by weapon type ;
specializes in dweomercraft and dra- SA surprise on 1-3 ; AL CE) guard thi s
Ancagaling's Lai r gonkind . He doesn't know about th e room . They each wield a halberd and a
Anyone looking down into the muddy other "Marcus Skinscribe ." Marcus wil l broad sword . The bugbears try to cap-
not do anything he feels is agains t ture intruders for Ancagaling but wil l
cone forming the entrance of Ancagal-
Ancagaling's wishes . Otherwise, he kill them if necessary .
ing's lair notes a series of stairs whic h
ignores the PCs . The sage tends to ge t The personal belongings of all the
descend 10' into a large, open, air y
chamber below . Movement into and out quite excited about things that interes t bugbears in the lair are kept in this
of the airy membrane at the top of the him (like dragons). His primary func- room; PCs can find a total of 50 sp pe r
tion is reading aloud to Ancagaling, bugbear present (400 sp total) . This are a
cone is effortless and does not cause th e
which he enjoys . If the PCs attempt t o is also a storeroom . Salted carcasses o f
"seal" to be broken, as Ancagaling has
steal any books, Marcus runs to get th e many creatures (mostly cattle, deer, an d
enchanted the entrance with a variant
bugbears in area Ll . He doesn't like pigs, but a few still-clothed humans a s
airy water spell . Air does escape fro m
humans or humanoids, but puts up wit h well) lie about the area, ready for eat-
the lair as the plant constantly produce s
more air all the time . Because the ai r them for Ancagaling's sake . Marcu s ing . PCs can garner enough food for 100
created is especially thick, it has a carries a dagger in his belt but uses it people to eat in one month if they ca n
only to eat with . Because the sage is s o carry it . Magic may be detected on thi s
strange and undefinable smell and fee l
loyal to dragons in general, Ancagalin g meat, as much of it is under the effect s
to it which only those who have visite d
does not bother to charm him. of a preserve spell . One of the human
the Elemental Plane of Air can recog-
Spell books, scrolls, tomes of ancien t corpses wears an iron holy symbol ; in a
nize as atmosphere native to that plane. side pocket is a scrap of paper with th e
lore, and metal plates of inscribed text
are scattered throughout the room . At word "Narone " written on it . This is the
Ll . Entrance . This area is guarde d first glance, the books appear to b e command word for the staff of withering
by six bugbears (AC 5 ; MV 9" ; HD
priceless . However, the library is infest- found among Ancagaling 's treasures i n

44 Issue No . 8
THE WOUNDED WOR M

his lair (room L6) . The cleric was th e enchant an item, eyebite (x 2), limite d scabbard held is now in area U4 .
son of the one who withered the wish, truename, and mass charm. He Also within the pile are a few magica l
dragon's legs; his quest to find hi s understands dig, preserve, wall of stone, items which Ancagaling may use in hi s
father obviously failed . move earth, and permanency, but doe s defense if attacked . A cube offrost
not have these memorized when the resistance, eversmoking bottle, net of
L5. Ethereal Trap. This room is shut PCs encounter him . Ancagaling can entrapment, and a spear +5 are present
with a one-way door like the one in area memorize spells selectively, like a beneath the treasure, within easy gras p
L2 . Each turn, there is a 30% chanc e human magic-user using a spell book ; should the dragon need them in a pinch .
that a random minor creature from th e his own spell books, written on thic k Note that Ancagaling can easily se e
Ethereal Random Encounter Table parchment and bound by heavy meta l through the smoke from the eversmok-
(Monster Manual II, page 138) wil l covers, lie under his treasure " bed ." ing bottle due to his incredible senses .
appear ; no monster with more than 8 Ancagaling is also very knowledgeabl e Ancagaling's lair is filled with air by
HD will show up . These monsters van- on the subject of crafting magical items , a black, leafy plant in the southwes t
ish again after 1-10 rounds . The magi- but unless it directly benefits the DM 's corner of the room. This odd plant grow s
cal plant which fills the lair with campaign (and Ancagaling), he shoul d out of a brazier of hot coals and require s
breathable air attracts these creatures . not give the PCs any such lore . no maintenance . Each month, it pro-
Rather than constantly repel them , A character who falls into Ancagal- duces one bud (useful in the torch of
Ancagaling developed spells to divert ing's power suffers a fate rolled on th e airy water, see area G4) . Because it wa s
them into this area. If intruders are Captured PC Events Table . Most brought to life through Ancagaling' s
trapped here, so much the better . charmed characters are summoned bac k magic, it will perish shortly after hi s
periodically so that the dragon ma y death . The air from these plants sup -
L6. Ancagaling's Dwelling . Ancagal- renew the spell . Roll percentile dice ports all air-breathing life in the under -
ing is stretched out full length on hi s (dlOO) to discover how each PC is affect- sea lair.
hoard and dominates the room. His ed by Ancagaling 's spells .
wings and hind legs have been The dragon's hoard contains 27,00 0 Concluding the Adventure
destroyed, and the rest of his body i s cp ; 744 sp, 575 ep, 1,120 gp, 326 pp, an d
covered with scars . He looks almos t the seaman Astain's ring of water walk- About one hour after Ancagaling 's
pitiful — but he is not . As soon as the ing. Ancagaling has a huge leathe r death, the plant which fills his lair wit h
PCs arrive, he weaves his agile foreclaw s flask containing a potion of extra- air shrivels and dies, but the PCs ar e
in the air to cast spells, beginning wit h healing, which he will bite, chew, an d able to recover 2-16 buds from it . After
eyebite. Ancagaling attempts to contro l swallow if he needs it . Also in the pile i s 5-8 hours, the air in the lair will hav e
bubbled out, to be replaced with se a
the party and uses suggestions to deter an elderwood staff of withering with 1 0
water. Sinequist and Cathan will con-
PCs from attacking him . He can use his charges left . The staffs command word
tinue to struggle for power after Anca-
breath weapon normally, if he must, an d is "Narone ." Near the center of the pil e
galing's death, and the DM may wish t o
is allowed to decide when to breathe an d is a mother-of-pearl-encrusted scabbard .
when to attack otherwise as the D M From this scabbard hangs a gold chai n design future adventures around this
desires, without use of a die roll . conflict. Astain returns to his former
attached to a merman figurine made o f
Ancagaling is a huge, ancient re d solid pearl with silver decorations , seafaring life and may convince the PC s
to ship out with him on a voyage to
dragon (AC -1 ; MV 9"//24" ; HD 11 ; hp emerald eyes, and a ruby-encrusted tai l
distant lands .
88 ; NAT 3 ; Dmg 1-8/1-8/3-30 ; SA breath (worth 4,000 gp) . The sword that this
weapon, spell use, fear aura upon
attacking (60' radius) ; SD 60' infravis- Captured PC Events Tabl e
ion, detect hidden/invisible objects with - dlOO Event during time of captur e
in 80 yards, save as 22-HD monster ,
01-35 PC recovers from charm 1-10 weeks later in a random nearby city. P C
immune to subdual attacks, attacker s has no memories of events following the encounter with Ancagalin g
receive -1 to hit if using air- or fire - except that he left all of his possessions behind for "safekeeping ."
based attacks, -1 hp/HD damage take n
36-55 PC is kept for mundane service, spending 1-100 weeks in Ancagaling's
from air- or fire-based attacks ; +1 to be
lair. If the PC has not been rescued after this time, roll again for
hit by water- or earth-based attacks, + 1 fate during next period of captivity .
hp/HD taken from water- or earth-based 56-60 PC is ambushed, to be killed and eaten by Ancagaling or his servants ;
attacks; AL CE). set-up to be determined by DM .
Ancagaling has the spell powers of a 61-65 PC is sent to coerce Catha n 's gnolls to Ancagaling's service . *
16th-level magic-user, as his studies and
66-76 PC is sent to dupe NPCs into being charmed by Ancagaling.
magical experimentation have gifte d
77-87 PC is sent to "collect " (i .e ., steal) items which Ancagaling desires .* *
him with superior abilities in this area . 88-00 PC is sent to persuade a high-level cleric to cast a regenerate spell o n
His spells are : charm person (x 2), detect Ancagaling. *
magic, read magic, write, deeppockets,
forget, invisibility, scare, wizard lock , * When an adventure is assigned, the PC may be allowed to role-play th e
hold person, protection from norma l affair, with possible DM intervention if a player forgets the charmed state of
missiles, suggestion (x 3), charm mon- his character.
ster (x 4), fear, airy water, fabricate , ** If this would offend the PC's alignment, he may save vs . spells to cast of
f
feeblemind, hold monster, telekinesis, the charm. Ancagaling is unaware of this sort of resistance .

DUNGEON 45
An 8th-grade class in Oriental history
first enticed Jay into the mysteries of the
East. Years later, when he became a DM,
Oriental lands were always in hi s
worlds, even if the PCs wouldn ' t go
there! Recently, Jay gave an engineerin g
seminar in Mexico, where he ate "polio
con sausa de Montezuma ." We hope he
recovers soon .

The Flowers of Flame is an AD&D°


game Oriental Adventures module
designed for a group of 4-8 player char-
acters of levels 5-8 . The party shoul d
include a samurai who is a jito or has a
post in the provincial government, an d
a learned and respected shukenja ; a
yakuza would also be helpful . This
adventure gives the groundwork for a
new Oriental campaign area (Tabot, th e
fantasy analog for ancient Tibet) and
offers some high-level intrigue as well .
The adventure begins in Shou Lung, in
Kara-Tur. Note the time of year an d
time limit for the adventure, as given i n
the next section .

Adventure Backgroun d
Governor Chan Sung Yu has spent th e
last few months at the capital of Shou

TH E
Lung, in pursuit of one of the Empero r's
nieces . He recently returned home in
disgrace, banished from court for annoy-
ing the Emperor. The humiliation of his
disgrace so upset Governor Chan tha t

FLOWERS
he ordered the execution of all hi s
attendants who witnessed the event .
In this angry state of mind, Chan is
informed that, while traveling throug h
his province, a visiting ambassador and

OF FLAM E
his companions were caught in a stam-
pede of cattle . The ambassador wa s
thrown in the mud, and his wife was
frightened by a pack of hounds tha t
chased the herd . Two of the party were
BY JAY BATIST A
injured, and the ambassador's wife
twisted her ankle while trying to clim b
a tree .
In search of a The governor, furious at this furthe r
blot on his honor, calls for the samurai

dangerous fairy (a player character!) in charge of th e


district where this fiasco occurred . Chan
then gives the samurai an impossible
tale. task — the very task that the Empero r
has decreed Chan must complete i n
order to be welcome at court again . The
samurai must travel to Wu Pi Te Sha r
Mo — the Peerless Mountains — to fin d
Artwork by Kevin Davie s
the legendary Flowers of Flame an d
Cartography by Diesel bring back their seeds . The governor
makes it clear that he expects his jito t o
complete this absolutely ridiculou s
quest or die trying .

46 Issue No . 8
THE FLOWERS OF FLAM E

The seeds are from flowers spoken of own spokesman, the Chi-kyap Khempo , people of the country or implicatin g
in tales told to children . The tales men- to represent the nobles. anyone in the coup, and a more definit e
tion a secret valley, a beautiful paradise Unknown to the PCs, the current Chi- division of church and state would com e
where people never grow old. It is said kyap Khempo (also called the Lord about. As for the Lord of Oceans — if h e
that these flowers grow and thrive onl y Chamberlain) has been bribed by th e is a god, he will do as he pleases ; if he i s
within the heat of a flame . They are nobility, who plan to usurp the power o f a man, he will be able to do nothing .
both beautiful and extremely rare , the centuries-old Lord of Oceans . Th e The emperor of Shou Lung secretl y
because they die immediately upo n nobles have amassed an army to attac k welcomes the chance to influence th e
being removed from the fire . The seed s T 'u Lung and garrison the closest citie s government of T'u Lung through a
of these flowers, however, can be gath- in the neighboring province . Their plot powerful internal district (Tabot) and s o
ered and planted later in another fire , is based on two solid truths : the people supports the nobles of Tabot in thei r
recreating the aesthetic beauty of these of Tabot love the Lord of Oceans, and plans . He had decided to provide addi-
exotic blooms . they hate the inhabitants of T'u Lung. tional manpower for the Tabotan raid s
The governor gives the samurai a (Of course, if the Lord of Oceans reall y into T ' u Lung if the nobles allow Sho u
scroll that guarantees safe passag e is a god, the plan will either neatly Lung to place spies posing as Tabota n
through the barbarian lands that lie a t manipulate this foreign power into delegates in the high council of T' u
the base of the Peerless Mountains , transferring the government back into Lung, once the plan has borne fruit .
south of Shou Lung and west of T 'u the hands of the " innocent" nobility — Even if the plan fails, it allows th e
Lung . He demands that the warrior an d or it will fail miserably. The nobles have emperor of Shou Lung to harass th e
his party leave tomorrow, the fourt h accepted the risk . ) forces of T ' u Lung without causing war,
day in the month of Ju, and retur n Unfortunately, T'u Lung is more pow- as would happen if he attacked openly.
before the Dragon Boat Festival in the erful militarily than Tabot, though it s The Lord Chamberlain was recentl y
month of Kao II — 90 days away. The main troops are committed to borde r at the Shou Lung court securing troop s
scroll is bound in leather, and two sets skirmishes in the south . With a littl e to back up the Tabotan armies . While
of ornate wax seals are strung to it by outside aid (see below), the men of Tabo t the Emperor of Shou Lung was willin g
long silk ribbons . The samurai may could hold off T ' u Lung's armies for a to provide the troops, he was concerne d
recognize the imperial seals (80% few months, but the capital of T'u Lun g that their movement across the borde r
chance) but does not know the origin o f is too distant to conquer, and all o f into Tabot would endanger certain trea-
the other set of seals . A yakuza may use Tabot could not provide the manpower . ties between the two countries . Such a
his connections to discover the origin o f Eventually, T'u Lung could bring all it s mass movement of men with no visibl e
the unknown seals ; a wu jen or shuken- might to bear and slaughter the Tabo- purpose would also alert the Lord o f
ja may have spells that will dispel the tans, invading Tabot afterwards on a Oceans to the plot against him . The two
mystery of the seals (see below). punishment raid . wily old politicians — emperor and
The PCs are offered ample opportuni- Just before that happens, it is th e chamberlain — put their heads togethe r
ty to gather gear for the trek as they Lord Chamberlain ' s plan to send envoy s and came up with a daring idea to allow
pass through civilized lands, and the y to the court of T ' u Lung to sue for peace , free movement across the border s
are given a rudimentary map to the demanding that Tabot be established a s between Shou Lung and Tabot .
most accessible slopes of the " Moun- a district of the T ' u Lung government The Lord Chamberlain composed a
tains that Touch the Heavens," but n o under the control of the Tabot nobility. document permitting free passag e
one knows anything more about the He plans to send his most persuasiv e across the borders "for all traffic neces -
Flowers of Flame . ambassadors, who will imply that th e sary to complete the task of finding and
invasion was planned by the Lord of retrieving the Flowers of Flame," an
For the Dungeon Maste r Oceans, swearing that the nobility idea that popped into his head fro m
would never let such a thing happen i f some long-suppressed childhood mem-
There is much more going on behind th e
they were put in command . The Lor d ory. The Emperor, playing along wit h
scenes of this bizarre quest than firs t
Chamberlain has collected a huge bribe this ridiculous cover-up, gave the non-
meets the eye, as both heavenly an d
from the nobles to be given to the ruler s sensical task to the bothersome an d
earthly powers are involved . Part of th e of T'u Lung as an example of the tith- inept (but conveniently handy) Gover-
background to this story can b e
ings Tabot would pay as a province o f nor Chan . Meanwhile, court scribes
revealed if a wu jen or shukenj a their strong neighbor. worked night and day to produce hun-
researches the matter, or if a well - T'u Lung needs the tax revenues an d dreds of copies of the document, each t o
connected yakuza uses his contacts i n
would welcome saving its army for more be given to a company of soldiers t o
the capital city to glean information
important threats . With much coaxing allow them to cross the border unde r
(35% chance) . It is common knowledg e
and promises of retribution from th e cover of this ridiculous quest .
that the mountainous land to the sout h
Tabotan ambassadors, T ' u Lung might No troops, however, are to move befor e
is called Tabot, and it is ruled by monk s
agree to the plan. The Lord Chamber- Kao II, which gives the Tabotan noble s
(lamas) and landed nobility. Centurie s lain could then hail the agreement as a time to prepare their invasion . The
ago, the Lord of Oceans — the Hig h grace from heaven, saving their countr y scroll the PCs carry is the original docu-
Lama, believed by his followers to be a ment drawn up by the Lord Chamber-
from the savage reprisals T'u Lung ha d
reincarnated god on earth — took com- lain . It is written in the Tabotan cour t
undoubtedly planned . The nobility
plete control of Tabot, establishing hi s
would replace the clergy as rulers o f language as well as an indecipherabl e
own government and appointing his Tabot, hopefully without offending the script, a direct translation into the

DUNGEON 47
THE FLOWERS OF FLAME

combat bonuses, and so forth are give n


for NPCs if such are integral to a partic-
THE GOVERNMENT O F ular character of a given level (such as a
kensai's immunity to fear) .
TABOT Travel Through Tabot
The Lord of Ocean s It will take 2-7 uneventful days o n
horseback to reach the border with th e
lands of Tabot — but even before th e
I 1 PCs leave Shou Lung, the secret agent s
of Tabot are alerted . The Lord of Oceans
The Lord Chamberlai n Chief Minister s and his loyal government in the Tabo-
(Chi-Kyap Khempo) (Lon Chen)
tan capital of Koko Nur are aware tha t
I
The Nobles Monasti c
the Lord Chamberlain and the noble s
are plotting a coup . The Council
(Tse-Khor) Kashag, ruled by one monk and thre e
laymen who report directly to the Hig h
Council Kashag
(1 monk, 3 laymen )
1 Lama, has mobilized three separate
arms of the government to determin e
Monk Counci l
(Yig-Tsang ) the real purpose of this fairy-tale search
into their lands (see The Government o f
Tabot chart) . The actual status and
Foreign Burea u Military Offic e statistics of the long-lived High Lama ,
(Chi-Gye Le-Khung ) (Mag-Chi Le-Khung )
as deity or mortal, are left to the DM ' s
discretion, though they will not be need-
Treasurers National Assembl y ed for this adventure.
(La-Cha) (Tsong-Du )
As the PCs travel through Tabot ,
District Officers there is a chance that they encounter
(Dzong-Pon)
representatives of the Tabotan govern-
ment, with the results listed below . Roll
percentile dice for each governmen t
branch whenever the PCs enter a town .
common tongue of Tabot . The scroll unknowingly upset all of the abov e
Modify the chance to encounter by
carries Tabotan and Shou Lung imperi- plans. News of the successful recovery
+ 15% when reentering any city .
al seals. of the Flowers of Flame will sprea d
The DM should use discretion i n quickly, and later documents will thus
The Chi-gye Le-Khung (Foreig n
allowing the PCs to discover any or al l be disregarded by border officials . See
Bureau). The PCs have a 40% chance to
of this information . It need not all be "Concluding the Adventure " for more encounter Foreign Bureau agents befor e
learned in one lump, but may b e information .
the adventurers reach the mountains .
revealed in the course of their travels , NPC statistics: The statistics given
Two or three agents (4th-level bushi /
in conversation with local villagers , for many NPCs in this adventure hav e
ninja) trail the party (90% effective) ,
army troops, drunken diplomats, an d been abbreviated and standardized fo r
following all the way to the guard sta-
the like . Rather than playing out each ease of reference . All personal statistics ,
unless otherwise noted, are assumed to tion at the entrance to the hidden valley
encounter separately, general informa- (encounter 6) where they accuse the PC s
tion may be distributed to PCs who be either average (11) or the minimu m
of being thieves, thus ruining any
check for rumors on the way to Tabot . required score (if higher than 11); see
chances the adventurers have of gain-
Note that if the PCs actually complet e the table for further information . No k i
ing surprise . The chance to encounter
the quest by the deadline, they will powers, special attacks or defenses,
agents of the Foreign Bureau on the
return trip is 20%, when 3-8 4th-leve l
kensai guards attempt to arrest the PC s
and confiscate the seeds (and any trea-
NPC Statistics : Tabotan Encounters sure) . When the kensai, who are loyal t o
the Lord of Oceans, read the PCs' docu-
Class S I W D C Ch AL ments and realize that the border wil l
Barbarian 15 11 11 14 15 11 N-CN be closed once the task of finding th e
Sushi 11 11 11 11 11 11 Variabl e seeds is completed, they return two
Bushi/ninja 11 15 11 14 11 14 LN seeds to the PCs and escort the party t o
Kensai 12 11 12 14 11 11 LN Shou Lung .
Monk 15 11 15 15 11 11 LG-LN Bushi/ninja agents : AC 7 (leather
Shukenja 11 11 12 11 11 11 LG scale); MV 9" ; bus4/nin4 ; hp 28 each ;
Sohei 13 11 11 11 11 11 LG-LN #AT 1 ; Dmg by weapon type (lon g
sword) or martial art (karate) ; AL N .
Kensai agents : AC 8 ; MV 12" ; ken4 ;

48 Issue No . 8
THE FLOWERS OF FLAM E

hp 23 each ; #AT 3/2 ; Dmg by weapo n Of course, player reaction can avert Shou Lung . The lamas — whether
type (long sword) or martial art (karate) ; any of these outcomes. Player charac- monks, sohei, or shukenja — wande r
AL LN . ters have the opportunity to learn an d everywhere, on the roads and through-
be wary of these government agents — out the towns . They provide a network o f
The Mag-chi Le-Khung (Military
the government structure is commonl y spies for the Lord of Oceans, but they do
Office) . The PCs have a 10% chance t o
encounter soldiers of the Military Offic e known, and all the PCs need do is as k not report to the Council Kashag an d
before the party reaches the mountains . even a peasant . remain relatively aloof to the party' s
One 6th-level bushi commanding 2- 5 The PCs travel from their home passing . The lamas, especially the sohei ,
barbarian warriors attempts to arres t through civilized lands until they reac h do not hesitate to attack any "foreig n
the PCs on suspicion of plotting agains t the heavily guarded border betwee n invaders " if provoked . The DM should
the High Lama. If overpowered, the PC s Tabot and Shou Lung . There, they may provide encounters as desired .
consult the crude map the governo r
are held in separate detention cells for
provided (the DM can trace the map o f Finding a Guid e
three days, then released and hande d
the Peerless Mountains) and note a roa d
all their belongings . Some noble in Before entering the mountains, th e
to the mountains that passes throug h
authority has ordered the soldiers not t o adventurers should find a guide . If the
three Tabotan towns — Darka, Khampo ,
interfere . On the return trip, the PC s PCs do not think to do this, the D M
and Thok — each about one day's rid e
have a 20% chance to encounter sol- should subtly encourage them to do so .
from the next . These towns offer the
diers . The same size force tries to arrest It would be easiest to find a guide i n
the party on sight . If successful, all th e comforts of warm, dry beds, but the PC s
Thok, at the foot of the Peerless Moun-
adventurers' possessions are confis- are sure to stand out as foreigner s
tains . Thok is a small village of goat -
cated, and they are held in separat e there . The towns might be avoided if
the group decides against questionin g herds, a single trading post, and th e
cells for two weeks, effectively prevent- homes of three minor nobles . Thei r
the natives and the possible side-effect s
ing them from completing their quest manor houses form the town cente r
of alerting the authorities .
on time . The PCs are then sentenced t o about a cobbled court and a shallow ,
The land is filled with many peasant s
hard labor in the quarries for unspeci- spring-fed well . In Thok, the adventur-
toiling in the fields and paddies, and
fied illegal activities — only to be ers can sell their horses for goats or
chasing herds of goats. The terrain
released two weeks later, with all pos- burros, and stock up on climbing tools
becomes increasingly more rugged a s
sessions returned and without explana- and supplies for the journey . The swa p
the PCs push on farther. Most peasant s
tions for why this happened . of fine horses for slower beasts of bur-
live in low, circular huts of clay bricks
Bushi commander : AC 4 (chain and thatched roofs, and they dress i n den may rankle some of the PCs, but a s
mail) ; MV 9" ; bush ; hp 29 ; #AT 3/2 ; the slopes become narrow paths to o
dull-colored wools and pounded leath-
Dmg by weapon type (katana) or mar- steep and tight for a horse, a nimbl e
ers . They speak a common Tabota n
tial art (karate); AL LN . goat or cautious pack burro will prove a
language with thick local accents an d
Barbarian warriors : AC 8 (leather) ; better climber.
know very little of the trade tongue . An
MV 12" ; bar3 ; hp 24 each; #AT 1 ; Dm g No one in Thok knows how to find th e
interpreter is needed for more tha n fairy-tale valley or the Flowers of Flame ,
by weapon type (broad sword) ; AL N .
superficial conversation. There is a 60 % but all advise the PCs to get a good guide .
The Dzong-Pon (District Officer) . chance to find an interpreter in eac h
When the adventurers decide to hire a
Before the PCs reach the mountains , village ; interpreters commonly charge
guide, six applicants present themselve s
there is a 20% chance to encounter th e 10 yuan per day for their services, but
to the group when they are at the tradin g
local "sheriff," a 6th-level barbarian . He will not leave their villages.
post. The PCs, especially any yakuza in
follows the PCs and attempts to detai n Bushi interpreter: AC 10 ; MV 12" ; the group, must exercise their ability t o
them with legal papers, threats, an d bus2 ; hp 15 ; #AT 1 ; Dmg by weapo n judge the local men and determine th e
local laws, but only succeeds in makin g type or martial art (kung fu) ; AL LN .
best choice .
a nuisance of himself. If the District The Tabotan nobles live in two-story
Officer meets the PCs on their retur n houses made of heavy stone and brick ,
Guide 1 .
trip (50% chance), he deputizes a poss e rough-hewn beams, and tiled roofs .
of 5-8 5th-level barbarians, and the y While the noblemen dress in somber-
ride horses out to arrest the party. The colored silk gowns and style their hai r "My name is Chang-chub . I hav e
officer can be bribed to leave the PC s in jeweled knots, their women wear many recommendations, for I am th e
alone, but he immediately reports th e elaborate gowns and rainbow-colore d best mountain guide in these parts . I
PCs actions to the Military Office (giv- headdresses decorated with bells an d will not work for less than 20 tae l
ing the soldiers + 35% to their roll t o chimes . All children and the ever - per week? '
encounter the PCs). present lamas have shaved heads, but
Barbarian "sheriff": AC 2 (leather) ; warriors sport long braids and dress i n This guide increases the party's
MV 12" ; barb ; hp 47 ; #AT 1 ; Dmg by mail shirts and bronze skullcaps, ofte n chance of a safe trip and helps the group
weapon type (long sword) ; S 17, D 17 ; decorated with the eye of a peacoc k move quickly. Although quiet and wise ,
AL N. feather. Most nobles can understand th e he is a poor fighter. He will lead the
language of Shou Lung . party past the old shrine at encounter 1 .
Barbarian deputies : AC 7 (studded
leather); MV 12" ; bar5 ; hp 42 each ; #AT Pressed into the sides of hills along th e Chang-chub : AC 10 ; MV 12" ; busl ;
1 ; Dmg by weapon type (broad sword) ; route are monasteries, large stone con- hp 4 ; #AT 1 ; Dmg by weapon typ e
structions rivaling the largest castles of (katana) ; I 15, W 15 ; AL LG .
AL N .

DUNGEON 49
THE FLOWERS OF FLAME

1 large hex = 20 mile s


1 small hex = 5 mile s

Contour lines sho w


1,000' changes i n
elevation.

Shaded areas are


mountainous
terrain .

Unshaded areas in
mountains are
glaciers .

TABOT: THE "ROOF OF THE WORLD "


Guide 2. this barbarian is a liar. Cocksure, he Guide 5 .
will lead the party south and waste two
"I am Sakya, a poor farmer. Thi s weeks getting them thoroughly lost . "My name is Gedun, and I must hav e
year has been very bad, and I need t o Then he will steal all he can carry and 18 tael a week . I studied as a monk in
feed my family. I have no recommen- runs away. these hills, and I know them well . I
dations, but I have lived here all m y Tshal : AC 8 (leather) ; MV 12" ; bar2 ; have these three recommendations ."
life and can guide you through thes e hp 17 ; #AT 1 ; Dmg by weapon typ e
hills . My wages are 10 tael per week , (club) ; W 6 ; AL CE . This NPC is a bushi/ninja who i s
but we can discuss it ." searching for a lost group of adventur-
Guide 4 . ers (see encounter 4). He knows there is
This guide is a liability to safety an d safety in numbers, and he will lead th e
speed. He is nervous and awkward , " My name is Pagmotru, and I have PCs past the shrine (encounter 1) . He is
leading the party south, then west . traveled and traded with the fros t very quiet and watchful, always search-
Each day in the mountains, he has a barbarians . I want 16 tael per wee k ing for the lost party. Three days int o
cumulative 5% chance of dying in a n to lead you through the mountains . I the journey, he starts to lead the adven-
accidental fall . have two good recommendations , turers in circles while he looks for th e
Sakya : AC 6 (brigandine) ; MV 9" ; including one from the owner of thi s lost group.
bus2 ; hp 11 ; #AT 1 ; Dmg by weapon trading post." Gedun : AC 8 (leather) ; MV 12" ; bus/
type (kama and two javelins) or martial nin4 ; hp 28 ; #AT 1 ; Dmg by weapo n
art (karate); W 7, D 7 ; AL N . Pagmotru speaks the truth, and he ca n type (katana and jitte) or martial ar t
ensure safe passage through the fros t (tae kwon do) ; AL LE .
Guide 3 . tribes' territories. Most of the time on the
trail, he sulks — he's only happy after a Guide 6 .
"They call me Tshal, and I want good battle! While he brings no bonuses
about 18 tael a week . I have thi s to safety or speed, he will lead the part y " I am Karmapa, and I guess I need
written recommendation, and I gre w past the old shrine at encounter 1 . 15 tael a week. I used to be a shep-
up in these mountains." Pangmotru : AC 8 (leather); MV 12" ; herd, and I'd chase my flocks across
bar3 ; hp 25 ; #AT 1 ; Dmg by weapo n the glaciers and mountains . I kno w
The recommendation is forged, and type (tetsubo); AL CN . I'm young, but I work hard — just
ask anyone."

50 Issue No . 8

THE FLOWERS OF FLAM E

While this young man has no recom- It is assumed that the party finishes a safety roll . Modify this score by th e
mendations, he is energetic, work s climbing turn at a suitable restin g results of steps 1 and 2, and see tables 4
hard, and offers suggestions . He wil l place, a ledge or rock chimney, to give and 5 at the end of the module . Tell the
lead the party past the shrine (encount- shelter. The maximum a group ca n adventurers how the climb went, the n
er 1) and will find the tunnel to th e move before collapsing from fatigue i s make the distance roll, modify it, an d
hidden valley (encounter 6) immedi- two mountain climbs, three glacier move the party on the map . With a
ately. Cautious during battles, Karma - climbs, or one mountain and one glacie r little preparation, you should be able to
pa has the best chance of accompanying climb . Traveling with haste (to escap e move your players across the Peerles s
the group through the entire journey . pursuit) halves this maximum move- Mountains with excitement, momen-
Karmapa : AC 7 (studded leather); ment . Glacier traveling is blinding; it tum, and speed . Remember, it's impor-
MV 12" ; bus3 ; hp 12 ; NAT 1 ; Dmg by hurts the eyes and causes cuts fro m tant to keep track of the game tim e
weapon type (katana) ; I 13, W 17, D 15 ; sharp ice . Mountain climbing leads t o spent in crossing these mountain s
AL LG . cold fingers and toes, and windburn o n because of the governor's deadline .
any exposed skin surfaces. Glaciers are often eroded by the win d
All of the guides appear confident i n Repeat the following three steps a s into fantastic shapes, caverns, and tun-
their choice of direction, and all wh o many times as necessary until th e nels, forming perfect hiding places for
visit the shrine (area 1) cut north int o group reaches their goal . The base nasty monsters . Travel on glaciers is
the mountains . The rest take more chance of becoming lost is 30%, with the slower and demands more attention .
southerly paths. Once into the moun- following modifications : -28% if led by Use your imagination to create a truly
tains, the trails disappear and all th e guide 1, +20% if led by guide 2, -15 % epic journey for the players .
guides head west. All believe the quest is for all other guides . Check for becomin g
ridiculous, but will guide the party a s lost every three moves . Set Encounters in the Mountain s
long as the adventurers' money hold s
The following are set encounters in th e
out . Step 1 . Using tables 2 and 3 at th e
mountains . The first and sixth are the
end of the module, determine the slop e
most important, with the fourth bein g
Mountain Encounter s ahead and the weather for the day an d
noteworthy if a PC ninja is present .
inform the PCs .
Table 1, Mountain Encounters (see en d
of module) should be used to determin e 1 . The Shrine . Four of the guide s
Step 2 . Notify the PCs of conditions
random encounters . Roll percentile dic e ahead and allow them to discuss their (numbers 1, 4, 5, and 6) lead the PCs
and check the table once each day and past an ancient shrine as the grou p
travel plans . Determine the group's
once each night. If the dice roll calls fo r begins its trek into the mountains . Th e
travel mode (for example, " haste, with
an encounter, it is best to fit it into the bricks of the altar are tumbled, and th e
ropes, leaving animals behind " or " with
journey. A day encounter, for example , roof leans precariously forward over th e
ropes and pitons, using slow diligence " ) .
may happen just as the party stops for entrance . Birds roost in the eaves an d
The players may opt to wait out ba d
lunch or after a grueling climb to a caw at the passing adventurers, an d
narrow ledge . A nocturnal monster weather or turn back to look for a bette r grass sprouts up between the floor tiles .
route . The following modifiers apply t o
might find the group as the PCs gather The shrine seems to have been aban-
dice rolls in step 3 .
twigs and branches for their evening doned for a long time .
fire . These wandering monsters add If a shukenja PC stops at the shrine ,
Modifiers to Adjust
excitement to the plodding toils o f repairs the altar, and prays to th e
Climbing Safety/Distance mountain spirits, a spirit appears t o
climbing but aren ' t the main adventure ,
so it's best not to get carried away. him . All others see only a bright flash o f
With ropes + 15/ - 1 light shining from the altar, but th e
With pitons +25/— 2
Mountain and Glacier Climbin g shukenja sees a tall, copper-skinned
With animals -51— 1 man with shimmering red hair. Hi s
The following three-step system allow s With slow diligence +30/— 2
gown is embroidered with fantasti c
the DM to gauge the PCs' trave l With haste — 30/ — 2
dragons and tangled flames . The spirit
through the Peerless Mountains . Party fatigued — 20/ — 2
smiles at the priest and recites th e
Whether the day's move is over moun- Guide 1 leads +50/+ 2 following :
tain or glacier is determined by the Guide 2 leads -10/— 1
group's location on the map and is Korobokuru with party* +35/+ 3
essentially a judgment call by the DM . Slope adjustment see chart "By the hand of Celestium, Bureau-
Above all, don ' t get bogged down i n Weather adjustment see char t crat Supreme, and by the Emperor of
"chart chasing " but apply the spirit o f High altitude (above 25,000') — 5/ - 1 Heavens, I am sent among you! You r
quest is ordained by above, and
the rules . The purpose of this system i s Party size > 10 -31— 1
to keep the PCs moving quickly, kee p Party size > 20 — 7/ — 2 through mortal means you have
the game exciting, and test the players ' Party size > 3 5 -12/ — 3 arrived to bring harmony to the land.
common sense and judgment . (Optional- "To the west lies Fire Ring . Seek it !
* See encounter 2 . Hidden in its misty green heart ar e
ly, the DM can use various pages in the
Wilderness Survival Guide and the the blossoms you desire and dee p
Step 3. Ask one player to roll percen- mines of pure gold . Be wings on th e
Dungeoneer 's Survival Guide that apply tile dice for the group 's unmodified
to mountain and glacier travel .)

DUNGEON 51
THE FLOWERS OF FLAM E

figure approaches, it becomes obvious


that he is not a man at all but a korobo-
kuru . When he is about 100 yards away ,
he collapses from hunger and weakness ,
unable to go any farther. He lies on th e
ground, calling for aid in the tradin g
language . Upon examination, the
adventurers find that this dwarf i s
completely destitute . He owns nothin g
but his cape and a thin, patched robe .
His scrawny frame is feverish, and he
begs for food and water. If given suste-
nance, he thanks the PCs and promptly
falls asleep . The korobokuru remains
comatose for the rest of the day and al l
the next night .
In the morning, the korobokuru
awakens and asks for more food . H e
explains that he is Loni Dormarku fro m
the far south . Loni tells of becoming lost
while trading with the frost tribes fo r
certain rare herbs . He expresses hi s
gratefulness for the PCs' fine treatmen t
and explains that he is indebted to th e
group for saving his life . According to
the code of his people, Loni says, h e
must repay his rescuers in some man-
ner. It will take two days' rest for him to
be well enough to travel, but he claim s
to be a very good guide (note his modifi-
cations to climbing safety and distance) .
He can tell the party the approximat e
emissary from the Celestial Empero r location of the two closest frost tribes ,
wind, for a spirit hath broken th e
and simply vanishes without a trac e but he warns them that these tribes are
sky ' s rules; it festers in silence an d
upon the fall of the first blow . Attempt- cannibals and very dangerous . Loni ha s
plots evil, and it has spawned a n ing to strike the spirit brings instan t never heard of a " fire ring," but he ha s
abomination that must be wipe d
clean . Beware of the fiery garden ; it s reprisal as the power of the attack i s friends in a frost tribe many days' jour-
magically reflected into the attacker' s ney away who have told him of a volca-
master has poisoned men's souls . Go chest! Let the PC roll his damage, the n no that lies far to the west.
west where the icelands are split b y tell him he did it to himself . The real reason the korobokuru i s
the flames and, with the blessing o f This spirit was sent by the Celestia l
heaven, find the Valley of Wings. destitute is because he recently escape d
Emperor to aid the PCs in defeating hi s from one of the frost tribes (encounter 3 )
And take ye my thumb, luck fro m
wayward minion, the fire spiri t where he is known as a cheat and a liar,
copper forged — with a glyph of a
described at area G9 . The bottle ha s and there is a price on his head! If th e
name, a bottle and stopper . Open the
been forged in the heavens and holds a n party decides to take him along, two o f
bottle and speak the name . It is writ- irresistible compulsion for the spiri t the frost tribes will attempt to kill all o f
ten a wise man will always triump h whose name it carries . Anyone who them on sight for associating with Lon i
over vain and evil vipers ." calls out the spirit's name can compel i t Dormarku . He can, however, help the m
into the bottle with the weight of the to reach the tribe far to the west, wher e
As the spirit recites the last few lines , Celestial Empire behind the command . his welcome is assured for cheating th e
his thumb glows red hot and falls off to Once inside, the spirit cannot escap e other two tribes . Along the way, Lon i
form a small copper bottle with a tigh t again. The " abomination " refers to th e steals from the party if given the
stopper. On one side of the bottle is a shukenja Ko Hung Cho (area G4) wh o chance . True to his race, the korobo-
strange and unrecognizable glyph . Th e has fallen prey to the monster's influ- kuru delights in pranks and practica l
spirit disappears in a puff of smoke an d ence and become evil . jokes (like dropping messy food o n
the smell of ozone, leaving the shukenj a climbers below) but his jokes are neve r
with the distinct impression that he ha s 2 . The Destitute Korobokuru . On fatal . If the party arms him, he fights —
spoken with an important spirit — per- the second day of the trip, one of th e but only to save himself. Once h e
haps a dragon . None of the other adven- PCs spots a short, manlike figure high regains his strength, he is able to run
turers see anything but the bright light . up the mountainside, waving his cape t o away and will take flight if a battle i s
The spirit cannot be attacked by an y catch their attention and rushing dow n going against the group .
member of the party, as it is a holy the slope to overtake the party. As the Loni Dormarku : AC 8 ; MV 12" ;

52 Issue No. 8
THE FLOWERS OF FLAM E

bus3 ; hp 24 ; #AT 1 ; Dmg by weapo n to the hidden valley may be found, bu t poison forces a victim to save vs . poiso n
type (if given any); S 10 ; I 14 ; W 8 ; D 16 ; the tribesmen consider the valle y or else suffer the effects of a symbol of
C 16 ; Ch 12 ; AL CN . cursed because none who have venture d pain for 2-20 turns before dying ; a suc-
in have ever returned . Sixteen me n cessful save causes suffering, but a t
3. The Frost Tribes . Rumored to be have disappeared while hunting nea r half-strength effects and doubled dura-
cannibals, these warlike barbarians liv e that area in the last three years . Th e tion, though with eventual recovery .
in hidden villages in the mountains . tribesmen believe there is a horribl e
They attack any party that enters thei r curse associated with the valley but wil l 5. The Dying Monk. If the PC s
territory (approaches within 15 miles ) very reluctantly lead the friends of Loni approach from the east and have no t
unless the group travels with guide 4 , Dormarku to the place they seek . contacted the third frost tribe, the y
who can speak their language and ha s discover a dying monk, freezing in a
brought beads and jewelry to buy safe 4. The Dead Travelers. While climb- snowdrift. His bare hands and feet ar e
passage . The frost barbarians figh t ing these arduous slopes, the PCs stum- bloody stumps . He has lost much bloo d
valiantly but will run from a superio r ble across frozen travelers, lost and and is frostbitten so badly that there i s
force unless their enemy, Loni the koro- dead for some time . They appear to b e no way to save him short of a heal spell .
bokuru, is among the party ; then they adventurers who came to a gruesom e The PCs can otherwise only comfor t
fight to the death . Two eastern tribes end. Their clothes and personal equip- him as he passes on . Before he dies, h e
were cheated by Loni Dormarku and ment are frozen to their bodies, and gasps out the following tale :
have been hunting him for weeks . They possessions must be pried loose .
will rest only when his head hangs from If Gedun the ninja (guide 5) is wit h "My name is Phags-pa, and I hav e
a pole . the group, he quietly steals an enam- fled the cruelty of Ko Hung Cho, wh o
The 20-80 tribesmen of each tribe wh o eled box and a scroll from one of th e hunts my gentle people in the forest s
appear are short and stocky, have mat- bodies, then disappears . If the PCs of Lo Chi, the Valley of Wings . Fo r
ted hair and beards, and dress in pad- attempt to stop him, he fights to escape . generations, my people lived in th e
ded armor from arctic animal skins , The box contains a small amount o f rain forest and were happy. The n
rendering the men almost invisibl e deadly poison and two scrolls . One of came the men who perverted th e
against the snow and ice (surprise 5 in 6 the scrolls is written in a secret code . good monks of Lo Chi . Greed reign s
times) . The warriors are armed wit h Each PC who is not a ninja has a 15 % over the valley, and my people hid e
clubs, spears, and stone axes . (Note : chance to decipher the code after 1- 6 lest they be caught and forced t o
These are not the frost men described in hours . The second scroll contains a work in the mines . I took this form
the FIEND FOLIO ® Tome . ) finely detailed drawing of a man 's face . and joined the hunters to learn their
The northeastern tribe is ruled b y If there is a ninja PC in the group, he secrets, only to be cast out into thi s
Horj the Deadly (AC 4 (leather); MV realizes that the coded scroll contain s frozen wasteland by those murderers .
12" ; bar4; hp 30; #AT 1 ; Dmg by weapo n the commands of a rival ninja clan an d Beware Ko Hung Cho and his ava-
type ; D 16 ; AL CN ; long sword +2), a has a 70% chance to read the scroll . Th e rice . Beware the fire spirit, he o f
huge brute easily impressed by wealth . text of the scroll reads as follows : many names . My people lie to th e
The southeastern tribe is controlled b y " Member of the Tankaro family, sus- east within the valley. Once throug h
Nakar the Rider (AC 8 (leather) ; MV tain our honor. The face of our enemy is the gate . . . find them . . . go west . . .
12" ; bar3 ; hp 29 ; #AT 1 ; Dmg by weapon found ; his feet pass through our moun- to the gate . . . west . . ."
type (hand axe) ; AL CE) who owns a tains . The poison of the marrow root
great herd of shaggy white sheep . These shall prolong his cursed death . When it The monk shudders and transforms
two tribes know nothing of the Valley o f has happened, bring his head to ador n into a hare . The small creature breathe s
Wings, but they know of the volcano t o the pole . " once deeply and dies . Phags-pa's peopl e
the west . This message calls for the death of a are the hengeyokai of encounter C i n
If the players reach the western fros t well-known enemy of all ninja, T u the valley. The shape-changer leave s
barbarians in the company of the koro- Hsein Lo, believed to be hiding in thes e behind only a yellow habit and a bel t
bokuru, that tribe gives them a heroes ' very mountains . Driven by conceit, T u fashioned from the bark of a tree . A
welcome with a feast, wrestling per - Hsein Lo hunts and reveals ninja clans , speak with dead spell yields no furthe r
formances, and fire-eaters. This tribe causing the downfall of the Kwai an d information . If saved by a heal spell or
benefitted from the other tribes ' prob- Hojuru families . Any ninja PC will have the like (such as a wish), the monk must
lems and encouraged the korobokuru to heard of him but may not know his face . rest for two weeks before being able t o
wreak his mischief on their neighbors . The sketch of the man's face is recogniz- move again . In this case, he must b e
The village is a series of rock and snow - able from stories told of Tu, but a ninj a carried by the PCs back to his home .
block huts — cold, drafty, smoky, an d PC will not have heard where he might
dirty — filled with goats and toothles s be found. It would be a pleasure as wel l 6.The Gate to the Valley. Smoke ca n
women. The tribe is lead by Choton the as an honor for a ninja of any family to be seen rising in the northwest . As th e
Cold Eater (AC 6 (leather) ; MV 12" ; present Tu Hsein Lo's head at the feet of PCs approach, a huge volcano (area 7)
bar4 ; hp 38; #AT 1 ; Dmg by weapo n his clan master. can be discerned in the distance . If
type (club) ; I 17, D 15 ; AL N), an ol d Except for the items the ninja seeks , guide 6 or the frost barbarians lead th e
patriarch who watches and listens mor e the dead travelers have nothing of val- party, the PCs travel directly to the
than he speaks . ue except a few coins and some jewelry. tunnel gate at the base of the volcani c
This tribe knows where the entrance If used on a weapon or in a drink, the mountain. If not, for every hour the y

DUNGEON 53
THE FLOWERS OF FLAME

Encounters, for random monsters .


Though the tunnel is fairly straight, th e
DM may introduce branches, dead ends ,
etc . if he decides to draw the entire
tunnel out. However, the tunnel shoul d
not daunt the party greatly, as the real
mission lies beyond in the Valley o f
Wings .
The way is clear of obstructions . Any
corridors that break off from the mai n
tunnel are narrow and foreboding, an d
any character investigating a side pas -
sage encounters one of the tunnel mon-
sters in its lair . As the end of the tunnel
grows near, the adventurers hear a
sound, a rushing chatter that gets loud-
er until it can be recognized as the nois e
made by thousands of birds .
Though the tropical valley rests in th e
middle of a volcano's crater, the central
throat of the volcano has ceased to be
active . A number of smaller cones
which put out amounts of steam an d
smoke ring the parapet of the crater ;
various earth spirits have created thi s
effect to hide and protect the valley,
leaving the main crater floor habitabl e
despite occasional light falls of ash . Th e
parapet is slightly over 16,000' abov e
sea level ; the entrance to the tunnel an d
the valley floor in the central crater ar e
about 9,000' in altitude .

Lo Chi : The Valley of Wing s


As noted earlier, statistics for the NPC s
in this adventure have been abbrevi-
ated . The following notes apply specifi-
cally to inhabitants of the valley.
The rulers of the valley are lawful-evi l
in nature, and as a result are highl y
organized . The monks and kensai wear
only simple clothing with no distinction
between them . Sohei wear studde d
leather armor. Monks, kensai, and sohe i
each carry a single 7' spear ; all weapon s
specialization and weapons of choic e
apply to the use of the spear .
search, there is a 20% cumulativ e Strange writings, which time and the Monks, kensai, and sohei have take n
chance that the adventurers find th e winds have eroded past any decipher- proficiency with tae kwon do as well . Th e
gate . Neither the frost barbarians nor ing, are carved into the walls of the DM should assign special maneuvers t o
the korobokuru will travel any farther. entrance . various NPCs as desired (NAT 1 ; Dmg 1-8 ;
They may await the party's return here . This tunnel is over six miles long an d AC 8 ; Principal Attack = feet) .
The gate is a huge arch, ornatel y -meanders up through the mountain t o Because the weapons and martial art s
carved with birds and scrollings, tha t open into the hidden valley at encount- training received by the lawful-evi l
opens into a dark tunnel . The tunne l er A on the Lo Chi map . The tempera- rulers of the Valley of Wings is so stand-
appears to delve underneath the grea t ture gets hotter as the party moves ardized, the abbreviation "spear/TKD "
volcano, and the passage narrows to a deeper into the mountain, leveling off a t is used to describe damage (" Dmg" ) i n
10'-wide corridor immediately insid e about 85° F. and causing all PCs to statistical groups .
the entrance . Only one set of footprint s remove their winter gear or suffer a – 1 All slaves here are male humans cap-
(belonging to the monk in encounter 5 penalty to " to hit " and saving throws tured from local tribes and villages, an d
above), almost drifted over with snow , from their discomfort . For every mil e forced to work at menial tasks. Slaves
leads out of the cavernous mouth . the PCs travel, roll on table 6, Tunnel wear only loincloths, and (of course) none

54 Issue No. 8
THE FLOWERS OF FLAM E

of them are armed . Slaves have the hawks or vultures, no birds of prey. The
following statistics: AC 10 ; MV 9" (hob - birds seem to be the only wildlife
bled by chains on feet) ; zero-level around . They are friendly and easily
human males ; hp 1-6 (4 average) ; HAT coaxed down to play and feed from a
nil ; unarmed and unarmored ; AL varia- PC 's hand . The warm air is filled wit h
ble but usually lawful ; no possessions . the noises of these avian singers as the y
crowd the vines and branches and flut-
A . Gateway to Paradise . At night, a ter through the air.
huge stone is levered into place from Behind the party is a steep basalt wal l
inside the valley to block the tunnel rising up to a volcanic crest thousand s
mouth . This rock keeps monsters out o f of feet above, a fiery ring that encircle s
(and slaves in) the Valley of Wings . At this hidden valley. The sky above i s
daybreak, the stone is rolled away by 2 5 filled with smoke boiling from the cra-
slaves who then go to area F, and th e ters around the parapet of the volcano .
entrance is guarded by five 5th-leve l At this point, guide 6 suggests tha t
sohei from the Lo Chi monastery . The the party covers its tracks by dragging
job of tunnel guard is not very exciting ; the sohei bodies into the tunnel an d
these guards are bored with their pos t making it look like some monste r
and easily surprised on a 1-4 on 1d6 . attacked the guard post. Then the
Solei guards : AC 6 ; MV 9" ; soh5 ; h p adventurers can slip off into the rai n
33, 31, 30, 29, 22 ; HAT 1 ; Dmg spear / forest to observe this land before caus-
TKD . ing more trouble . Any other guide will
Even before the adventurers see th e be of no help in planning a course of
light of the entrance, they hear the action .
noises of the birds that fill this Shangri-
la. Not only wild birds live in the valley, B. The Shan Sao . About a quarter of
for the warrior priests who live here a mile down the dirt road, the part y
have domesticated birds to aid them . comes upon a large black crow that has
Each sohei guard has tethered an caught a pigeon . (If a messenger pigeo n
ostrich, used for transportation, by th e was released by the guards, it is th e
mouth of the cavern . The five ostriche s unlucky bird.) The crow holds the strug-
are completely domesticated and wea r gling captive by the neck and wing as i t Bai knows only a few words in the
blinders, carrying up to 200 lbs . each watches the PCs approach down the common tongue . "Follow" and "pay
(AC 7 ; MV 18" ; HD 3 ; hp 16, 14, 13, 13 , lane . While the adventurers approach , me" are his most commonly used phras-
10 ; HAT 1 peck or 1 kick; Dmg 1-4 per the crow blinds the bird with two quic k es . The only words he has to describ e
peck or 1-8 per kick ; AL N) . A homing beak thrusts, then releases it to flutter anything are " monks, " " dark," " fire,"
pigeon (AC 8 ; MV 1"/24" ; HD 1/4; hp 1 - uselessly about the roadway. With a "green," and " pretty." To supplemen t
2 ; HAT nil ; AL N) in a cage is brough t flick of its foot-long wings, the crow his meager vocabulary, the crow ges-
out from the monastery each day an d perches on a limb before the PCs an d tures and points, coaxing out answers
can be released to carry messages bac k cocks its head to the side . " Greetings," from the PCs as in a game of charades .
in emergencies . Five trained herons , it rasps in a rough approximation of the He answers yes-or-no questions with a
their bills armored with sharp meta l common tongue. nod or a shake of his shiny black head .
cuffs, are also leashed to the gateway . A wu jen using a detect magic spell can Bai can count by tapping or counting
The 4'-tall herons wield their metal - sense a magical aura about the creature . out the number with cawing sounds (for
clad bills like small swords (AC 7 ; MV This bird is Bai Tso-bo, a shan sao . H e example, "caw-caw-caw monks " means
15" ; HD 2 ; hp 15, 14, 11, 10 ; HAT 1 and his kind live in this forest. Bai hate s three monks) .
peck ; Dmg 1-6 ; AL N) . the monks and warriors of the monastery, If sufficiently paid, the shan sao will
Upon noticing intruders, one sohe i but he can only plague them by stopping show the players a map of the monks '
immediately releases the caged pigeo n their communications or stealing thei r valley by drawing with his beak in th e
to raise the alarm . All the sohei fight t o food and trinkets. He knows much, but is dust of the road . He tries to convey the
subdue the invaders and enslave them greedy and demands a jewel for every bi t routine of life in the valley : work in th e
for digging in the gold mines . (The of information . rice paddies and herding the slaves int o
pigeon doesn't get far; see encounter B . )
Once the guards are overcome, th e
PCs may survey the valley. A roa d NPC Statistics : Lo Chi Monastery
stretches off to the northwest betwee n Class S I W D C Ch AL
the tall, thick foliage of a tropical rai n
forest . The trees are filled with every Kensai 12 11 12 14 11 11 LE
type of bird imaginable, from tiny hum- Monk 15 11 15 15 11 11 LE
mingbirds and multicolored finches t o Slave 11 11 11 11 11 11 Variable
peacocks and fancy parrots . One type of Sohei 13 11 11 11 11 11 LE
bird, however, is missing ; there are no

DUNGEON 55
THE FLOWERS OF FLAM E

the mines by day, worshiping in the the PCs are not from the monastery . He is surprised only on a roll of one in six .
pagoda and protecting the compound b y has labored for years to keep the monk s If he does call for help, the guards tak e
night . If he is given even more jewelry , from raiding this temple, and his con- 2-8 rounds to respond due to their
he will lead the PCs through the wood s stant vigilance and mental concentra- intense dislike for him .
to the monastery and point out th e tion has aged him prematurely . He cries Monk guards: AC 5 ; MV 21" ; mon7 ;
guards, avoiding all other encounters . if told of the death of his brave son . hp 21, 19 ; #AT 1 ; Dmg spear/TKD .
He will go no farther, but he does know The other people of the tribe neve r Tu Hsein Lo : AC 9 ; MV 12" ; bush ; h p
two more important facts: All the gol d show themselves. The next morning , 37 ; #AT 3/2 ; Dmg by weapon type
is offered up to the spirit in the pagoda , the old wu jen leads the PCs throug h (spear) ; S 16, I 15, W 6, D 11, C 12, Ch
and the pagoda is where strange flower s the woods and shows them areas D and 10 ; AL NE .
grow in eternal flames . These last tw o E Notia will travel no farther, his duty
secrets he tells are the hardest to con- being to his temple and his tribe . H e E. The Crossroads . Two 7th-level
vey, and the PCs as a group have only a knows only rumors of the Flowers o f kensai sit at the intersection of th e
40% chance to understand . Flame and almost nothing about th e main trail with a smaller path tha t
Bai Tso-bo, a shan sao : AC 4 ; MV monks of the Lo Chi monastery . leads northeast . The two kensai wear
6"/15" ; HD 3 ; hp 18 ; #AT 1 ; Dmg 1-6 ; Notia T'ong : AC 10 or 5 (hare form) ; only loincloths and sit perfectly still ,
SA disease ; SD summon tigers, immun e MV 12" or 18" (hare form) ; wuj9 ; hp 34; meditating day and night . They do no t
to fear ; AL CN . #AT 1 ; Dmg by weapon type (dagger) o r feel the rain's damp or the sun' s
spells ; S 8, I 16, W 12, D 13, C 11, C h warmth in their silent and watchfu l
C . The Hengeyokai . If the PCs head 14; AL LG. vigil, and their elaborately designe d
north along the wall of the great crater Hengeyokai guards: AC 8 (leather ) spears lie in ceremonial fashion on the
and walk for about a mile, they round a or 5 (hare form) ; MV 12" or 18" (har e ground before them . These two warrior s
spur of rock and come upon a smal l form); bus4 ; hp 20 each ; #AT 1 ; Dmg by are guards of a sort, although thei r
temple hemmed in by the thick forest . weapon type (katana) ; AL LG. position is more honorary than function -
Inside the temple sits an old man wh o al. If they are approached by the PCs,
watches the adventurers, nodding an d D . The Rice Paddies . At night, the the kensai grasp their weapons and ris e
smiling as if expecting them . Two large long house at the end of the floode d fluidly to their feet, their rigid posture
hares scamper out the back of the tem- fields stands empty, but during the da y and menacing glares an unspoken chal-
ple as the PCs enter. its roof provides shade for the guard s lenge to a psychic duel (see Oriental
This old man is Notia T'ong, a 9th - that watch over the slaves who work Adventures, pages 100-101) .
level hengeyokai wu jen with the follow- knee-deep in mud . Mosquito clouds buz z Whatever the outcome of the psychi c
ing spells: cloud ladder, hypnotism , above the stagnant water of the pad- duel, the kensai attack with thei r
know history, magic missile, wall of fog, dies, and birds swoop down to raid th e spears as soon as concentration is bro-
hypnotic pattern, smoke shape, stinking seedlings . Two 7th-level monks sit a t ken . They use their ki powers to d o
cloud, haste, hold person, steam breath , ease within the wall-less building . maximum damage for their first seve n
dancing blade, polymorph other, and Interestingly, a slave oversees th e strikes .
conjure elemental. He is the guardian o f planting, a cruel straw boss trading hi s Kensai guards : AC 7 ; MV 12" ; ken7 ;
the hengeyokai tribe that lives in this own kind's misery for favors . This slav e hp 39, 36 ; #AT 3/2 ; Dmg spear/TKD .
forest and protects the temple from th e is the infamous ninja-hunter Tu Hsei n
evil shukenja, Ko Hung Cho, and hi s Lo, who was caught in a slave raid som e F. The Smithy and Mines . By th e
monks . Notia T' ong sent his son Phags- time ago. The 14 slaves in the fields ar e earliest light of dawn, four 5th-leve l
pa to learn of the ways of the monastery those men who were deemed too weak sohei and five 6th-level monks lead 5 0
(set encounter 5 in the Peerless Moun- for the mines . They will run and hide in slaves to the ore refinery and mines .
tains) . The old man will fight any wh o the forest if set free. Cracks with spear butts rule over th e
enter the temple with intent to disturb One or more of the PCs may recogniz e motley crew of diggers, who move wit h
or destroy, and hiding in the forest ar e the straw boss as the person mentione d purposely slow and clumsy steps, seeth-
10 hengeyokai in human form, awaiting in the scrolls found with the dead trav- ing with hatred for their captors . These
Notia's call . elers (encounter 4) . Allow a 60% chance slaves are ripe for a revolt and will fight
The wu jen questions the adventurers , for a ninja (15% for others) to recogniz e if given any weapons . However, they
nodding at each of their answers . H e him . A ninja can effect this man 's death will not assault the monastery for fear
wants to know their place of origin, the in typical ninja style if he wishes, but of Ko Hung Cho, the evil shukenja who
purpose of their journey, and details o f completing this task may mean leaving has taken over the valley, and his lieu -
the trek . He compares this information the group . Tu Hsein Lo has his own tenant, the sohei Mo Tsung .
to the knowledge he gained from a kno w shack, with a real bed and good food, in Sohei guards : AC 6 ; MV 9" ; soh5 ; hp
history spell . Notia is looking for right- the slave compound outside the walls o f 28 each ; #AT 1 ; Dmg spear/TKD .
eous men of good manners . If he judge s the monastery. He is universall y Monk guards: AC 6 ; MV 20" ; mon6 ;
the PCs not to his liking, he orders despised . His fellow slaves hate him, hp 18 ; #AT 1 ; Dmg spear/TKD .
them to leave or else calls his warrior s and the monks find him contemptible . The refinery is a wooden utility build-
and attacks . If he feels the PCs are of Tu Hsein Lo is paranoid and will raise ing housing the fires and bellows fo r
good appearance and presentation, h e an alarm at the slightest sound . He sits purifying the ore . A pall of gray smoke
offers them food and lodging for th e awake late into the night, worryin g hangs over the building, and the smel l
night . Notia knows immediately that over his past and his dismal future . He and noise of the machinery drowns ou t

56 Issue No . 8
THE FLOWERS OF FLAM E

the joy of the birds' singing . The slave s (20% chance) ; if fed by a thoughtful PC, ing in their warrior arts . The slave
work in five groups of 10, each watche d he can give a description of the monas- compound and the monastery precinct s
closely by an armed guard . One group tery buildings . He knows nothing more are guarded by eight sohei who sleep in
tends the machinery, another group and only wishes to escape and return t o the barracks by day. Each evening, the
chops wood for the furnaces, and th e his own tribe . It would be an honorabl e monks take part in the shukenja cere-
other three groups go down the shafts deed to lever the boulder away from th e monies honoring the fire spirit . Many
into the hot volcanic rock . tunnel mouth and escort this peasan t monks and initiates wander the forma l
Beatings are frequent, and cave-in s and his fellows to freedom . . . and what gardens at late hours, forsaking sleep in
occur with awful regularity, sometime s a formidable and loyal escort through contemplation . Nighttime encounters
burying two or three helpless men Tabot they would make ! are met on a 10% chance per turn in th e
under tons of earth. When the slav e gardens (choose a random monk or
population drops off, the monks cap- The Lo Chi Monastery initiate for the encounter itself) .
ture replacements from the frost tribe s Sohei night guards : AC 6 ; MV 9" ;
Discipline is the lesson of Ko Hun g
as they wander the barren mountain s soh3 ; hp 17 ; #AT 1 ; Dmg spear/TKD .
Cho, the sohei Mo Tsung, and the hea d
hunting for meat . Ko Hung Cho con- If guide 6 is with the adventurers, h e
monk, Makow Tzu — the three tha t
siders the slaves lazy and raises thei r tend the Pagoda of Fire . The monks advises hiding in the jungle to observe
ore quota weekly, cutting back food if the routine of the monastery. The
and sohei revel in their discipline, wit h
the gold isn't brought up fast enoug h the entire compound up before dawn i n group's actions, of course, should b e
to suit him . The slaves also dig for decided by the players and must tak e
meditation or practicing ceremonies i n
exotic gems and stones, though the y into account the time already spent on
the courtyard . Mo Tsung assigns dutie s
are rare . Often, a slave will hide th e at the meager breakfast, served on th e the journey and the PCs general level o f
best stones from the monks . Some of fatigue . Contrary to typical monas-
veranda of the barracks and often left
the more brazen slaves may attempt t o teries, the Lo Chi stands weakest dur-
untouched by fasting initiates an d
bribe the PCs to take them out of the ing the day, when its inhabitants ar e
monks . As the sun rises, the monks
valley. and warriors scatter, leaving the mon- busy with tasks outside the 30'-hig h
The mines are simple shafts followin g astery to see to their prescribed duties .
stone walls . Those left behind rest ,
haphazard veins of ore through the meditate, and study throughout the day,
The monastery comes alive at night .
rock. At night, the shafts afford a haven creating a false "deserted" atmospher e
In the evening, lanterns are lit and th e
that 's warm, dry, and deserted. A n practice field is filled with sohei train-
to any who might spy.
escaped slave might be hiding here

DUNGEON 57
THE FLOWERS OF FLAM E

G1. The Slave Compound . Empty hulk of the monastery. To the left are arrived at the solemn monastery as a
by day, six long buildings huddle togeth- the verandas of two long, one-story vagabond shukenja carrying a huge
er behind 15'-high walls of sharpened buildings . glass bottle strapped to his back . The
bamboo staves . Four high platforms , poor and holy monks were then led by
one at each corner of the compound, ar e G3. The Aviary and Stables . Eight the lama Hein Chung and his pupils ,
accessible by rickety ladders and over - stable doors face the south tower acros s Tbipan and Makow Tzu . The Lo Ch i
look the squalor within . Tu Hsein Lo's the practice field . During the day, one monastery was a quiet collection of
private house is the building to the lef t 5th-level monk is assigned to tend th e buildings by a small village, and th e
as one enters the gate . The open area s birds in the aviary, with two slaves of peaceful valley was truly a Shangri-la .
within the walls are gravel covered an d weak disposition to clean out the stall s Welcomed as a holy man, Ko Hun g
barren . As the sun sets, the slaves ar e and collect fresh eggs for meals . Th e Cho was given the guest house for hi s
marched back, and food is passed four main rooms are filled with domesti- brief stay. The unsuspecting monk s
through the gate (Tu Hsein Lo takin g cated and wild fowl, and the secre t didn ' t know that the once-pure shuken-
the first and largest portion) . The rooms hide feed grain and fresh wate r ja had been tricked and slowly pervert-
monks call these slaves " unbelievers " from the slaves . The monk in charg e ed by the evil spirit who resided in the
and hobble the men with iron shackle s carries a spear to keep the slaves in lin e bottle. Ages ago, the spirit had been
as punishment . Four 3rd-level sohe i and a dagger to slaughter the birds . trapped in the bottle, then abandoned i n
mount the platforms for long vigil s There is food here and a few ostric h the wilds . When Ko found the bottle ,
under a smoke-clouded sky. Exhausted , mounts (see statistics in area A of th e the spirit was desperate to escape . It
the slaves fall immediately into a dee p valley), but nothing else of value . offered him anything he desired, wit h
sleep . Aviary keeper : AC 7 ; MV 19" ; mon5 ; no success. Finally, the spirit trickily
Sohei slave guards: AC 6 ; MV 9" ; hp 16 ; #AT 1 ; Dmg spear/TKD . pleaded : " I' ll do anything you ask, bu t
soh3 ; hp 17 ; #AT 1 ; Dmg spear/TKD . please don 't take me to the Valley of L o
G4. Ko Hung Cho's Residence. The Chi and throw me in the eternal flames ,
G2. The Gate and the Towers. Tw o spiritual leader of the monastery is th e or I will be destroyed! "
3rd-level monks armed with spear s shukenja Ko Hung Cho . The good shukenja of course immedi-
stand guard by the gate, in shaded Prolonged contact with the fire spirit ately set out to find the hidden valley
alcoves to either side of the heavy, has warped Ko Hung Cho 's mind and and dispose of the evil spirit he carried .
brass-banded door. The key to unloc k caused him to become an evil shukenja But the way was long, and the spiri t
the door is held by a 4th-level monk — an abomination and outrage to the preyed on Ko's mind, searching out hi s
who stands on the north tower, a solid Celestial Bureaucracy (hence, the true weaknesses and describing scenes o f
platform overlooking the gate, with a purpose of this mission : to destroy K o incomparable riches, power, and author-
spear in his grasp and two more close a t Hung Cho and punish the evil fire spirit ity. At first, Ko listened to the spirit t o
hand . He is the "gate-eye " and i s that corrupted him) . Ko Hung Cho now learn ways to use this power to mor e
responsible for the safety of the com- gains his spells from an unspecified evi l effectively work for good, but soon the
pound. Once an hour, he walks the top deity, an enemy of the benevolent god s spirit had poisoned his thoughts .
of the wall, circling the compound t o of Kara-Tur. Months later, the evil being had com-
check all areas for trouble . A final Ko Hung Cho : AC 1 ; MV 9" ; shulO ; pletely converted the shukenja . Stil l
guard, a 3rd-level monk armed with tw o hp 58 ; #AT 1 ; Dmg by spell or weapo n they traveled on, seeking the valley of
spears, stands on the south tower . Th e type; S 17, I 14, W 12, D 16, C 17, Ch 7 ; Lo Chi, their goal now to release th e
door can be unlocked and unbarred fro m AL LE (once CG); spells : cause light fire spirit into its natural habitat in the
the inside only (unless magic is used) . I t wounds, curse, snake charm, benefi- eternal flames .
is opened only after the " gate-eye " has cence, attraction, hold person, know The very night he arrived in the val-
looked over those who wish to enter . motivation, snake summoning, warning, ley, Ko was an honored guest at ceremo-
The "gate-eye" : AC 7 ; MV 18" ; cause blindness, prayer, cause seriou s nies in the Pagoda of Fire, wher e
mon4 ; hp 13 ; #AT 1 ; Dmg spear/TKD . wounds, protection from good 10' radi- sparkling orange roses grew in th e
Monk guards : AC 8 ; MV 17" ; mon3 ; us, slay living; 5% chance of spell fail- eternal blue flames of a volcanic ga s
hp 10 each ; #AT 1 ; Dmg spear/TKD . ure . Ko is armed with a bo staff and a vent. Later that night, Ko led th e
The towers and walls of this fortifica- poisoned sai (two uses ; save vs . poison unsuspecting head lama to the pagod a
tion are made of rough-hewn volcani c or take 6-36 hp damage, or 3-18 hp and freed the spirit into the flames . Th e
blocks, giving the massive structure a damage with a saving throw), and h e spirit brought forth his flame tigers an d
dirty-gray appearance under the cloud y wears studded leather armor and a ring slew the good monk . In what remained
sky. Wide steps lead up to the towers . of protection + 3 . of the night, Ko Hung Cho concocted a
The walls can be scaled, but unless th e During the day, Ko stays closeted in charm poison, then served it to th e
"gate-eye" is distracted, he has a 60 % his residence, working on his spells and monks and sohei in their breakfast . It
chance (30% at night) to spot invader s incantations . He has created four was a subtle potion made from a bit o f
and sound the alarm. undead sohei that are treated as skele- Ko's blood and a very addictive drug.
If the gate is opened, the PCs can se e tons for attack purposes (AC 7 ; MV 12" ; Later that day, as the men lay moanin g
down the avenue between the building s HD 1 ; hp 7, 6, 5, 5 ; #AT 1 ; Dmg 1-6 ; AL in deathlike pains, Ko offered them a n
to the pagoda at the back of the fortress . N) . He keeps them hidden in the bac k antidote good for one week, and he told
Tb the right of the gate is Ko Hun g rooms of his house . them their lives were now his — if h e
Cho's private house, and behind it is the Fifteen years earlier, Ko Hung Cho died, they would all die as well . Th e

58 Issue No . 8
THE FLOWERS OF FLAM E

confused men called on their lama fo r anyone trying to catch it in a bottle ! Low-level monks: AC 8 ; MV 15" ;
aid, but he was nowhere to be found . Unless called by the fire spirit or monl ; hp 2-8 each; NAT 1 ; Dmg spear/
Ko Hung Cho took control of the mon- disturbed in some other way, Ko Hun g TKD .
astery that day, and when he calle d Cho can be found studying in his house Initiates : AC 10 ; MV 12" ; zero-level
forth the fire spirit before the amazed by day. The building is roomy, with a humans ; hp 2-5 each; Dmg by weapon
holy men, they fell to their knees an d wide veranda overlooking the formal type (spear); AL LE .
worshiped his power. Makow Tzu was gardens . Secret panels open from th e Makow Tzu is a Master of the Sout h
allowed to continue his study and teach- veranda onto his bed mat room an d Wind who never carries weapons, rely-
ing, but Toipan spoke against the evil from the house's central room onto th e ing on his mastery of tae kwon do . He
shukenja and was placed under "house closet where the undead hide . His resi- has mastered a unique special maneu-
arrest?' The few good warriors wh o dence has spartan furnishings, wit h ver, a flying kick that allows him t o
raised arms were destroyed by Ko Hun g only a few scrolls of religious writings rebound off a primary target and attack
Cho's magic . Over the next year, the and personal items to be found . The a second target in the same round . The
local villagers were rounded up as shukenja, by his own decree, has al l primary target can be damaged for 2-1 6
slaves, and hunting began in the valley. valuables offered up to the fire spirit hp or used as a springboard and left
The fortifications were started and, a and kept in the pagoda. unharmed. The second target can be up
few years later, the mines were opened . to 15' away and receives the same leve l
The evil spirit began to pervert others , G5 . The Monastery. The Lo Chi of damage . This martial art form is
like the sohei leader Mo Tsung, influ- monastery is a wide, two-story buildin g quite acrobatic and often involves flip s
encing his training and deadly skills . of somber black rock and timber. Its roof and twists in midair (AC -2 in motion) .
More and more of the men had bee n is tiled and decorated with iron and Makow Tzu will not teach this maneu-
weaned from Ko's blood poison and now copper awnings, each carved into pat - ver to anyone .
willingly serve the evil spirit . terns and gargoyles . Gongs hang fro m Makow Tzu: AC 2 ; MV 25" ; monll ;
Soon, Ko Hung Cho's evil arts wil l the main veranda and chimes jingl e hp 32 ; NAT 1 ; Dmg by martial art
allow him to call forth an army o f from the open doorways . the entire (TKD) ; S 18, I 13, W 17, D 17, C 13, Ch
undead monsters to fight for the fire second floor is one large classroom . 11 ; AL LE .
spirit, and he is mad with desire fo r During the day, Makow Tzu can b e If aroused, Makow Tzu organizes hi s
power and riches . He is devoted to the found there with 10 1st-level monks an d novices and leads them in a charge . Hi s
fire spirit and will try to destroy an y 12 young initiates . All wear loincloth s followers respect his leadership and
who attempt to harass it, especially and study their lessons intently. fight fearlessly until he falls . Then their

DUNGEON 59
THE FLOWERS OF FLAM E

morale drops by 10% per round until a one-story, long house with a plank roof . resist the spirit's evil influence . Through
morale check is failed and they run The structure has no windows . The tw o deep meditation and years of learning to
away to hide . rooms that face the south wall are the control his internal functions, Toipan ha s
The monastery's first floor is deserte d kitchen and food stores for the com- weaned his blood of Ko's poisonous brew,
during the day except for an occasiona l pound . By day, they are manned by tw o and he awaits an opportunity to aveng e
slave sweeping (5% chance to encount- slaves under the direction of a lam e the murder of his master.
er) . Along the east wall are four identi- monk . The two large rooms also have Toipan is a Master of the North Win d
cal prayer chambers for the higher-leve l occupants ; four sohei sleep in the dar k who uses no weapons . He has prayed for
monks, each with a shuttered windo w of the closed room, and Ko Hung Cho ' s a way to unseat the tyrant fire spiri t
and a leather mat for sleeping . The lieutenant, Mo Tsung, and his compan- and Ko Hung Cho for 15 long years . Ko
north door opens on steps that lea d ions can be found in the front hall prac- Hung Cho ignores Toipan in his dilapi-
down to the formal gardens, and th e ticing mental and physical exercises . dated house, believing the monk to be a
south door exits onto the long front The four sleeping warriors are thos e senile coward . This is the only haven or
porch that faces the main avenue of th e that guard the slaves by night, and the y ally the PCs will find inside the Lo Chi
compound . Two staircases lead from th e sleep soundly (see area G1 for thei r monastery. Toipan will conceal PCs in
main room to the second floor . Sleeping statistics) . his house, although he knows nothin g
mats for the novice monks are pile d Mo Tsung investigates any distur- more than the history of the monas-
neatly against the northeast wall . Food bances . He is an 8th-level sohei who tery's fall into disgrace and avoids the
is cooked in the barracks and carrie d enjoys tae kwon do and will use it an d fire spirit since he was once attacked b y
over by initiates and slaves . At night , his spells after hurling his spear at th e the flame tigers .
the monks sleep in this main chamber . nearest foe . If called on to defend the Drawn to the noise of any fighting i n
The two wooden doors on the west sid e fire spirit or his leader, Mo Tsung fight s the courtyard, Toipan attempts to ai d
of the room are kept locked . The smaller to the death, inspiring all who see him anyone losing a battle with Ko Hun g
room holds sacred scrolls of the monas- with his battle lust, adding +15% to Cho or Mo Tsung . There is a 45 %
tery, including many beautiful tapes - their morale . There are three compan- chance that the sight of Toipan sidin g
tries and paintings (worth 10-60 ch ' ien ions with him, 5th-level sohei arme d with the PCs will stop Makow Tzu an d
each in civilization), but they are large with spears, who follow him into battle . the monks from defending the shukenja ,
and awkward to carry. The second room Unless the PCs are hungry, the bar - leaving only the sohei in the fray.
appears empty, but secret doors in tw o racks hold nothing of value . Toipan: AC 3 ; MV 23" ; mon9 ; hp 24 ;
panels conceal a hidden chamber that Lame Monk: AC 8 ; MV 6" (lame) ; #AT 1 ; Dmg by martial art (tae kwon
holds the ceremonial gowns of the mon- monl ; hp 3 ; #AT 1 ; Dmg by weapon typ e do) ; AL LG .
astery. These heavy robes are of sil k (spear; cannot use martial arts).
brocade decorated in gold thread, multi - Mo Tsung: AC 3 ; MV 9" ; soh8 ; hp 41 ; G9. The Pagoda of Fire . A pagoda of
colored embroidery, and jewels . Ther e #AT 1 ; Dmg spear/TKD or by spell ; S polished obsidian squats at the rear of
are also helmets of hammered coppe r 17, I 12, W 13, D 17, C 13, Ch 12 ; spell s the compound . Elegantly fluted column s
with fantastic plumes and savage ant- known : augury, curse, cause ligh t support the arches over the fou r
lers . The farthest end of this room is a wounds, hold person . entrances, one black hole framed i n
closet that holds the ceremonial wine s Sohei : AC 6 ; MV 9" ; soh5 ; hp 28 each ; each of the walls . The building is ringed
and offerings not yet consecrated — fou r #AT 1 ; Dmg spear/TKD . with brilliant quartz lettering set into
solid-gold trays holding gold and silve r the shining black rock . The building is
ingots piled into pyramids .The eight G8. The Master's House . Toipan, Mo made of solid rock; each doorway is a
gowns and helmets are worth 200 ch'ie n Tsung, and their teacher, the murdere d shallow landing at the top of a curlin g
each, and the trays and ingots ar e lama Hein Chung, once lived in thi s set of stairs leading down .
worth 800 ch ' ien per tray. manor house, and it is believed to b e If a shukenja examines the writings ,
haunted by the spirit of the missing he realizes that all the words are a
G6. The Formal Gardens . The gar - master. Only Toipan lives here now, a single name translated into man y
dens contain shrines and juniper bonsa i hermit within the monastery, never tongues . The name is "Karkung" — th e
trees forced into fantastic shapes over leaving his shuttered rooms . The sohe i name of the fire spirit — spread every -
hundreds of years. The sparse, raked think him mad and avoid him, but where in vain display. The glyph on the
gravel is swirled into stylized wave sometimes the older monks leave food small copper bottle received from th e
patterns, gleaming white in contrast t o for him on the veranda . The house i s spirit of the dilapidated shrine matche s
the dark bulk of the monastery and th e roomy, and buried under the floorboard s one of the translations . Each PC has a
fortress wall . During the day the gar - are weapons that the old monk has bee n percentage chance equal to five time s
dens are vacant, but this is a favorit e collecting over the years since Ko Hung his intelligence score to match up th e
resting place for some of the monks and Cho came to power.The weapons are in names .
sohei in the evening (20% chance pe r average condition and include 22 knive s The four staircases circle down to an
hour for 1-4 of either class bein g and 13 bamboo spears . open room, a 40' x 40' square
present ; if so, choose at random) . lbipan's visage is ancient . He onc e cavern lit by a huge blue flame that
spoke with the now-departed spirit o f spouts 30' into the air from a jagged rif t
G7. The Barracks . Long and somber, Hein Chung and knows the truth abou t in the center of the floor. Inside the
the barracks are wrapped on three side s Ko Hung Cho and his powerful fire spir- flames are little sparkles of orange . Te n
by a 10'-wide porch. This is a simple, it . This truth gives him the power to feet in front of each entrance is a blac k

60 Issue No . 8
THE FLOWERS OF FLAM E

stone altar. An enameled box stands o n to be a genuine curse, it is meaningless . Tabotan nobility wants to stop the PC s
each altar. Each box is of exquisite Any PC can command the fire spiri t from completing their task and thu s
workmanship, engraved with designs o f by name into the copper bottle if withi n closing the borders prematurely, and
fire dragons, and possessing a magi c 20' of him . The fire spirit cries out an d the Lord of Oceans' men will act as
aura. begs to be allowed his freedom, but he i s outlined in " Travel through Tabot ."
The boxes to the north and south are compelled by the Celestial Heavens t o Time is important as well, for th e
not trapped and appear to be very ligh t obey. Like a howling whirlwind, the fir e adventurers must return with the seed s
and small . They are identical in size , spirit swirls smaller and smaller until it before three months have passed .
shape, and markings — all 1' square an d is entirely sucked into the bottle, which When the seeds are given to the gov-
only 2" deep . When a PC removes the li d then caps itself tightly. The bottle, whe n ernor and their authenticity is assure d
of a box, he finds another box . The sec- it contains the spirit, is warm to the by a court wu jen, the governor ride s
ond box fits snugly into the first, but touch. immediately to present himself to th e
when the PC pulls on the handle inset in The Flowers of Flame, resemblin g Emperor and reclaim his place at court .
its top, a 6" deep box pulls out! Inside flaming orange rosebuds, seem to grow It will not matter that he did not com-
this box is another box — this one 18 " on vines that snake up from the fire s plete the task himself, as it was beneat h
deep . Inside the third box is yet another below . Their seeds can be harvested b y his dignity to personally pursue th e
box ; this container is difficult to pull out , plucking a bloom (causing ld4 hp bur n quest . The success of his loyal men has
requiring incredible strength (19 o r damage) . As soon as it leaves the flame , the same effect as if he himself ha d
higher total strength points) . This fina l the bloom turns to black ash . The cooled found the Flowers of Flame . The happy
box is 4' deep and is filled with gold , ashes of each flower yield 2d6 smal l governor gives each adventurer, regard-
silver, and gemstone offerings . When th e black pellets, the seeds of the Flowers of less of birth or station, 100 ch ' ien and a
full box is slipped magically into th e Flame . If the flame is stopped for an y fine war horse . The samurai leader o f
smaller ones, the enameled outer box reason, the flowers all turn to ash an d the group is honored by assuming con-
(itself a treasure) weighs only a fe w fall down into the pit . trol of one of the largest and most profit-
pounds and is easily carried . The trea- Karkung: AC -2 ; MV 9" ; HD 14 ; hp able districts in the province . Any othe r
sure inside is worth 4,000 ch'ien, and th e 83 ; NAT 2 fists ; Dmg 4-24/4-24 ; SD + 1 PCs of honorable families are given
boxes are priceless — gifts for an emper- or better weapon to hit ; AL NE . estates within that district .
or. The DM should create the contents of Karkung has the following spells at his Later, the samurai and PCs of prope r
the treasure trove as desired, adding a s command, useable at the 7th level o f standing are invited to Governor Chan's
much variety as possible . ability and once per melee round (on e wedding to the Emperor ' s niece . More
The other two boxes are taller and ar e spell at a time): animate fire, fire important, the samurai receives a n
trapped with poisoned needles . One box enchantment, fire shuriken, fire rain , invitation to spend the Moon Festival a t
holds magic items gathered from lost wall of fire, true sight, and vanish. the Emperor's court as the guest of a
adventurers now enslaved : scrolls of Flame tigers: (AC 0 ; MV 12" ; HD 6 ; minor official . The true reason for the
mind blank, commune with greater hp 35, 32 ; NAT 3 ; Dmg 1-4/1-4/1-6 + 1- 6 invitation is that the Emperor wishes t o
spirit, and ironwood, and a ring of fly- flame damage; SD hit only by magi c meet the person who can make fairy-
ing. The other box contains a katana + 2 weapons, immune to fire ; water doe s tales come true . The Emperor's political
of ancient design that possesses th e double damage ; AL NE . machinations may have been thwarte d
ability to warn its owner of approachin g by this unknowing and loyal warrio r
danger (within 60') by rattling its scab - Concluding the Adventur e who made the impossible happen —
bard (AL NG, ego 15). truly a sign from the heavens that th e
Outside the temple, the evil shukenj a
Along the four walls hang nine gold - political endeavor involving Tabot wa s
directs his forces to set up an ambush ,
inlaid suits of armor and nine heavy fighting to recover or avenge the fire worthless and ill-advised . The Emperor
masks of gold and silver . All are orna- is a shrewd leader ; he was impressed b y
spirit and hampering any escape plans .
mental and of high value, each objec t the feat and will want to evaluate thi s
The PCs must escape with the seeds an d
worth 120-180 ch'ien, but they ar e samurai with his own eyes and not fro m
return through the mountains an d
unwieldy and do not fit into the magic the tongues of court, which are notori-
across the lands of Tabot to Shou Lung.
boxes. Each suit of armor weighs 5 0 ously full of gossip and false stories . The
They can escort the slaves to freedom i f
lbs ., and each mask weighs 10 lbs . Moon Festival provides a good excuse t o
they so desire . If they have gathere d
The fire spirit attacks anyone enter- some treasure, a yakuza might brib e invite the samurai indirectly . The
ing his temple and getting within 20' o f their way through Tabot to safety
Emperor's personal statistics are left t o
his fiery pit . He appears as an angry red (assume a 10% chance of success per 10 0
the DM ' s invention ; he should obviously
flaming torso within the blue flames be very powerful and intelligent.
tael expended on bribes) .
around him . He conjures two flame The dispersal of honor points follows
It may be possible for the PCs to buy
tigers to attack anyone in the temple . the successful completion of the adven-
back their horses at Thok, but the y ture . Of course, all the awards listed i n
Any character attempting to hi t must enter the city to do this . If the
Karkung has a 10% chance per round of Oriental Adventures apply to P C
guide is brought back alive, he part s
slipping and falling into the flaming rift actions, so if a bushi saves the life of a
company here after being paid . How -
to disappear, burned to ashes. If th e ever, until the PCs reach Shou Lung ,
companion on the glacier, he receives
spirit seems to be losing the battle, h e they are wanted men — sought after b y
the honor points he deserves . Additiona l
pretends to cast a curse upon the next aids for awarding honor points to the
secret agents and Tabotan soldiers . The characters appear in table 7 .
one to attack him . Though this appears

DUNGEON 61

THE FLOWERS OF FAM E

Table 1 : Mountain Encounter s


dlOO Encounter s
01-10 1-2 yeti (AC 6 ; MV 15" ; HD 4+4 ; hp 22, 20 ; NAT 2; Dmg 1-6/1-6 ;
SA squeeze and chill, paralyze with eye contact ; SD impervious
to cold ; AL N) .
11-20 1-4 wolves (AC 7 ; MV 18" ; HD 2 +2 ; hp 14, 11, 10, 7 ; NAT 1 ; Dmg
2-5 ; AL N).
21-25 1-3 snow monkeys (as per baboons) (AC 7 ; MV 12" ; HD 1 + 1 ; hp
8, 6, 4 ; NAT 1 ; Dmg 1-4 ; SA can climb and pick pockets as 8th -
level thief; AL N).
26-30 1-2 tigbanua buso (AC 4 ; MV 12" ; HD 8+2 ; hp 38, 29; NAT 3 ;
Dmg 1-6/1-6/1-10 ; SA fear aura, disease ; AL CE) .
31-60 No encounter.
61-75 1-3 mountain goats (AC 7 ; MV 18" ; HD 3 + 1 ; hp 16 each ; NAT 1 ;
Dmg 2-16 ; SA +4 hp damage if charging; AL N).
76-85 1-2 snow tigers (AC 6 ; MV 12" ; HD 5 +5 ; hp 29, 22 ; NAT 3 ; Dm g
2-5/2-5/1-10 ; SA rear claws for 2-8/2-8 ; SD surprised only on a 1 ;
AL N).
86-95 1-6 bakemono (AC 6 ; MV 6" ; HD 1-1 ; hp 1-7 each ; NAT 1 ; Dmg 1 -
6 or by weapon type ; AL CE) .
96-00 1-2 cave kala (AC -1 ; MV 9" ; HD 8 ; hp 35, 31 ; NAT 2 ; Dmg 1-8/1 -
8 ; SA pain ; AL N).

Table 2 : Slope Adjustment s

ldlOO Slope (Mountain or Glacier) Adjust Safety Adjust Distanc e


0-10 Easy slope +5 +2
11-30 Steep grade — —
31-60 Treacherous slope -10 -1
61-85 Hand and toe holds - 20 -3
86-97 Sheer cliff -30 1 mile *
98-00 Overhanging cliff -40 1 mile*
* This set distance overrides any distance roll . After each climb on these slopes, a
1-4 hour rest is required.

Table 3 : Weather Adjustment s


Adjust Mountain Adjust Glacie r
1d6 Weather for Day Safety/Distance Safety/Distanc e
1 Snow ; wind 20-30 mph ; high 0° F., low 20° F. -20/-3 -20/- 1
2 Misty, overcast ; wind 20-30 mph ; high -10° F., low -40° F.* 0/-1 0/0
3 Sunny ; no wind ; high 25° F., low -10° F. +15/+1 +10/0
4 Sunny ; wind 20-30 mph ; high -10° F., low - 45 ° F.* +10/0 +15/+ 1
5 Overcast; wind 20-30 mph; high 35° F., low -10° F. 0/0 -20/- 1
6 Storm, rain, sleet ; wind 30-45 mph ; high 40° F., low 20° F. -20/ — 1 -50/ — 3
* Danger of frostbite : 20% chance per day (Dmg 1-2 hp, 5% chance to lose a digit if no gloves are worn . )

Table 4 : Mountain Climbing (1 move = 8 hours )


Modified safety Result Distance travele d
Less than -10% Party member falls (10-100 hp) No movement *
-10% to 5% Party member falls (2-20 hp) No movement *
6% to 10% Party member falls (1-6 hp) 1-2 mile s
11% to 15% Tumbles and slips, no damage 1-4 mile s
16% to 24% Dangerous but no accidents 2-8 mile s
25% to 75% Normal travel 2-12 mile s
76% to 85% Many hand- and toeholds 3-13 mile s
86% to 91% Animal paths, easy climbing 2-16 mile s
92% up Teamwork and stamina (optimum day) 4-22 mile s

62 Issue No . 8

THE FLOWERS OF FAM E

Table 5 : Glacier Climbing


(1 move = 6 hours)

Modified safety Result Distance traveled


Less than -10 % Party member lost in rift No movement *
-10% to 5 % Party member falls (1-10 hp) No movement *
6% to 10 % Party separated by crumbling ice floes No movement *
11% to 30 % Dangerous travel, sinkholes 1-4 mile s
31% to 70% Normal travel 2-8 mile s
71% to 85 % Flat terrain, easy travel 2-12 mile s
86% to 96% Hard, smooth ice 3-13 mile s
97% up Rocky surface, sure footing 2-20 mile s
* Turn is spent recovering body or injured person, resting, or regrouping .

Table 6: Tunnel Encounters

d100 Monsters encountere d


1-15 1-8 bakemono (AC 6 ; MV 6" ; HD 1-1 ; hp 1-7 each, #AT 1 ; Dmg 1 -
6 or by weapon type ; AL CE) .
16-25 1-10 skeletons (AC 7 ; MV 12" ; HD 1 ; hp 1-8 each ; #AT 1 ; Dmg 1 -
6 ; AL N) .
26-35 No encounter.
36-45 1-10 goblin rats (AC 7 ; MV 9" ; HD 3 ; hp 11-16 each ; #AT 1 ; Dmg
1-8 or by weapon type ; AL LE).
46-54 1-2 cave kala (AC -1 ; MV 9" ; HD 8 ; hp 46, 32 ; #AT 2 ; Dmg 1-8/1 -
8 ; AL N) .
55-69 No encounter .
70-80 1-4 giant spiders (AC 4 ; MV 3" *12" ; HD 4+4 ; hp 22 each ; #AT
1 ; Dmg 2-8 + poison ; AL CE) .
81-90 No encounter.
91-00 1 common oni (AC 4 ; MV 9" ; HD 8 ; hp 43 ; #AT 2 ; Dmg 3-10/3-1 0
+ spells ; AL LE) .

Table 7 : Additional Honor-Point Awards


Award to : For: Honor Point s

Each PC Successfully completing the journey +1


Each PC Guide returned safely home + 1/2
Sohei Defeating warrior-priests of Lo Chi +1
Any PC Winning psychic duel against :
—Opponent of higher level +2
—Opponent of equal level +1
—Opponent of lower level +0
Any PC Losing psychic duel against :
—Opponent of higher level -0
—Opponent of equal level -1
—Opponent of lower level —2
Yakuza Choosing guide 1 or 6 + 1/2
Yakuza Choosing guide 2 or 3 - 1/2
Yakuza Consulting contacts and discovering + 1/2
true reason for quest
Ninja Eliminating Tu Hsein Lo +2
(family honor increases by 1 point )
Shukenja Contacting friendly spirit in shrine +1
Commanding fire spirit into bottle +1
Any PC
Samurai Leading successful expedition +3
(entire clan honor increases by 1 point) S2

DUNGEON 63
The next time your players get bored . . .

.Add these short adventures that feature the meanest, ugliest, and
toughest giants and dragons imaginable .
Then watch your players squirm .
Played as part of a
campaign or as individua l
adventures, they'r e
guaranteed nasty.
s
AC70 Bestiary of Giants and Dragon

by Jim Ward

DUNGEONS Er DRAGONS
and the TSR logo are Qf
trademarks owned b y
TSR, Inc . © 1987 TSR, Inc .
TSR, Inc. All Rights Reserved .

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