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B10 Special Basic/Expert Transition Module for Levels 2-4 9149

DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR Inc.
Keith Stratton (Order #5037079)
OFFICIAL GAME ADVENTURE
NIGHT'S DARK TERROR
A Basic/Expert Transition by Jim Bambra, Graeme Morris
Adventure from the UK, for
5-8 characters of levels 2-4
and Phil Gallagher

TABLE OF CONTENTS

NIGHT'S DARK TERROR


Expert Play 2; Adventure Background 4
Getting Started 5
SIEGE AT SUKISKYN 6
Description of Sukiskyn 9; The Attackers 10
SOUTH OF THE RIVER 13
Goblin Lairs 15; Other Encounters 16;
Production: Phil Gallagher & Reckoning with the Wolfskull 20
TSR UK Design Team
Cover Art: Brian Williams RUINS OF XITAQA 24
Internal Art: Helen Bedford Outer Ruins 25; Golthar's Tower 26
Cartography & Design: Geoff Wingate
Proofreading:
JOURNEY TO THRESHOLD 28
Carole Morris,
Mike Brunton Sukiskyn to Rifllian 29; Rifllian 32
Playtesting:Pat Whitehead, Matt Connell, On to Threshold 32
Helen Freeman, Stuart Bonham, THRESHOLD 34
Steve Waters
Thanks to Luke Renouf, Don Turnbull, Golthar's Plan 37; Optional Events 39
Tom Kirby, Dawn Buxton, and a special TOWARDS THE BLACK PEAKS 40
thanks to Harold J o h n s o n for his
invaluable assistance. THE LOST VALLEY OF HUTAAKA 44
Inhabitants of Hutaaka 47
Hutaakans & Traldar 48
Distributed to the book trade by Random House, Inc, and in
Canada by Random House of Canada, Lid. Distributed to the toy
FURTHER ADVENTURES 53
and hobby industry by regional distributors. Distributed in the
United Kingdom by TSR UK Ltd.
NEW MONSTERS 54
Chevall; Ice Wolf 54;
DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo are registered trademarks Kartoeba; Living Statues; Rock Rattler 55
owned by TSR, Inc. Gt. Foot-pad lizard; Shroud Spider 56
© March 1986 TSR, Inc. All Rights Reserved. Primed in USA. Wyrd; Piranha 56
This adventure is protected under the copyright laws of the
PULL-OUT SHEETS between pages 12 & 13
United States of America. Any reproduction or other un-
authorized use of the material or artwork contained herein is Players' Information Sheet MI
prohibited without the express written permission of TSR, Inc. Calendar & Player's Map II
Non-Player Characters III-VI
Non-human Clans & Tribes VI
TSR, Inc. TSR UK Ltd. Weather Tables VII
POB 756 The Mill Optional Encounters VIII
Lake Geneva Rathmore Road
WI 53147 Cambridge CB1 4AD
USA United Kingdom. LIST OF MAPS
Plan S - Sukiskyn Loose Insert
Events WE7 and WE 12 - Journey to Threshold Loose Insert
Area W19 - Gnomes' Ferry Loose Insert
Map R - Rifllian Loose Insert
Maps T & F - Threshold & Fogor Isle Loose Insert
TSR, Inc. Map V - Foamfire Valley Loose Insert
PRODUCTS Of Y O U * IMAGINATION"
Map H - The Lost Valley Loose Insert

Map K - Eastern Karameikos Outer Folder

ISBN 394-55412-4 The Tapestry Inner Folder


9149 Plans H5 & H6 - Temple of Pflarr Inner Folder
Printed in the USA Areas W9-W17 - South of the River Inner Folder

Keith Stratton (Order #5037079)


NIGHT'S DARK
TERROR

Welcome to Night's Dark Terror, the


module which opens up the infinite
possibilities of wilderness campaign adven-
turing in the DUNGEONS & DRAGONS®
Expert Set World.

The adventure unfolds in the wild lands of


the Grand Duchy of Karameikos (Map #1
in the Expert rulebook). A river journey
takes the adventurers to the besieged
steading of Sukiskyn, where goblin hordes
assail the walls throughout the long night.
But this is only the beginning: soon the
adventurers find themselves in a life-or-
death struggle against the evil of the
nefarious Iron Ring, a struggle which leads
them ultimately to confront the ancient
perils of the Lost Valley of Hutaaka.

Expert Play
You may find running this adventure
different to ones you have previously
Dungeon Mastered, for Night's Dark Terror
is a campaign adventure designed to let
your players' characters experience the
thrill of discovering a fantasy world.
There are a myriad different options open
to the adventurers, and many places where
they may explore, since there are no
dungeon walls to restrict their movement
(although rivers and mountains often have
a similar effect).

If this is your first Expert adventure it is


essential that you read the Expert rules
first. Areas to pay special attention to are
the sections on Adventuring (p20 & 21), the
D&D*Campaign (p28, 38 & 39), and
Adventures in the Wilderness (p41-43).

The structure of this module allows you to


slot into Expert campaign play with the
minimun of difficulty. In the opening
phases, the order of events is clearly
defined, but as the adventure progresses,
more opportunities are provided to let you
shape the exact course of the adventure.
The last section, Hutaaka — The Lost
Valley is deliberately "free-form" —a lot of
the action here depends on the interaction
between you and your players, but plenty
of information has been provided to make
this as easy and as much fun as possible.
2 NIGHT'S DARK TERROR (Expert Play)
Keith Stratton (Order #5037079)
Since the adventurers have considerable Days and Seasons
freedom of action, their choices will often
determine the exact order of events. This It takes time to journey along winding
does not usually matter, but, some en- forest tracks, to climb hills (see Movement
counters necessarily occur before others. rates, EX21) and to recover hit points. A
For example, the adventurers must go to calendar for the use of the players is
Sukiskyn (p9) before exploring the sur- provided on Pull-out Sheet II. Each day's
rounding woods, in much the same way weather can also be described to the players
that a dungeon's entrance must be dis- using the table on Pull-out Sheet VII. The
covered before the passages beyond it can weather table is not meant to be inflexible,
be explored. Similarly, some encounter however, so feel free to amend it where the
areas can only be discovered after certain flow of the action demands, as it can be very
information has been gathered. In general, useful tool in directing the course of the
the flow of the adventure should follow the adventure.
order of sections in the booklet, and where
the ordering of specific encounters is regain 1 hit point per day. While resting, it
important, this is made clear in the text. Effects of Weather is advisable to be in a relatively safe
location such as Sukiskyn, (once the siege
Because the options open to your players Rainfall is over), in order to avoid combat (energetic
are now far greater, they may occasionally This can reduce both visibility and move- activity) with any wandering monsters.
do something totally unexpected. If they ment rates, although showers have no
do, don't panic, simply review the infor- effect (other than making the Player
mation provided in the module and decide Characters (PCs) feel uncomfortable. Rain Awarding Experience Points
what is the likely outcome of their actions. reduces visibilty to a maximum of 400
If they insist, it may be necessary to let them yards. Two consecutive days of rain are You should only award experience points
deviate from the story for a while, before equivalent to a downpour for movement to characters who are in a relatively safe
bringing them back into the action again. purposes. Downpours reduce visibilty to place. Characters spending a night out in
100 yards and slow off-road movement by the wilderness should have to wait for their
25%. Two or more days of downpour experience points until they return to
Expanding the Wilderness reduce movement by 50%. In rain or a Sukiskyn or arrive at Rifllian or Threshold
downpour unprotected bow and crossbow and so on. Do not award any experience
Although the process outlined inDfcD® strings become damp and cannot be used points for the killing of an NPC (or
Campaign — Designing the Wilderness until dried out. monster) for whom no xp value has been
(EX28) has already been done for you in given. This will only encourage the PCs to
this module, the Expert campaign world is Wind slaughter anyone they meet.
now yours to use and to expand. The strength of the wind affects missile
weapons. In a wind all missile ranges are
This adventure is designed to give you a increased by one band for purposes of Introducing New Player Characters
feel for the Expert world where, unlike in accuracy: short range becomes medium,
dungeon settings, it is impossible to detail medium becomes long and no long range During the course of the adventure, player
every area. Only those areas which are fire is possible. In a gale all missile characters may die, and players will wish to
directly relevant to this adventure have weapons are limited to short range only but introduce new characters into the game.
been fully described, while other areas are are fired at -1 to hit. This should be done in a logical and
only briefly touched on. The Black Eagle creative manner. For example, new char-
Barony (EX38), for example, is developed acters could arrive at Sukiskyn after having
no further than in the Expert Rulebook, Other Notes heard rumours about the goblin raids; or
while the homestead at Sukiskyn (p9) is they could be "discovered" as prisoners
fully detailed, as it plays an important part Characters' Home Towns held by the goblins; or they may be
in this adventure. residents of Threshold who join the party
If you wish to assign home towns to your when it arrives there. The main thing is to
When developing your own material to PCs, it is best if these are not Kelven or provide a rationale for new characters
expand the Expert world, avoid the Threshold, as these are part of the adventure appearing when they do; having them
temptation to create too much detail. Only and they should not be too familiar with simply "dropping in" out of the blue
those areas which your player characters them at first. When the adventure is over, should be avoided.
will explore in depth need be fully des- Threshold in particular, is an ideal place
cribed. It is pointless designing areas that for the characters to use as a base for further
will never to be explored; a brief idea of adventures. Bargaining
what they are about is all that is needed.
Bargaining is quite common in Kara-
The town of Threshold (p34 & Map T) is a Recovering Lost Hit Points meikos and rules for bargaining can be
good example of this. To give an idea of found on Pull-out Sheet VII along with
Threshold's atmosphere and customs, a After adventuring in the dungeon, char- other important tables.
general description is provided, including acters were assumed to return home and
brief details of a few of the town's automatically heal their lost hit points
landmarks. These are maps and detailed before the next adventure. In this adventure Saving Throws
descriptions of the two areas which are this procedure is handled more realistically
most important to the adventure, but most — the characters may halt wherever they If you wish, the optional rules from the
other buildings (shops, houses and so on) like and attempt to rest to regain lost hit Master Set can be included in your game.
are left undefined, ready to be filled out as points. If they spend a whole day resting, These allow ability score bonuses/penalties
needed for later adventures. conducting no energetic activity, they to modify saving throws as follows:
NIGHT'S DARK TERROR (Expert Play) 3
Keith Stratton (Order #5037079)
and religious pursuits, but also well versed The Hutaakan Tapestries
in crafts and trade. When their realm
expanded from the valley of their birth out When the edict was passed restricting
onto the lowlands, their conquest of the access to Hutaaka, the High Priestess
i n h a b i t a n t s was achieved t h r o u g h created magical tapestries which both
economic and cultural superiority rather recorded and concealed the location of the
than military force. Thus it was that the valley. By themselves, the tapestries (which
Hutaakans achieved dominance over a were finely executed in rare silks) showed
primitive human tribe, the Traldar, who only intricate, but meaningless patterns.
were content to trade their labour for the The "keys" to the information which the
benefits of Hutaakan culture and craft. tapestries contained, were magical silver
needles, each with a length of fine golden
Even as the Hutaakans spread out onto the thread attached. The priestesses had only to
lowlands, the valley remained the site of touch a magical needle to one of the
their most important temple to the deity tapestries for it to weave through the cloth
Strength: modifies Saving Throws vs. Pf larr, whom they revered above all others. of its own accord, trailing the golden
Paralysis and Turn to Stone As the power of the Hutaakans grew and thread behind. When the needle stopped,
Intelligence: modifies Saving Throws vs. their realm expanded, the valley of the golden thread, combined with the
Mind Attacks (charm, confusion, control, Hutaaka developed into a religious centre tapestry's original threads, produced a
fear, feeblemind) inhabited only by the clerics of Pflarr and clear map to Hutaaka. Touching the
Wisdom: modifies Saving Throws vs. the many servants and peasants whose lives needle again would cause it to pull the
Spells and Staves (not those above) were devoted to serving the temples. With thread out of the tapestry once more,
Dexterity: modifies Saving Throws vs. their thoughts turned ever to Pflarr, the leaving no trace of the map.
Wands and Dragon Breath inhabitants took little or no interest in
Constitution: modifies Saving Throws vs. outside affairs. In time, the High Priestesses The tapestries were entrusted to the high
Poison (but not Death Ray) decreed that no-one could enter Hutaaka clerics in the lowlands, and over the years,
Charisma: no bonus to Saving Throws without their permission and even made each one was buried with the tapestry
efforts to conceal the route to the valley which was her symbol of office. When they
from all except the priestesses. withdrew to the sanctuary of the valley, the
Having Fun Hutaakans realised that these tapestries
With the passing years, Hutaakan civi- might one day lead others to the valley, but
Adventuring is, above all, about enjoying lization flourished both inside and outside they could not bring themselves to desecrate
yourself, and sometimes in order to do so it the valley. As it was reaching its zenith, the the priestesses' tombs by removing them.
is necessary to overrule some dice throws. It lowlands were invaded by gnoll hordes. Instead, they put their trust in Fate and the
is your job as DM to give your players an Being devoted to cultural and religious ancient gods.
exciting and fun time, relying entirely on pursuits, the Hutaakans were ill-prepared
the dice is not always the best way to do so to meet this threat. With extinction glaring But Fate is unkind, and those that came to
— they are an aid, not a means in them in the face, the remnants of the race the land after the Hutaakans had no respect
themselves. But be discrete — you don't drew back into the sanctuary of Hutaaka. for the ancient ways. It was only a matter of
want your players to get the idea that you Although the ruins they left behind re- time....
are pulling any punches! mained as mute testimony to the existence
of a wealthy people, the Hutaakans had
covered their tracks well and felt safe at last. The Iron Ring
Pull-out Sheets
Hidden within the Lost Valley, the The Iron Ring is a secret organisation
In the middle of this booklet are eight Hutaakans came to terms with an in- which controls the slave trade in Kara-
pages which should be pulled out prior to creasingly spartan life-style, growing ever meikos and beyond. However, its interests
play and kept to hand during the adventure. more introverted as the years passed. do not stop at slavery — the Ring's Masters
References to the Pull-out sheets occur as However, isolation had quite a different are always interested in any scheme or
PSn, where n is the number of the sheet in effect on the Hutaakans' human minions, operation that makes money and increases
Roman numerals. The reference sheets on the Traldar, who had accompanied them. the Ring's power. From Black Eagle
pages 9 & 10 and pages 47 8c 48 can also be The harsh conditions in the valley meant Barony, the Ring's Masters watch over
removed if desired. that the Traldar were forced to work ever their secret empire and plot their next
harder while receiving fewer and fewer of moves.
the benefits of Hutaakan culture in return.
Adventure Background As the humans grew more restive, their
ascetic masters were forced to treat the
One day an ancient manuscript arrived at
Black Eagle Barony, one of many items
Ancient History of Karameikos client race ever more callously. taken from an elf destined to spend the rest
of her life as a galley slave. The manuscript
The roots of this adventure stretch back Eventually, the Traldar rose up against was delivered into the hands of a magic
many millennia to the days when the their masters and in a bloody revolt freed user named Golthar, one of the Ring's
Hutaakan Empire extended over the lands themselves from slavery. Years of bitter lesser Masters. On examining the manu-
now covered by northern and eastern inter-racial warfare followed, in which script Golthar became very interested in its
Karameikos. most of the valley's population perished, tale of the ancient Hutaakan civilisation
the culture of the Hutaakans was all but and particularly of its vast wealth.
The Hutaakans, a race of jackal-headed smashed, and the Traldar reverted to a Immediately Golthar sought permission to
humanoids, took their name from Hutaaka, cruel, barbaric state. Today sporadic investigate and then set off for eastern
the valley in the Black Peak mountains fighting still occurs amongst the ruins of Karameikos to look for Xitaqa, the ancient
where they originated. The Hutaakans Hutaaka as the Traldar and Hutaakans Hutaakan settlement mentioned in the
were a civilised race, obsessed with cultural continue their bitter struggle. manuscript.

4 NIGHT'S DARK TERROR (Adventure Background)


Keith Stratton (Order #5037079)
Golthar soon discovered Xitaqa (see p24 (PSVI). Pyotr needs a few guards to ensure
and Map K) and took up residence there that the horses arrive safely at Rifllian,
with his hobgoblin aides. Investigations of Stephan offers lOOgp per character, but he
the ruins revealed another manuscript has Pyotr's permission to be bargained up
which confirmed Golthar's suspicions — to 160gp.
the Hutaakans had vacated Xitaqa taking
their wealth with them. Eventually, in the Stephan will arrange passage for the party
crypt of one of the buildings, Golthar came on the riverboat of a trader named Kalanos
across a sacred tapestry with a silver needle when the boat makes its first trip of the
and gold thread next to it (see The spring up to the forest lumber-camps.
Hutaakan Tapestries). Golthar realised Kalanos will leave in a week's time, on
that this was the clue he sought to the Moldain the 7th of Thaumont and will be
Hutaakans' whereabouts. Eagerly he able to take the adventurers to Misha's
touched the needle to the tapestry and Ferry which is within a day's march of
watched in fascination as it wove through Sukiskyn.
the cloth, but Golthar had no time to watch Alignments
the full scene unfold. The crypt was home After finishing his arrangements with the L - lawful; N - neutral; C - chaotic.
to a pair of gelatinous cubes and they were party, Stephan will leave Kelven, promis-
closing fast. Golthar grabbed the tapestry ing to meet the party in one week's time at Abilities
and fled but, as he did so, the ancient fibres Sukiskyn. Stephan has no idea that the S - strength; I - intelligence; W - wisdom;
crumbled in his hands. All that remained goblin reign of terror is about to begin. D - dexterity; C - constitution; Ch -
to him were the magical silver needle and charisma.
its golden thread. His only hope lay in the
possibility that other tapestries might Horses Rulebook References (and page no.)
exist, tapestries from which his needle and BP - D&D® Basic Players Manual; BD -
thread could produce the map he craved. If the characters have only played the Basic Dungeon Masters Rulebook; EX -
D&D® Basic rules prior to this adventure, Expert Rulebook; MD - Master DM's Book.
Further explorations of Hutaakan ruins they will probably not have any horses, and
and tombs proved both dangerous and it is preferable that they do not have any THACO = To Hit Armour Class Zero. This
fruitless, but then a captured traveller when the adventure begins. It is easy is the roll on ld20 needed by a creature to
revealed that a golden tapestry was hung in enough to provide a rationale: it could be hit an opponent with AC 0. In most cases,
one of the settlements or homesteads east of that there are simply no horses available in the roll needed to hit other armour classes =
Kelven. But which one? The captive could Kelven or, if the party already has horses, THACO minus AC.
not tell him. they could be stolen, or else Kalanos might
not have any room for them on his boat.
By now Golthar was in no position to make
polite enquiries, for his superiors were Unless you intend to run a short adventure
demanding results. Golthar saw an oppor- in Kelven, tell your players that the week
tunity both to pacify his masters and also to passes quickly and without incident. Move
continue his search for the Hutaakans' them straight into the adventure without
wealth. At once he sent out his hobgoblin any unnecessary delay.
lieutenants to rally the goblin tribes of the
Dymrak forest and lead them against the
settlements. No settlement was to be spared Abbreviations
— the tapestry was to be found without
delay! Those homesteaders who were not Monster/NPC Statistics are presented in
killed were to be captured and taken as the following order:
slaves to Black Eagle Barony.
Number; Name; Class and level (NPCs
only); Armour class (AC); Hit dice (HD
Getting Started - monsters only); Hit points (hp — num-
bers in brackets are normal hit point values
The module is designed for a group of PCs for wounded creatures); Movement rates
with about 5000 xps each, at the start. The (MV); Number and type of attacks (#AT);
adventure begins in Kelven, a riverside Damage (D); Save as (Save); Morale (ML);
town within the Duchy of Karameikos. Alignment (AL); Experience point value
Here they meet Stephan (see PSIV) who (xp) — if no xps are listed for a creature or
offers them a job. Stephan is acting on monster, then none should be awarded if
behalf of his brother Pyotr who owns the party kills it; Roll needed to hit armour
Sukiskyn, a prosperous homestead in the class zero (THACO — see below); Weapon
Dymrak forest to the east (give the players range (if applicable) (R - Short/Medium/
the information on Pull-out Sheets IfeII). Long); Sourcebook and page number.
Pyotr's clan make their living by catching
and breaking wild horses from the nearby
moors and recen tly had the good fortune to General
capture a small herd of pure white horses.
These will soon be ready for sale at Character Classes
Rifllian, where it is hoped that the Callarii C - cleric; F - fighter; MU - magic user;
elves there will pay a high price for them, as T - Thief; D - dwarf; E - elf; H - halfling;
the white horse is the symbol of their tribe NM - normal man.
NIGHT'S DARK TERROR (Getting Started/Abbreviations) 5
Keith Stratton (Order #5037079)
SIEGE
AT SUKISKYN

This section takes the adventurers from the the boat safe from the arrows. At the same This is the adventurers' first encounter
city of Kelven to the besieged homestead at time, the Hounds armed with daggers dive with the forces of the Iron Ring. If they
Sukiskyn, and deals with the adventure into the river and start to swim towards the search the bodies, they will find the
during and after the siege, up to the point boat, while the bowmen continue to fire characteristic marks of the Iron Ring
where news arrives that Pyotr's brother arrows. When they reach the boat, it takes (brands and manacle scars - see PSIV) but
Stephan has been abducted by the goblins. the boarders 1 round to clamber in, during these mean nothing to Kalanos or the crew.
which they cannot make an attack. At this None of the Hounds of the Iron Ring has
moment, however, the Reaver disguised as any treasure, and the impostor rower has
Leaving Civilisation a crewman makes his move, attacking the only 3gp. The Reaver on the bank has 30gp
defenders and backstabbing if possible. in mixed coins.
B e h i n d (Map K)
Note: The boat gives complete cover
As arranged (see Getting Started - p5), against missiles for anyone hidden below W l . Misha's Ferry (Map K)
Kalanos and his river boat are waiting for the gunwales and +2 protection for those
the party on the wharf at Kelven on the who show themselves (e.g. to cast spells or Misha's ferry stands at the point where a
morning of the 7th of Thaumont (see The fire arrows). The water gives +1 protection trade route crosses the Volaga river. It is the
Passing Days - PSI, and Weather - PSVII). to swimming characters (see BP60). first place upriver from Kelven where the
Kalanos' boat has a crew of nine (including river can be crossed, and the adventurers
eight rowers) but, unknown to him, one of can complete the journey to Sukiskyn on
the rowers (whom he hired only a few days On the bank: foot from here. Kalanos continues upstream
ago) is a Reaver of the Iron Ring (see PSIV), 1 Reaver of the Iron Ring (fighter): AC 4 to the Ilyakana lumber camp (see W4 -pl5).
with orders to help the Iron Ring squad (chain mail & shield); F2; hp 14; MV 90' (30');
stationed upriver (see below). The Reaver #AT 1 sword or 1 arrow (short bow); D Id8+1 Being in the general area of Golthar's
is indistinguishable from the other rowers. (inc. S bonus) or Id6; Save F2; ML 10; AL N; search, Misha was attacked the previous
xp 25; THACO 18 (inc. S bonus); PSIV. night by Vlack's vampire bats (see event
At first, the river is flanked by rolling WE5 -pl4) and fell into the river where she
downs on both sides, but a few miles 8 Hounds of the Iron Ring (bowmen): AC 7 drowned. Her pet cave bear was wounded
upriver from Kelven the forest closes in on (leather armour); HD 1 + 1; hp 6 each; MV 120' and fled into the forest.
the southern bank. The river is narrower (40'); #AT 1 arrow (short bow); D Id6; Save Fl;
here, and faster-flowing, but .the boat ML 12; AL N; xp 19 each; THACO 18 -
makes good progress: R 50/100/150; PSIV. By late-afternoon the boat reaches
the jetty at Misha's ferry. As the crew
12 Hounds of the Iron Ring (boarders): AC 9; help you off with your baggage,
Suddenly, there is a thud and the HD 1 + 1; hp 6 each; MV 120' (40'), 60' (20') Kalanos calls out to Misha, but has
boat lurches to a halt, momentarily swimming; #AT 1 dagger; D Id4; Save Fl; no reply.
throwing you off-balance. ML 12; AL N; xp 19 each; THACO 16 (inc.
ferocity bonus); PSIV. "Don't worry," he says, "Misha often
goes off hunting with that flea-bitten
The riverboat, which is about 80 feet from On the boat: old bear of hers. She'll be back before
the wooded right bank, has struck a chain Kalanos - boatman: AC 7; F5; hp 22; MV 90' night and won't mind you making
stretched across the river. The chain was (30'); #AT 1 dagger; D Id4; Save F5; ML 12; yourselves at home. Good luck!"
put there by a squad of Iron Ring warriors AL L; THACO 17. Kalanos gives the order "Cast off!",
(see below), ordered to prevent anyone Appearance: Male, age 40, short, with black the boat pulls away from the jetty,
(especially adventurers) venturing to the receding hair. and continues upriver.
east of Kelven. The Iron Ring squad Clothing: Heavy brown robe over leather
consists of a Reaver (fighter) and 16 armour, 2 gold arm bands (value 60gp each).
Hounds (7 armed with bows and 9 with The door of the cabin is unlocked. Inside,
daggers). They were hiding in the woods 7 ordinary crewmen. AC 9; NM; hp 3 each; nothing seems to have been disturbed and
on the right bank, and automatically gain MV 120' (40'); #AT Nil; Save NM; ML 7; AL N. there are no signs that anything is amiss.
surprise when the Reaver and bowmen The only things of value in the cabin are
begin the attack by breaking cover and 1 Reaver of the Iron Ring (thief): AC 6; T4; 45gp worth of mixed coins in a jar on a
firing arrows at the boat. (inc. D bonus); hp 12; MV 120' (40'); #AT 1 shelf.
dagger +1 (concealed); D Id4+1 (double for
In the second round of the attack, the crew backstab); Save T4; ML 10; AL N; xp 125; Shortly after the party arrives, the bear
(including Kalanos) hide in the bottom of THACO 19 (15 for backstab); PSIV. returns. Wounded and angry, it charges
6 SIEGE A T SUKISKYN (WL Misha's Ferry)
Keith Stratton (Order #5037079)
towards anyone it sees and attacks them. If The following descriptions assume that
the adventurers take refuge in the cabin and the party approaches the homestead from
do not attack the bear, it will claw at the the west along the track which leads to the
doors and windows for a while before bridge. If this is not the case, you should
wandering off. It will not return. Feeding amend them accordingly, remembering
the bear will not pacify it. that the adventurers may be well be
massacred if they remain in the open, and
1 cave bear: AC 5; HD 7; hp 30; MV 120' (40'); that the homestead is quite obviously the
#AT 2 claws/1 bite + hug (if both claws hit); only defendable position available.
D 2-8/2-8/2-12 + 2-16; Save F4; ML 11; AL N;
xp 450; THACO 13; BD26.
Welcome to Sukiskyn!
Journey to Sukiskyn When the adventurers are about 500 yards
from the homestead, they catch wind of the
Night falls about an hour after the party battle:
arrives at Misha's Ferry. The party should "Look out!" cries a man's voice from
be encouraged (by the howling of wolves, if the gatehouse across the bridge, and,
necessary) to stay in the cabin overnight. If It is past sunset. A twilight hush has through the smoke, you see a squad
the adventurers venture out during dark- settled over the forest, and there is no of goblins mounted on huge wolves
ness, they will be attacked by 2-5 wolves (see movement amongst the shadowy charging wildly along the riverbank
Optional Encounters - PSVIII) and will trees on either side of the trail. The towards you. "Quick, before they cut
lose their way, ending up back at the cabin world seems at peace, perhaps a little you off!", the voice continues, and
after 2 hours. The next day is fine and too quiet. the gate starts to swing open. There
sunny. is not a moment to lose.
Then the silence is broken. A faint
The homestead at Sukiskyn is next on the cry drifts on the evening breeze
list for the combined goblin war parties which also brings a whiff of wood- If the adventurers hesitate for more than 2
commanded by Golthar's lieutenant Vlack, smoke. Ahead, you catch a glimpse rounds, the mounted goblins will catch
but they will wait until sunset before of flames rising beyond the trees. The them before they reach the homestead. If
attacking (see Welcome to Sukiskyn - sounds grow louder; shouts of men they head straight for the gate, however,
below), and you should arrange for the mingle with harsh, guttural war- they can get through it ahead of the
party to arrive a little after this. It is about cries and the clash of battle, while all goblins:
18 miles from Misha's Ferry to Sukiskyn the time the flames grow higher,
and this journey should take a full day for bathing the forest in a pink glow.
most parties. If, however, your party has a As you hurry through the gateway
very fast movement rate then point out that into the smoke-filled yard beyond,
the track meanders a great deal, increasing spears, hurled by the mounted gob-
the actual distance travelled. For slow Ambush! lins, thud into the timbers behind
parties, of course, you can describe the path you. To your surprise, the gate is
as easy to travel and very straight. held open by a young woman, who
The forest ends on the bank of a fast- quickly shuts and bars it once you are
flowing river spanned by a wooden all through.
Flames at Dusk bridge which leads to the gate of a
palisaded homestead. The buildings For a moment you are safe, but the
Full descriptions of the homestead of are mostly intact, but are lit by flames flames from the nearby barn are
Sukiskyn and its occupants are given on leaping from a barn to the left of the already starting to spread to the
pll, PSIII, and Plan S). Use the counters bridge. wooden tower above the gate, and
provided, to run the siege on Plan S. beyond the barn, a group of scarlet-
In a clearing on the far side of the clad goblins has broken through the
By the time the party arrives, the homestead burning barn, you can see the palisade and is rushing towards you.
is under attack by the combined war- attackers — goblins, or possibly ores Some fall to missiles fired from the
parties of the Red-blade (Gnhasska) and — and from your right, beyond the main building, but the rest press on
Wolfskull (Kloss-lunk) goblin tribes (see main part of the homestead, come regardless. Unmoved, the woman
below and Non-Human Tribes and Clans the cries of frightened horses. waits until a man wearing leather
- PSVI), and the barn (area 3) is ablaze. A armour makes his way down the
third tribe, the Vipers (Jaggadash), who ladder from the smoke-filled tower.
were supposed to storm the southern side of As the adventurers approach the edge of the Then the couple make a dash for the
the homestead in the confusion, have trees, a squad of eight Wolfskull (Kloss- main buildings, calling on you to
stampeded the horses out of the pens and lunk) goblins (in their distinctive wolf- follow.
left, taking the horses with them. The other skin cloaks) ambushes them from the
tribes are furious about this. undergrowth, gaining surprise on a roll of
1-4 on Id6. In the first round, the goblins The woman is Alfana and the man Taras.
The homesteaders are in a fairly strong throw their spears. After that, they use axes. There are five Red-blade (Gnhasska) gob-
defensive position, but took some casualties When the fight with the goblins is nearly lins heading for the party from the breach
in attempting to save their horses. The over, the adventurers will see another in the palisade. Three others have already
blacksmith Novannes and his son-in-law group of seven Wolfskull goblins mounted been killed, and three of the survivors are
Hakos were cut down by sheer weight of on dire wolves, heading towards them, wounded (2 hit points). They ignore
numbers, but managed to kill three of the attempting to cut them off from the Alfana and concentrate their attacks on
Viper goblins before they fell. homestead: characters wearing metal armour.
SIEGE ATS UKISKYN (Flames at Dusk) 7
Keith Stratton (Order #5037079)
The Night If the adventurers leave the homestead, they
will be attacked by one or other of the war
The night is cloudless, and the moonlight parties (depending on which side of the
enables the defenders to see any attackers in river they are on - see The Attackers - plO).
the open. The shadows hide any creatures While the adventurers are in the open, the
in the woods, however. The various areas goblins will hurl 3d6 missiles per round at
of open ground which may be seen from them. If the adventurers enter the woods,
different parts of the homestead are listed they will be attacked by the full war party.
in the homestead description (see Des-
cription of Sukiskyn - opposite).
Siege Events
Characters inside the buildings are com-
pletely shielded from missile attacks. The Events SE1 and SE2 may be used at any
arrow-slits, windows and battlements give time and as often as you wish. The
varying degrees of cover as indicated on remaining events should preferably be used
The Long Night Plan S. at the times given:

Once the party reaches the main building Except when attacking the homestead, the
and the door is shut behind them, any goblins and other besiegers remain hidden SE1. Ominous Silence
surviving Red-blade in the yard fall to the in the woods around the clearing. The
defenders' arrows and slingshots. defenders will be aware of their presence, On several occasions, the goblins attempt
however, since the goblins chant and beat to frighten the defenders by interrupting
There is then a lull in the attack as the drums through most of the night, and the the drumming and chanting with a period
goblins withdraw and wait for the barn, the characters will catch fleeting glimpses of of ominous silence.
gatehouse and the northern part of the glowing red eyes amongst the trees. The
palisade to burn down. This will take goblins will also light numerous small
about 3 turns. During this time, Pyotr fires so as to give an exaggerated impression SE2. Snipers
hastily greets the adventurers and jokes of their numbers and conceal the true
grimly about the warmth of their welcome. positions of their main forces. At various times (DM's discretion), groups
He then explains their predicament: of ld4+2 Red-blade goblins sneak to the
edge of the woods and fire slingstones at the
- there are two clans of goblins attacking The Defenders windows and battlements. The goblins are
the homestead: the Red-blade (or Gnhass- well concealed by the darkness and the
ka), and the Wolfskull (or Kloss-lunk), It is up to you to control the actions of the undergrowth and have a -4 armour class
who ride wolves non-player characters, but Pyotr will go bonus (BP60) against missiles fired from
- there was a third clan, the Vipers (or along with any useful suggestions which the homestead. The goblin snipers will
Jaggadash), but these have run off with the adventurers make. If the players are retreat back into the woods after ld6+8
the horses from the pens, after killing making a bad job of defending the home- rounds or if two or more of their number
two of the clan (Novannes and Hakos) stead, you should use Pyotr as a source of are killed.
- although the barn, the gatehouse and the suggestions and advice. The homestead has
northern stretch of palisade are on fire, a good supply of spears, bows, slings,
the main building and stables are intact arrows and slingstones in the tower arm- SE3. Foray
- with the party's help, the defenders have oury (area 10 - p9).
a good chance of holding out until About 3 hours before midnight, the
dawn, when daylight will force the When Taras, Alfana and the adventurers drumming and chanting stop, and two
goblins back into the woods reach the main building, Pyotr, Darya, Wolfskull goblin bodyguards mounted on
- with so many goblins hidden in the Matvey, Masha (weeping pitifully), her dire wolves, lead another 10 Wolfskull
woods it would be suicidal to leave the baby and Stellios are in the hall (area 4), goblins (on foot) in a charge across the
homestead before dawn and Kuzma and Irina are in their tower bridge, over the remains of the gatehouse
- this is only one of several goblin attacks room (area 11). The bodies of Novannes and across the northern yard to attack the
on human homesteads in recent weeks. and Hakos are in the stable block (area 16). northern door into the kitchen. At the same
time, eight Red-blade goblins rush across
the northern clearing, take cover in the
ruins of the barn (-2 AC bonus, BP60) and
TABLE 1 - COMBAT ABILITIES SUMMARY FOR PYOTR'S CLAN give covering fire with slings.

The Wolfskull hack at the door with axes.


Melee Weapon Missile Weapon Up to two goblins can hack at once. They
Name AC Type Damage THACO Type Damage THACO Range hit automatically, although the DM should
roll for initiative as usual to see whether the
defenders manage to fire at the goblins first
Pyotr 3 sword+1 14 arrow (+1) Id6(+1) 17(16) 70/140/210
each round. The door will break down if it
Dai> a 6 dagger ldl 19 anow U16 18 50/100/150
Taras 5 b. axe 15 arrow Id6 18 50/100/150 suffers 30 or more points of damage and the
Alfana 9 daggii Id 1-1 20 - - - - Wolfskull goblins will pour in, followed
by the Red-blade. The dire wolves will not
Irina 6 — — sling 1<14 18 40/80/160
enter the building.
M.iivey 9 —
Kuzma 9 —
Masha 9 — If, at any point, either group fails a morale
Stellios 9 sling Id4 20 40/80/160 check, or more than half of its number are
killed, it will retreat back to the woods.
8 SIEGE A T SUKISKYN (The Long Night/Events SE1-SE3) Continued on page 11

Keith Stratton (Order #5037079)


Description of Sukiskyn sonal items and so on are present. The 9-12. Stone Tower
outdoor areas (see Plan S) overseen from The only entrance to the tower is from the
Construction each room are also listed. upper floor of the hall.

Sukiskyn stands in a clearing on a bend in 9. Store f t


the Syereb River - see Map KfcPlan S. With 1-3. Barn, Bridge & Gatehouse Contents: emergency supplies of food and
the exception of the tower, and the ground drink, plus all sorts of other items which
floors of the kitchen and the forge, the Although the bridge (1) survives the siege, the family have half forgotten, including
homestead is built entirely of oak, in- the gatehouse (2 - a small wooden tower one elven boot (this is useless on its own,
cluding the roof shingles (tiles). It was over the gate) and barn (3) are burnt down. the other one is in the Dark Web (Nyy-
built with defence in mind: akk) Ores' Lair - area W12(m), pl9).

- the buildings are joined by 8-foot-high 4-8 Main House 10. Armoury t t
log palisades Contents: 2 short bows, 2 longbows, a
- the entrances to the homestead have 4. Hall f battle axe, 2 small shields, a long sword,
heavy oaken gates, and there is a Used at mealtimes, and the heart of life in a rusty mace, a dwarf-sized suit of plate
gatehouse overlooking the bridge the homestead. If the adventurers stay at armour, a broken crossbow, 3 slings, 16
- there are no ground-floor windows Sukiskyn, they will be expected to sleep spears, 120 arrows, 200 slingstones.
- the stone-built tower, intended as a here (straw mattresses will be provided). Overlooks: N Yard, N, & E Clearing.
refuge in case of emergency, has battle- The hall has a gallery at upper floor level
ments and a good store of weapons and from which it is possible to look out of the 11. Kuzma's and Irina's Room t t t
provisions windows. The cleric Kuzma spends long hours here
- all doors are of oak (require 30 points of Contents: long table, benches, Pyotr's large teaching her grand-daughter Irina. The
damage to smash them). The exterior chair, and (on the wall) a stuffed eagle room smells of incense and old books.
doors can be barred on the inside, while and a wolf's head, an old hunting horn, Contents: 2 small beds, 2 desks, chairs, a
the internal ones can be barred from and two tapestries. One shows wild, lectern, shelves of books and scrolls, a
either side. Note: a door, barricaded from running horses, and the other has a chest of clothes, a rack of 8 bottles: 4 of
behind requires an extra 5-15 points geometric pattern (this is the tapestry of herbal horse medicine (have no effect on
(DM's decision) to smash it open. the Hutaakans - see The Hutaakan man nor horse), 2 vials of holy water, and
Tapestries, p4). 2 potions of healing.
Overlooks: N & S Yards, Pens, E Clearing. Overlooks: N Yard, N, & E Clearing.
Sukiskyn as a Home
5. Side Room f 12. Battlements t
Unlike a murky dungeon or a dismal ruin, This dark room is used for brewing, salting Overlook: N Yard, N, E & S Clearings.
for example, Sukiskyn is home to a meat, washing clothes and storing food
community of individuals leading rela- and drink. Stellios sleeps here.
tively normal lives; doing chores, talking, Contents: brewing, salting and washing 13-16. Stable-Block
playing, eating, relaxing and so on. Try to tubs; salted meat (hanging from the ceil-
make the place seem real to the players by ing); casks of ale; casks and sacks of food; 13. Forge f
involving the party in the life of the oil lamps; oil; Stellios' bed. Novannes worked here, shoeing horses,
homestead. repairing tools and so on.
6. Kitchen f Contents: hearth, fuel, anvil, tools, rods of
Privacy. A warm room with a large hearth and iron, horseshoes, nails.
Even though the adventurers are guests, adjacent bread-oven. The women often
they cannot expect to have a completely gather here. 14. Tack Room t t
free run of the homestead (except during Contents: Table, stools, pots, pans, uten- Contents: saddles, harnesses, ropes, straw,
time of emergency, e.g. the siege). The sils, food, herbs, spices, Darya's pewter oats, items for tending and grooming
rooms are coded according to how private dinner service (used for special occasions horses, an old tent.
they are: only).
15. Hakos' and Masha's Room t t t
| : Communal — adventurers are free to 7. Taras' and Alfana's Room t t t Contents: bed, cot, chest of clothes, table,
come here as they wish, Contents: bed, table, chairs, two chests of mirror, baby's toys, balalaika (a stringed
t t •' Semi-private — adventurers might clothes, Taras' collection of 15 ornate musical instrument) hanging on the
be asked why they were here, but daggers and 10 antique pole-arms (on wall.
there would be no adverse reaction the wall). Overlooks: W River, S Yard, Pens.
unless they were acting suspiciously. Overlooks: N Yard.
t t t : Private room — the inhabitants 16. Novannes' Room t t t
would object (politely at first) if 8. Pyotr's and Darya's Room t t t Contents: bed, desk, comfy leather chair,
adventurers were found here unin- Contents: bed, table, chairs, mirror and chest of clothes, a very intricate wrought-
vited. Suspicious actions here would portrait of Pyotr's father (on wall), two iron candlestick, a small painting of
cause an angry reaction. chests of clothes. Hidden in a locked Novannes' wife, a stuffed goblin's head
secret compartment by the hearth is the (on the wall).
clan treasure: a solid, iron-bound chest Overlooks: W & S River, S Yard.
Details of the Homestead containing a sack of 25OOgp. The base of
the chest is cunningly trapped (-10% 17. Stables t
The following descriptions list the uses of chance of detecting) — if the sack is 11 riding horses: AC 7; HD 2; hp 11 each;
the rooms and their main contents. It is up lifted, a poison dart flies up (THACO 10; MV 240' (80'); #AT 2 hooves; D 1 -4/1-4; Save Fl;
to you to decide what other minor items of D 1-4; save vs. Poison or die). ML 7; AL N; THACO 18; EX51. Each is the
furniture, tools, domestic utensils, per- Overlooks: N & S Yards, W River. personal property of one of the clan.
SIEGE A T SUKISKYN (Description of Sukiskyn) 9

Keith Stratton (Order #5037079)


The Attackers The Wolfskull are distinguishable by their The Red-blade are easily distinguishable
wolf-skin robes. They are in the woods to since their clothing, armour (and even
Two goblin clans, the Woifskuli (Kloss- the west and south of the river. Kloss, his some of their weapons) are all in various
lunk) and the Red-blade (Gnhasska - see bodyguards, and nine other goblins are shades of red. They are positioned in the
below) swarm around the homestead, mounted on dire wolves: woods to the north and east of the
commanded and observed from the rear homestead.
by Golthar's hobgoblin lieutenant, Kloss (goblin king): AC 6; HD 3; hp 15;
Vlack. MV9O'(30');#AT I battle axe; D Id8+1; Save F3; Gnhass (goblin ting): AC 6; HD 3; hp 15;
ML 10; AL C; xp 35; THACO 17; BD3I. MV 90' <30'); #AT 1 battle axe +1; D Id8+I;
The actions of the attackers are described Treasure: ebony wolf's-head medallion with Save F3; ML 9; AL C; xp 35; THACO 17;
in the sections Ambush! (page 7), and jade eyes (vaiue - 175gp); 43gp. BD31
Siege Events (page 8). The totals given Treasure: 35gp, two bloodstone earrings
below are the numbers present when the 3 goblin bodyguards: AC 6; HD 2; hp 9 each; (value- lOOgp each), and a battle axe +1. The
party first arrives. Any attackers killed MV90'(S0');#ATI battle axe or 1 spear; D Id8or value of this item will not be apparent thanks
during the night should be deducted Id6; Save F2; ML 10; AL C; xp 20; THACO 18; to several coats of red paint!
from these. BD31.
Treasure: each goblin bodyguard has 2d20gp 4 goblin bodyguards: AC 6; HD 2; hp 9
worth of coins and other objects. each; MV 90' (30'); #AT 1 sword or 1 sling
Vlack's Retinue stone; D Id8 or Id4; Save F2; ML 9; AL C;
25 goblins: AC 6; HD 1-1; hp 4 each; MV 90' xp 20 each; THACO 18; BD31.
Vlack (a hobgoblin "king"), his ice wolf, (30'); #AT 1 hand axe or I spear; 0 ld6;SaveNM; Treasure: each has 2d2Ogp worth of coins and
hobgoblin bodyguards and giant vam- ML 8110 with leader); AL C; xp 5each;THACO other objects.
pire bats, are in the woods east of the 19; BDSI
homestead with the Red-blade (Gnhass- Treasure: each ordinary goblin has coins and 43 goblins: AC 6; HD 1-1; hp 4 each; MV 90'
ka). The statistics of these creatures are other trinkets worth Id6gp. (SO'); #AT 1 short sword or I sling stone; D Id6
given on pl4 (event WES). During the or Id4; Save NM; ML 7 (9 with leader); AL C;
siege they will stay hidden from the 13 dire wolves: AC 6; HD 4+1; hp 16 each; xp 5 each; THACO 19; BDS1.
characters and will avoid any encounter MV 150' (50'); #AT 1 bite; D 2d4; Save F2; ML 8; Treasure: each ordinary goblin has coins and
with the party. AL N; xp 125 each; THACO 15; BD39. other trinkets worth Id6gp.

10 SIEGE AT S UKISKYN (The A Hackers)


Keith Stratton (Order #5037079)
SE4. Decoy clearing. While Gnhass and two of the
Red-blade bodyguards leap over the burnt
Around midnight, the defenders hear what remains of the northern palisade and try to
sounds like a woman's screams coming hack through the hall's northern door, the
from the woods east of the clearing and other two bodyguards lead an assault by the
catch a glimpse of a human-sized figure in remaining Red-blades on the eastern wall
a yellow dress being dragged through the of the hall with ladders.
woods by goblins.
Gnhass and his bodyguards hack at the
This is a trick, intended to lure the door with their swords. Up to two goblins
defenders from the homestead. The figure can hack at once, and they can hit it auto-
is actually a hobgoblin in a stolen dress, matically. Unless they are killed in the
and the voice that of a female goblin yard, the enraged goblins will break
warrior. The screams, mixed with inco- through the door once they have inflicted
herent cries for help, continue for 2 turns. 30 or more points of damage on it. They
will then rush into the hall and fight to the the rubbish is a silver amulet in the shape
Pyotr knows the goblins too well to fall for death (no morale check). of a ruined tower (value - 50gp) — the
the trick, but Darya will be very upset, symbol of the Yellow-fang (Faz-plak)
sobbing that her friend Katarina (a woman The other goblins have five crude ladders, goblins (PSVI). This was dropped by one
from the Cherkass homestead — see W6) with which they intend to climb in of Vlack's bodyguards.
has a yellow dress. If the player characters through the windows on the upper storey
venture from the homestead, you should of the hall. Two goblins per round can The trail of Vlack's retinue cannot be
treat this encounter as if they were breaking climb each ladder, but can make no attack found and, although the tracks of the
out (see The Night, p8). that round and lose initiative on the next. scattered Red-blade tribe lead off in many
Characters can topple a ladder if they make directions, the party cannot follow them
a successful Hit roll vs. AC 6 with their bare very far. The trail left by the Vipers and the
SE5. Aerial Attack hands (Strength bonuses apply). Any gob- stolen horses is very clear, however, and
lins on a toppled ladder suffer Id6 points of leads east (see Tracking the Horse-thieves,
About 2 hours after midnight, Vlack damage from the fall. P12).
unleashes five of his giant vampire bats
against the defenders. If possible, the bats The goblins attacking the eastern wall of
attack any characters and/or non-player the hall will retreat if they fail a morale Captives
characters in the open air (e.g. on the tower check, or if half their their number are
battlements or in one of the yards). Other- killed. If Gnhass is killed, any surviving If the adventurers took any captives during
wise, the bats squeeze in through any Red-blade goblins will flee and scatter into the night, they may be able to gain
windows and fly around inside the building the woods. During the attack, Vlack and information from them (see Sources of
looking for victims. Any character bitten his retinue slip away from their observation Information - pl3).
by a bat must make a saving throw vs. point unnoticed. The adventurers will
Paralysis or fall unconscious for ldlO encounter them in event WE5 (pl4).
rounds. Recovering the Horses (W2-W3)
5 giant vampire bats: AC 6; HD 2*; hp 7 each; The Day After Unknown to the homesteaders, the Viper
MV 180' (60') flying; #AT 1 bite; D 1-4 + goblins headed towards a bandit camp
paralysis; Save Fl; ML 8; AL N; xp 25 each; As dawn breaks over the homestead of (W3), leading the 41 stolen horses. On the
THACO 18; BD25. Sukiskyn, it reveals the carnage caused by way, they were overtaken and attacked by a
the battles of the previous night. In group of Wolfskull riding dire wolves (see
addition to any attackers killed after the W2), but some still managed to reach the
Just Before Dawn party's arrival, there are four dead Red- bandits and sold the surviving horses to
blades in the northern clearing and three them.
Just before dawn, the Wolfskull goblins dead Viper goblins in the pens. If the
give up the attack in disgust, and leave to adventurers search the bodies they will With the horses gone, the homesteaders are
pursue the Viper (Jaggadash) goblins (see easily recognise members of the three very downhearted, and it seems at first that
Recovering the Horses, below). The different clans (see Non-Human Tribes the party have had a wasted journey from
defenders cannot see them depart, but all and Clans - PSVI). Kelven. Taras is not easily discouraged,
the goblin drums go silent. however, and, after a brief discussion with
The goblins have stripped any bodies in Pyotr, tries to persuade the party to
Infuriated by the Wolfskull's cowardice the woods or on the west bank of the river, accompany him in pursuit of the Viper
and shamed by the goblin's failure to take but have abandoned the rest. goblins, using the following arguments:
the homestead, the Red-blades' king,
Gnhass, determines to lead his remaining - with so many horses, the goblins will be
troops on a final attack against the hall. Reading the Signs easy to track
- the goblins cannot ride horses, and so
The defenders gain some inkling of this Searching the woods around the homestead Taras and the adventurers will easily be
attack when the goblins gather together in reveals ample evidence of the goblins' able to catch up with them on the
the woods beyond the eastern clearing and presence in the form of camp fires, stripped homesteaders' mounts
join in a death-chant (quite different to the goblin bodies, chewed animal bones, fruit - the Vipers are known as a cowardly mob
previous chanting). rinds and other rubbish. There are numer- and have even less taste for a fight during
ous footprints of goblins and dire wolves the day
After chanting for 2 rounds, the goblins and the party may notice (30% chance) - Pyotr will give a reward of 20gp for each
charge the homestead across the eastern some larger, hobgoblin prints. Amongst horse recovered.
SIEGE ATS UKISKYN (Events SE4-SE5/The Day After) 11
Keith Stratton (Order #5037079)
The Vipers were attacked by the Wolfskulls 4 bandits: AC 6 (leather armour and Dex.); T3;
about midday, and were soon overwhelmed, hp 7 each; MV 120' (40'); #AT 1 sword; D Id6 (or
but some managed to flee with 24 of the 2d6 - backstab); SaveT3; ML8; ALC; xp35 each;
horses. Content with their revenge, the THACO 19 (or 15 - backstab); BD25.
Wolfskulls left for home after about an
hour, and a pack of scavenging oil beetles Fyodorll is a businesswoman as well as a
arrived. bandit, and would prefer to trade than to
fight. If the party approaches and questions
6 oil beetles: AC 4; HD 2#; hp 8 each; MV 120' her, she will say that she bought 24 riding
(40'); #AT 1 bite + oil squirt; D 1-6 + blisters (-2 to horses from some goblins a short while
hit for 24 hours); Save Fl; ML 8; AL N; xp 25 ago, and had no idea that they were stolen.
each; THACO 18; BD26. She offers to sell the horses to the party for
50gp each — "The same as I paid the
The beetles will reach the party after 1 goblins" (she actually paid 15gp each!).
round. When the fighting begins, a female Taras will refuse point-blank to pay for the
Pyotr is keen to recover the horses, but is Viper goblin who hid in a tree during the horses.
afraid of another goblin attack and instructs battle and stayed there when the beetles
Taras to hurry back. The adventurers will arrived, attempts to flee into the woods. If If the party refuses to deal, Fyodorll waits
be allowed to borrow riding horses from the party captures and questions her, she until the characters are just about to leave.
the stables (area 17, p9), but will be asked to will describe the course of the battle She will cunningly use her ventriloquism
take very great care of them since each is the willingly, and may even give them other spell to distract the party by making a noise
personal property of one of the clan. information (see Sources of Information amongst the trees, then she and her
- Pl3). henchmen will attack (backstabbing if
If the adventurers refuse to go with Taras, possible).
then Gregor and the other refugees from Viper goblin: AC 6; HD 1-1; hp3; MV90' (30');
Ilyakana should arrive now rather than #AT 1 war hammer or 1 thrown dagger; D Id6 or In the wagons are blankets, some clothes,
after the party's return (see Bad Tidings Id4; Save NM; ML 6; AL C; xp 5; THACO 19; supplies of food, and Fyodorll's spellbook.
- below). Gregor and his men will go with BD31 (and PSVI). The book contains detect magic, light,
Taras and return before night on the sleep, ventriloquism, ESP, knock and
following day. The dead comprise 22 Viper goblins levitate. The bandits each carry 75gp worth
(identified by their distinctive cheek of coins and other items.
tattoos), three Wolfskulls and one dire wolf
Tracking the Horse-Thieves — all have been stripped of any weapons or The corral holds the 24 white riding from
valuables. Only 17 of the original 41 horses Sukiskyn, plus 10 others (eight riding
The trail of the Viper goblins (see Reading were killed, however, and clear tracks of the horses and two war horses). Since the
the Signs - pi 1) is easy to follow. The others can be seen heading south east. The adventurers are currently riding borrowed
goblins soon left the forest, but kept in the tracks of the Wolfskulls (leading south horses, Taras will encourage them to
shadow of the trees (see Map K). The prints west) cannot be followed very far before choose mounts for themselves from these
of the horses are clearly visible, and the they peter out. extra horses:
party can make out some goblin footprints.
They may even notice (20% chance) prints 32ridinghorses:AC7;HD2;10each;MV240'
left by the pursuing dire wolves, but the W3. Bandit Camp (no map) (80'); #AT 2 hooves; D 1-4/1-4; Save Fl; ML 7;
adventurers will not be able to tell how AL N; THACO 18; EX51.
many there were. The Viper goblins' trail leads into the
woods. After a few miles it meets and 2 war horses: AC 7; HD 3; hp 15 each; MV 120'
follows an overgrown trackway which (40'); #AT 2 hooves; D 1-6/1-6; Save F2; ML 9;
W2. Scene of Battle (no map) leads to the bandits' camp. Fyodorll and AL N; THACO 17; EX51.
her four bandit henchmen live in three old,
At this point, the Viper tracks veer off covered wagons which were abandoned
suddenly into the forest. About 200 yards here years ago, and have a rough corral for Bad Tidings
into the trees, the party find the scene of the horses. Before they come within sight of the
battle between the goblin clans: camp, the adventurers see a sign (in Elvish By the time the party returns to Sukiskyn,
and Common) nailed to a tree. It reads Gregor and three other men from the
"Miss L. Fyodorll — Equine Entrepreneur lumber-camp at Ilyakana (see Map K and
It seems you were not the only ones — Dealer in Fine Horses." area W4) have arrived, bringing news of a
out to catch the horse-thieves, for in goblin attack on the camp the night before
the muddy clearing before you the Fyodorll - Bandit Leader: AC 1; E4; hp 17; the attack on Sukiskyn (the Refugees from
goblins have been attacked and MV 120' (40'); #AT 1 sword or 1 arrow; D Id8 or Ilyakana are described on PSIV):
massacred. The stripped and bloody Id6; Save E4; ML9; AL N; xp 175; THACO 17 or
bodies of a score of goblins lie mixed 14 - R 70/140/210. - the goblins (from the Wolfskull and
with the torn carcasses of horses, and Abilities: S9, 115, W10, D18, Cll, Chl6 Red-blade clans) attacked at dusk, setting
the obese corpse of a tall goblin Clothing: Blue robe over chain mail +1, a ring fire to the palisade and overrunning the
hangs by his feet from a tree. But even (value - 210gp). camp
now, the goblins have no peace. Six Gear: sword, longbow, arrows, scroll with - Gregor and his companions escaped,
large beetles are feasting on the floating disc (x2), 25pp (in a belt pouch). and they say Kalanos managed to hide,
remains. Without a moment's hesi- Spells: but everyone else (including the crew of
tation, they scuttle towards you... It 1st level - sleep, ventriloquism Kalanos' boat) was killed or captured
looks as if they prefer live meat to 2nd level - ESP, levitate - Pyotr's brother Stephan (see Getting
dead! Appearance: Elven female, age 120, tall, fair; has Started - p5 and PSIV) was one of those
a surprisingly deep voice. taken prisoner.
12 SIEGE A T SUKISKYN (areas W2 & W3/Bad Tidings)
Keith Stratton (Order #5037079)
SOUTH
OF THE RIVER
5^5

In this part of the adventure, the ad-


venturers can explore the wilderness east of
Sukiskyn (Map K) in search of Pyotr's
brother Stephan and his Wolfskull (Kloss-
lunk) captors. Although the order of events
and encounters is influenced by you as DM,
the party have considerable freedom of
action.

Shaping the Adventure


In this section of the module, four different
elements are drawn together to create the
adventure:

(i) Fixed Encounters (W4-W15 - ppl5-20).


These are the most important part of the
section. There is no set order in which they
need take place and, since they have fixed
locations, it is up to you when to allow the
adventurers to discover the clues and
information which will eventually lead the
party to them (see Sources of Information -
below).

The final piece of information which the


party should acquire in this section is the
location of the Wolfskull (Kloss-lunk) Lair
where Stephan was taken (W16). The
events there open the way to the latter parts
of the adventure and so it is important that
the adventurers do not learn the location of
the Wolfskull lair until the possibilities of
this section have been exhausted.

(ii) Wilderness Events (WE1-WE5 - pl4).


These may be added to the adventure in any
order although you should decide which
event to use where, before starting play.

(iii) Optional Encounters (PSVIII).


These may be added to the adventure either
at random or as desired.
(iv) Weather (PSVII).
This provides a realistic backdrop for the
adventure.

Sources of Information
There are many possible sources of infor-
mation which could lead the party to the
various fixed encounters:
SOUTH OF THE RIVER (Shaping the adventure) 13
Keith Stratton (Order #5037079)
and Taras dance, Gregor tells jokes, and from a pack or saddle-bag. For each hour
the characters are encouraged to join in. (up to 6 hours) spent backtracking (at half
Pyotr proudly shows off the clan treasures normal speed) there is a 20% chance that the
hanging around the hall (area 4 - p9), item will be found. You should not have
including the tapestry. He knows nothing the character lose a vital item, since it is
of the tapestry's origins. possible that it will not be found.

During the evening, Pyotr becomes more


and more gloomy. Eventually, he over- WE3. Lame Horse
comes the embarrassment he feels at im-
posing on his guests and asks the adven- A character's horse catches a foot in a rabbit
turers outright if they will seek out and free hole, losing a shoe and inj uring its leg. The
his brother from the Wolfskull (Kloss- injury can be healed by 2-4 days rest or a
lunk) goblin tribe. cure light wounds spell. Until then, the
horse moves at '4 normal movement rate.
Pyotr's Clan: the inhabitants of Sukiskyn Pyotr offers a half-share in the proceeds of Even if the injury is healed, the horse's
have excellent knowledge of the area and selling the white horses in return for daily movement is reduced to \ normal
its legends. freeing Stephan. He will supply provisions until the shoe is replaced by a blacksmith
Other Friendly NPCs: these may be met from Sukiskyn's stores, lend the party any (e.g. Yuri at Sukiskyn).
during both fixed and optional en- non-magical equipment owned by the
counters and may have varying types of clan, and offer the use of the homestead as a
information. base of operations. Providing horses for the WE4. Horses' Friend (Not in the forest)
Captives: goblins, ores etc. can be interro- party should not be a problem, since
gated (make sure characters stay within additional mounts will have been gained The adventurers see a superb black stallion
alignment!). from the bandit camp (area W3 - pl2). and three other horses, grazing a few
Written Sources: you can create maps, hundred yards away. The stallion is ac-
cryptic diagrams or coded messages (on If they accept, the party's main problem is tually Loshad, a chevall (see New Mon-
parchment, in old books, scratched on that no-one at Sukiskyn knows where the sters, p54 & PSIV) in horse form, checking
walls, doors, etc.). Wolfskull lair is. In order to get the search on the welfare of the PCs' horses. If chased
Visible Signs: Some encounters may be underway, therefore, it is up to you as DM or attacked, Loshad and the horses flee.
visible from a distance or have tracks to determine how much, and what, infor-
leading to them. mation the party can gain from the If the characters' horses tell Loshad (using
homesteaders, the Ilyakana refugees and their whinnying tongue) that they have
In particular, the following sources may any goblin captives they may have (see been maltreated in any way, the chevall
lead to specific encounters: above). will secretly follow the party until night-
fall. Then, in centaur form and invisible,
Settlements (W4-8): Ilyakana (W4), Sielo he will attempt to free those horses which
(W5), Cherkass (W6), Hokol (W7) and Wilderness Events complained (avoiding combat if possible).
If forced to flee, Loshad will take on
Segenyev (W8) are well known to Pyotr's
clan. The refugees (PSIV) draw attention to Except for the fact that they are designed stallion form. Even if Loshad fails to free
Ilyakana, and the smoke from Segenyev for use during this section only, these any maltreated horses, he will command
(see W8) is conspicuous. events may be used in a similar way to them not to co-operate. Although they can
optional encounters (i.e. at random, or as still be led, these horses become too wild to
Goblin Lairs (W9-10): The Red-blade and desired by the DM). Except for WE4 ride. Only Alfana (at Sukiskyn) can make
Viper goblin lairs (W9 and W10) are Horses' Friend (which cannot take place in them rideable again.
known to any goblins. The Wolfskull lair the forest) the events can happen at any
is special (see above). convenient location.
WE5. Vlack's Retinue
Other Encounters (Wll-15): The Lake of
Lost Dreams (Wll) is known to the gold WEI. Lucky Find Fearing to attack Sukiskyn again, and
miners (W12), and conversely the elves at having pillaged all other human settle-
the lake know where the mine is. Pyotr's The adventurers find the bodies of a ments in the area, Vlack decides to report
clan know roughly where the elves live, human and a goblin — each killed by the back to his master Golthar. On the way, his
and the party may meet elves as an optional other's sword! Grazing nearby is a pack- path crosses that of the party. The first
encounter. The Tombs on the Ridge (W13- mule. The human was a trapper (with contact is between the party and the giant
W15) are conspicuously visible, and are leather armour, a short sword, longbow, vampire bats which Vlack uses as scouts:
known to Pyotr, Taras and the gold arrows and 38gp) and the goblin was a lone
miners. Red-blade goblin (with a short sword and 5 giant vampire bats: AC 6; HD 2'; hp 7 each;
23gp). The hunter's mule is unharmed (hp MV 180' (60') flying; #AT 1 bite; D 1-4 +
10 - see BD34). Its pack contains pelts paralysis; Save Fl; ML 8; AL N; xp 25 each;
A Muted Feast (bear, beaver, etc. - total value 350gp), a THACO 18; BD25.
one-man tent, a bed-roll, dried food, a
On the evening after the party's return cloak, 40 arrows, 50 feet of rope and a The bats attack the adventurers on sight.
from the raid to recapture the horses (pl2), potion of healing (BD43). Vlack (mounted on his ice wolf) and his
Pyotr holds a feast to welcome the guests hobgoblin bodyguards reach the party 4
properly and to celebrate the defeat of the rounds after the bats. If reduced to 7 or
goblins. Although the homesteaders' are WE2. Lost Item fewer hit points, Vlack tries to flee on his
saddened by the news of Stephan's dis- ice wolf. If he escapes, the party will
appearance, they do their best to entertain: While travelling, a character notices that a encounter him (and the wolf) in the ruins
Masha sings, Kuzma tells stories, Alfana valuable item (DM's choice) has been lost of Xiqata (area X7 - p26).
14 SOUTH OF THE RIVER (Events WEI- WE5)
Keith Stratton (Order #5037079)
Vlack (hobgoblin king): AC 3 (chain mail W5. Sielo (No detail map)
+2); HD 5; hp 22; MV 90' (30'), 150' (50')
mounted; #AT 1 2-handed sword +1; D ldlO+3; Sielo was another lumber camp on the
Save F5; ML 10; AL C; xp 175; THACO 14; BD31 bank of the Volaga river. It was attacked
(and PSVI). and destroyed by the Wolfskull and Viper
goblins on 6th Thaumont — two .days
1 ice wolf: AC 4; HD 4+1"; hp 23; MV 150' before Sukiskyn.
(50'); #AT 1 bite or 1 breath; D ldlO or 4d4; Save
F5; ML 10; AL C; xp 275; THACO 15; New
Monster. W6-W8. Ruined Homesteads (No map)

4 Bloodhead (Vlackkag) hobgoblins: AC 6; The homesteads at Cherkass (W6) and


HD 1 + 1 hp 6 each; MV 90' (30'); #AT 1 sword; Hokol (W7) were attacked and destroyed by
D Id8; Save Fl; ML 10 (8 without Vlack); AL C; goblins before the siege of Sukiskyn (on 4th
xp 15 each; THACO 18; BD31 (and PSVI). and 5th Thaumont respectively).
W9b. Strongroom
Vlack has 35gp, a pouch containing 3 gems Segenyev (W8) was overrun by the Wolf-
(value - 75gp each), and a garnet in the hilt skulls on the night after the Sukiskyn
of his two-handed sword+1 is worth 500gp. attack. Throughout the following day A solid-looking, iron-bound oak
The hobgoblins each have 2dl0gp, but the (10th Thaumont), smoke from the burning door bars the way. The wood around
ice wolf has no treasure. ruins is visible up to 9 miles away (3 hexes). the lock-plate on the right-hand side
has been hacked somewhat, but with
little apparent effect.
FIXED ENCOUNTERS Goblin Lairs
Scenes of Destruction W9. Red-blade Lair (Map W9) The door is locked but not trapped. The
lock is crude, and thieves have a 10% greater
W4. Ilyakana (No detail map) With their leader killed (see Just Before than usual chance of picking it. It would
Dawn - pi 1), and fearing attacks from other take the adventurers 3 turns to hack
The Ilyakana lumber camp was attacked by clans, the disorganised remnants of the through the door. Gnhass's key was lost
goblins on the night of 7th Thaumont (the Red-blade (Gnhasska) clan abandoned after his death, and the surviving goblins
day before Sukiskyn, while the adventurers their lair. tried only half-heartedly to hack open the
rested at Misha's ferry - p6). They killed door.
most of the people there, sank Kalanos' Apart from the areas described below, the
riverboat, and looted everything of value. lair is deserted and contains only rubbish. Inside the strongroom are Gnhass' "guard-
The entrance is at the foot of a wooded dogs" (giant shrews) which attack when
Gregor and three others escaped to Sukis- slope. All the tunnels and chambers are 10 the door is opened. If the shrews are warned
kyn (see pl2), but Kalanos (who had feet high. of the party's presence (e.g. if the door is
hidden in a tree) witnessed the whole hacked open), they gain surprise on a roll
massacre. The sight affected his mind, and Rats! of 1-4 on Id6.
he will now fly into a kind of berserk rage at At some time (DM's discretion) while the
the sight of any armed creature. adventurers are in the lair, they are attacked 6 giant shrews: AC 4; HD 1"; hp 4 each;
by a pack of giant rats: MV 180' (60'); #AT 2 bites; D 1-6/1-6; Save Fl;
When the characters arrive, they see Kal- ML 12; AL N; xp 13 each; THACO 19; BD36.
anos wandering amid the scattered goblin 12 giant rats: AC 7; HD \i; hp 2 each; MV 120'
and human corpses. He has armed himself, (40'); #AT 1 bite; D 1-3 + disease (a roll of 1 on The room contains:
but appears otherwise unchanged. When ld20 makes affected characters ill for 1 week); - a large, ornate tapestry of a red dragon
he sees them, however, he rushes off into Save NM; ML 8; AL N; xp 5; THACO 19; BD36. (value - 120gp).
the woods, screaming and striking trees - five tall, stoppered terracotta jars of sour
with his axe. Kalanos is easy to follow, but red wine.
shoots arrows at any pursuers, and fights W9a. Guardroom - a large "ruby" on a cushion (apparent
maniacally if cornered. A small flock of stirges has moved in here. value lOOOgp - but see below).
They only attack if the party enters: - a chest of yew wood bound with copper
If the adventurers ignore him, he follows bands. The chest is locked (normal
them when they leave the camp, appearing chance of picking) and trapped (+10%
occasionally to shout and fire arrows at A large wooden door, daubed with a chance of removing). If the trap is
them. If he is captured alive, his madness crude painting of a bloodied sword, triggered or if the chest is moved or
can be cured by rest (Pyotr's folk would stands slightly ajar. From the dark- forced open, the glass "ruby" (see above)
look after him). ness beyond comes the unmistakable explodes, inflicting 2d6 points of damage
smell of goblins, but no missiles or on anyone within 10 feet. Characters
Kalanos - berserk boatman: AC 7; F5; hp 22; challenging cries greet you from the making a successful saving throw vs.
MV 90' (30'); #AT 1 battle-axe or 1 arrow (long- shadows. Just for a moment, you Dragon Breath at +2 take half damage,
bow); D Id8 or Id6; Save F5; ML 12; AL N; hear an echoing sound like the rustle but anyone holding or carrying the gem
THACO 15 - R 70/140/210; BD27. of a leather robe, then silence. has no saving throw.
Abilities: S10,112 (insane), W8, Dl 1, C8, ChlO.
Bonuses: +4 vs. mind-affecting spells (insanity), The chest holds:
+2 to hit (berserk rage). 6stirges: AC7;HDl#;hp5each;MV30'(10'), 550gp, a leather pouch with 3 gems
Clothing: Leather armour, 2 gold arm bands 180' (60') flying; #AT 1; D 1-3 (automatic after (value - 200gp and 2x75gp), a golden
(value - 60gp each). 1st hit); Save F2; ML 9; AL N; xp 13 each; amulet (value - 300gp) and a potion of
Gear: longbow and 20 arrows; battle-axe. THACO 17 (first attack, otherwise 19); BD38. diminution (BD43).
SOUTH OF THE RIVER (Encounters W4-W9) 15
Keith Stratton (Order #5037079)
Other Encounters
The chamber before you, lit by the
red glow of two smoking braziers, W l l . Lake of Lost Dreams
seems full of snakes! At the far end is
a group of goblins who fling a salvo (MapWll)
of daggers, while a larger goblin in When they reach this mist-shrouded lake,
their midst swings a snake around the adventurers meet a group of five elves
his head by its tail. Suddenly, the gazing moodily across the waters towards a
goblin lets go, and the serpent flies barely-visible island. The elves greet the
through the air towards you! adventurers, and explain their difficult
predicament:

Most of the snakes in the chamber are either - the elves' (led by Goriidel - E3) are
stuffed specimens or crude wooden carv- members of the Vyalia clan (see PSVI)
ings. However, the goblin leader has three which lives in the forest to the south-east.
W10. Viper Lair (Map wiO) live snakes which he can throw (one per - although it is beautiful, the island is
round) at the player characters. Each snake taboo to the Vyalia who believe that it is
After their defeat by the Wolfskulls (see should be treated as a thrown weapon haunted by some terrible creature or
area W2 - pl4), the Viper (Jaggadash) (range 20/40/60) using the goblin leader's thing.
goblin clan fled to their lair, led by one of chance to hit. - months ago, the Ilya pixies (see PSVI)
the dead king's bodyguards. They have took up residence on the island and, soon
barricaded themselves in and have prepared - If it hits, the snake automatically coils after, began to harrass the elves, attacking
an escape route (area d). The tunnels and around its victim and inflicts Id8 points small parties and stealing goods.
corridors are 10 feet high. of constricting damage per round until it - a few weeks ago, Goriidel and his
is killed. companions took some supplies to a
- If the snake misses its target, it lands on group of gnomish and dwarven miners
WlOa. Entrance the ground amid the party and attacks in in the Zargash Mountains who were
The wooden door is closed and barred from subsequent rounds in the normal way. having trouble with ore raiders. The
the inside. A brightly-painted, wooden miners paid for the supplies with a
carving of a snake (the clan symbol) which If half the goblins are overcome or if they beautiful silvered-bronze statue of a
once stood outside the entrance now lies fail a morale check before this, the survivors young woman which they had found (see
behind the door. try to flee down the escape tunnel (d) and pl7). On the way back, however, the
scatter into the woods. The ordinary Vyalia were attacked by the Ilya who
goblins each have Id4gp. The leader has stole the statue.
WlOb. Barricade 55gp, and an ornate, snakeskin belt inlaid - Goriidel has sworn to recover the statue,
with gold and studded with small gems but cannot go to the island. If the
(total value - 500gp). adventurers retrieve the statue for him,
The tunnel ahead is blocked by a he will pay them 600gp in gems.
barricade of rocks and rubbish as 1 Viper (Jaggadash) goblin leader: AC 6;
high as a man. A head appears above HD 2; hp 11; M V 90' (30'); #AT 1 war hammer or There are small clumps of trees around the
the barricade and a dagger flies 1 thrown dagger; D Id6 or Id4; Save F2; ML 6; lake from which the adventurers can make
towards you but falls short. There is AL C; xp 20; THACO 18; BD31 (and PSVI). araftin2days(EX143).
a brief argument in the goblin
tongue, then an expectant hush. 9 Viper (Jaggadash) goblins: AC 6; HD 1-1;
hp 3 each; MV 90' (30'); #AT 1 war hammer or 1 The Black Mirror
thrown dagger; D Id6 or Id4; Save NM; ML 6; The Vyalia are right to avoid the island,
Seven Viper goblins man the barricade AL C; xp 5 each; THACO 19; BD31 (and PSVI). since lawful or neutral creatures who go
which gives them an armour class bonus of there are affected by a magic which makes
-3 against missiles (BP60). If four goblins 3 small rock pythons: AC 6; HD 3*; hp 11; them chaotic (no saving throw). Elves are
are killed, or if they fail a morale check MV 90' (30'); #AT 1 bite/1 squeeze; D Id2/ld8; particularly vulnerable, and will become
before this, the survivors retreat to area c. Save F2; ML 8; AL N; xp 50; THACO 17; BD37. chaotic 1 turn after setting foot on the
island. For the pixies (which are kin to the
The goblins each have two daggers for Hidden inside one of the larger carved elves) the change was almost as quick.
throwing, a war hammer and Id4gp in snakes are three gems (value - lOOgp each) Other races change alignment only after a
mixed coins. and a small pearl on a fine gold chain number of days on the island equal to half
(value - 275gp). There is also a small casket their wisdom (rounded down), and during
7 Viper (Jaggadash) goblins: AC 6 (or 3); (locked but not trapped) which contains this time they will feel increasingly
HD 1-1; hp 3 each; MV 90' (30'); #AT 1 war 50pp and 3 potions (strength, animal troubled by the place and will have bad
hammer or 1 thrown dagger; D Id6 or Id4; Save control, and clairvoyance). dreams in which they see distorted images
NM;ML6;ALC;xp5 each; THACO 19; BD31. of themselves.

WlOd. Escape Tunnel You should inform players secretly of any


WlOc. "Last Stand" About half-way down the escape tunnel is a alignment changes (see BD14), allowing
The goblin leader, nine ordinary goblins crude pit-trap which the goblins know and them to role-play the changes in their
and any which escaped from the barricade avoid. Normally, characters have a 50% characters' personalities (see BP55) without
are waiting here for the party and have a +2 chance of noticing the trap (70% for the knowledge of the rest of the players.
bonus on their initiative roll in the first dwarves), but characters hurrying down
round. The ordinary goblins attack by the tunnel have a -30% penalty. Any The magical effect radiates from a black
throwing daggers, and the leader throws a character falling into the pit suffers Id8 mirror in the depths of an ancient building
snake! points of damage. on the island (area f). If the mirror is
16 SOUTH OF THE RIVER (Encounters W10-W11)
Keith Stratton (Order #5037079)
smashed all creatures affected by it 39 skeletons: AC 7; HD 1; hp 4 each; MV 60'
(including the pixies) will revert to their (20'); #AT 1 bone club; D Id4; Save Fl; ML 12;
former alignments. AL C; xp 10 each; THACO 19; BD37.

Crossing the Lake


As they approach the island, the adven- Wild. Ladder Trap
turers are attacked by a group of invisible This 20-foot ladder is trapped. The first
Ilya pixies. These gain surprise auto- character to touch it suffers an electric
matically and attacks against them have a shock for Id8 points of damage (halved by a
-4 penalty to Hit. Each of the pixies wears a successful saving throw vs. Spells) and
platinum neck-band (value - 50gp). must roll less than his or her Dexterity on
ld20 or fall to the bottom, taking a further
6 pixies: AC -1 (3 if visible); HD 1 ••*; hp 4 each; Id8 points of damage.
MV 90' (30'), 180' (60') flying; #AT 1 dagger;
D Id4; Save El; ML 7; AL C; xp 19 each;
THACO 19; BD35. Wile. Dart Trap The pixies will gladly return the statue to
The door to room f is trapped. Unless the the Vyalia elves, and will make moves to
trap is found and disarmed, two darts (one restore good relations with them.
The Island from each wall) shoot out towards the
characters (THACO 12) if the door is
Wlla. Pixie Village touched. The darts cause only 1 point of W12. Gold Mine (Map W12)
There are 14 pixies on the island (plus any damage each, but are poisoned (save vs.
survivors from the lake attack). They live in Poison or fall unconscious for 2d20 hours). Before the winter, two gnome brothers
hidden chambers (treat as secret doors) (Vissaryon and Tekaryon), prospecting
high up in the trunks of large trees. with a dozen dwarven miners, began to
Wllf. The Mirror mine here for gold (area b). After a while,
During daylight, the Ilya attack only if the they broke through into a maze of ancient
adventurers try to enter their chambers or tunnels (c) which they explored as far as the
remove the statue (see below) from the The walls, floor and ceiling of the abandoned workfaces (w).
island. Otherwise, they remain invisible room are so black that they seem to
and hide, waiting until night to attack. If draw light into themselves. Just as Soon after, ores began to raid the miners
half of the pixies are killed (or if they fail a black are the pillars, and the hideous from inside the mine, and the angered
morale check) the others hide until the fanged statues by the far wall... gnomes and dwarves set out to find their
party leaves or the mirror is destroyed. statues which have just come to life! attackers' lair. They found no sign of the
They will not enter the building. ores, but discovered an ancient chamber (d)
containing a strange statue (which they
The "statues" are gargoyles. They are later traded with the Vyalia elves - seeWll,
Ancient Building guarding the black mirror which hangs, pi6), and a large natural cavern (f). The
facing away from the door, on iron chains cavern was divided into two by a screen of
between two far pillars. The gargoyles stalagmite and stalactite "bars", but the
The closely ranked trees give way to a attack on sight. They have no treasure. miners shattered these in order to reach a
grassy clearing. In the centre stands a jewelled necklace visible on the far side.
small, collonaded building, its white 2 gargoyles*: AC 5; HD4**; hp 19 each; MV 90' After the miners returned to their quarters,
marble stonework stained with age. (30'); #AT 2 claws/1 bite/1 horn; D Id3/ld3/ the ore attacks ceased, and the miners felt
Once there was a large stone statue Id6/ld4; Save F8; ML 11; AL C; xp 125 each; safe for a while. Until, that is, dwarves
standing at each corner, but one of THACO 16; BD30 working in the mine began to disappear!
these has toppled and smashed. In its
place stands the statue stolen from The mirror is a sheet of polished obsidian One by one, four dwarves and the gnome
the elves. in a jewelled frame. Characters looking Tekaryon have gone missing. The miners
into it see hideously distorted reflections of have found fragments of web ("which
themselves and, thronging the black depths make you feel numb when you touch it")
The silvered-bronze statue is nearly 3 feet beyond, the twisted images of those the and suspect that the creature responsible is
high but is hollow and weighs 150cn. mirror has perverted. a spider.

Wllb. Ladder Down Two turns after the gargoyles are destroyed, Unknown to the miners, the stalagmite/
In the centre of the room, a ladder leads 30 the mirror will shatter. Before this, any stalactite screen in the cavern confined a
feet down a shaft to a landing below. single blow which inflicts 5 or more points shroud spider (see New Monsters - pb6).
of damage will also shatter it. In either case, The spider was worshipped and fed by a
its magic is dispelled and all creatures tribe of ores, the Black Web (Nyy-akk, see
Wile. Skeleton Guardians affected by it return to their former PSVI) whose lair (areas k-p) is on the far
alignment. The frame of the mirror is not side of the mountain spur. The initial
magical, and is worth 4500gp. breakthrough into the old mine had given
Skeletons! Hordes of them! Clatter- the ores the opportunity to attack the
ing across the room towards you and miners, but with the shroud spider on the
pouring out from side-chambers! Aftermath loose, they dared not venture out.
If the mirror is smashed, any surviving
pixies will greet the adventurers as friends
There are 15 skeletons in the chamber, and when they emerge from the building. The Shroud Spider
six more arrive in each of the next 2 rounds grateful Ilya will give the party three There is no set point at which the party
from each side-chamber. potions of healing from their secret store. should encounter the shroud spider. In-
SOUTH OF THE RIVER (Encounters Wlla- W12) 17
Keith Stratton (Order #5037079)
gold. The necklace is hidden and the party W12d. Statue Chamber
will not be able to find it. The tunnels dug This old, damp chamber is 10 feet high. It
by the dwarves are straight and safe, and is empty except for a plinth which bore the
about 6 feet high. statue that the miners gave to the elves.

Vissaryon (gnome) - mine owner: AC 5;


HD 3; hp 12; MV 60' (20'); #AT 1 war hammer or W12e. Ancient Guardians
1 crossbow quarrel; D Id6; Save D3; ML 10;
THACO 17 - R 60/120/180.
Clothing: Green cloak over chain mail. The tunnel brings you to a dank but
Personality: AL N; Honest, but overfond of gold once-fine chamber. Dripping water
and gems, worried. and mould have smeared the wall-
paintings, and the plaster of the
8 dwarf miners: AC 4; HD 1; hp 5 each; MV 60' ceiling has flaked away and lies on
(20'); #AT 1 pick axe or 1 crossbow quarrel; the floor, mixed with the bones of
stead, you should wait for a suitable D Id6; Save Dl; ML 8; AL N; THACO 19 - three humanoid creatures. Lined up
moment, building up the tension before- R 60/120/180.; BD29. on stone benches to either side, and
hand with glimpses of its eyes in the apparently untouched by the decay
distance and the echoing sounds of its around them, are a dozen or so silver
movements. Make the party feel hunted! W12c. Old Tunnels statuettes each about a foot high.

1 shroud spider*: AC 4; HD 5"*; hp 28;


MV 120' (40'); #AT 1 bite or 1 web squirt; D ldlO Here, the dwarves' neat tunnel breaks The statuettes represent robed men with
+ paralyis or paralysis; Save F5; ML 9; AL C; into an old, musty passage, so low jackal-like heads. They are actually silver
xp 675; THACO 15; New Monster. that all but the shortest members of living statues which all attack if any are
the party will have to stoop. The touched or disturbed. The statues cannot
sound of water dripping into slimy be damaged by non-metal weapons or non-
Ores pools echoes in the darkness, accom- magical fire, and take only half damage
Most of the Black Web ores will be en- panied by the occasional creak of from edged weapons. The silver content of
countered in their lair (areas k-p). Nor- rotting, wooden pit-props. each statue, if killed, is worth 50gp.
mally, there are 2-5 ores in each of areas k
and 1, while the others are divided between 12 silver living statues: AC 4; HD 1 + 1»; hp 6
areas o and p. However, you may wish to The old tunnels are only just over 4 feet each; MV 120' (40'); #AT 1 bite; D 1-4; Save F2;
arrange for a battle against a patrol of 3-6 high. Characters taller than this must ML 12; AL N; xp 19 each; THACO 18; BD32
ores, outside the lair (particularly if the stoop, and have a -1 penalty on all Hit rolls (and p55).
party has forgotten the ores, or cannot find (the ores are used to the tunnels, and do not
their lair). Each ore has personal treasure of suffer this penalty). In the tunnels, the The skeletons are of ores. Each has 9gp in a
2d8gp. maximum range for any missile weapon is belt pouch. The blocked passage on the far
50 feet. side of the chamber was the entrance to the
22 Black Web (Nyy-akk) ores: AC 6; HD 1; old mine.
hp 5 each (8 for leader); MV 120' (40'); The miners have explored no further than
#AT 1 sword or 1 throwing axe; D Id8 (+1 for areas d or f. Other features in the mine are
leader) or Id6; Save Fl; ML 6 (8 with leader); AL labelled v-z: W12f. Large Cavern
C; xp 10 each; THACO 19; BD35 (and PSVI).
v - Paralysed ore. The ore is shrouded in
webs which are fresh enough to paralyse The cramped tunnel opens out into a
The Mine those who touch them (see New Mon- large cavern where dripping water
sters, p56). has formed a legion of stalagmites
W12a. Outside the Mine w - Old workfaces. This is as far as the and stalactites, some of which join
A dam directs water over the wooden chutes diggings of the original miners ever up to form slender pillars. Across one
which are used to extract the gold. Steps reached. part of the cavern a number of these
lead up to the miners' quarters. x - Roof collapse. Part of the roof col lapses pillars once formed a cage-like screen,
onto Id3 characters, inflicting ldlO but a way has been smashed through.
points of damage (halved by a successful
W12b. Miners' Quarters saving throw vs. Dragon Breath). The
The frightened miners will be glad to see tunnel is not blocked. The cavern is 50 feet high in the centre. The
the party and, if the adventurers agree to y - Yellow mould: AC always hit; HD 2*; entrance to the shroud spider's lair (areas
help, will tell as much as they know about hp 12; MV 0; #AT spores (50% chance if g-i) is a dark tunnel, 30 feet above the
the mystery (omitting to mention the touched - 10'xlO'xlO' cloud); D 1-6 + death cavern floor.
necklace, however). In return for killing (unless save vs. Death Ray); Save F2; AL N;
the "black creature", the miners offer the xp 25; BD39.
party 800gp (half the gold they have so far z - Unsafe floor: the tunnel floor gives way W12g. Slurp!
mined). If asked, Id6 dwarves offer to under a character who falls into a This damp side-tunnel is the lair of an
accompany the party, but the reward will shallow crevasse, suffering ldlO points ochre jelly. As the party comes near, it
be reduced by 30gp per dwarf and each will of damage. The character can be slithers out to attack. It has no treasure.
expect a full share of any treasure found. rescued easily.
1 ochre jelly: AC 8 (only harmed by cold or
The miners live simply. Their furniture Note: Dwarves who are examining the fire); HD 5 # ; hp 17; MV 30' (10'); #AT 1; D 2d6;
consists only of a table, some chairs, small tunnels have double the normal chance of Save F3; ML 12; AL N; xp 300; THACO 15;
beds, and a locked chest containing the noticing hazards x or z (1-4 on a roll of Id6). BD35.
18 SOUTH OF THE RIVER (Encounters W12a-W12g)
Keith Stratton (Order #5037079)
W12h. Shroud Spider's Lair barren soil (Map W13-W15). Characters
The floor of the spider's lair is littered with entering the barren areas experience strange
gnawed bones and fragments of clothing. changes in their surroundings (see below).
Slumped against one wall is a human These changes only affect those inside the
skeleton wearing a silver and gold belt areas.
(value - 450gp).
If the adventurers spend the night inside
any of the barren areas, their sleep will be
W12i. Food Store disturbed by awful dreams. Clerics, magic
Five web-shrouded bodies hang by threads users and elves will not be sufficiently
from the ceiling: two ores, two dwarf rested next day to re-learn spells.
miners, and the gnome Tekaryon. All are
alive but paralysed, and will revive after 2
rounds if the webs are removed. W13. Circle of Night
If the adventurers bring back Tekaryon and 1 special ghoul: AC 5; HD 5*»; hp 27; MV 90'
the dwarves alive, the miners will give As you enter the area of barren soil, (30'); #AT 2 claws/1 bite; D Id4/ld4/ld6; Save
them the necklace from the large cavern the world around you suddenly F5; ML 11; AL C; xp 425; THACO 15; BD30
(value - 3000gp) as well as the agreed gold becomes as dark as night. Ahead, the (special).
(if they kill the spider). pillars which flank the entrance into
the mound are glowing, bathing the The ghoul can paralyse opponents as
area in a weak, shadowy, green light. usual, but is so horrible in appearance that
W12j & k. Smaller Caverns any characters seeing it must roll less than
These caverns are 30 feet high. The narrow their wisdom on ld20 or fight against the
tunnel between them will only be found if Characters entering the circle are attacked creature at -2 to hit and -1 damage because
characters look for it (automatic success). by five shadows which gain surprise on a of fear. Clerics have the same chance of
There are 2-5 ore guards in area k. roll of 1-5 on Id6. turning the ghoul as of turning a wraith.

5 shadows*: AC 7; HD 2+2"; hp 10 each; MV 90'


W121. Hidden Entrance (30'); #AT 1 touch; D Id4 + drain 1 point of W13c. Crystal Coffin
The two walls of debris which appear to strength for 8 turns; Save F2; ML 12; AL C; xp 35
block this tunnel conceal hidden entrances each;THACO 17; BD36.
to the ores' lair (treat as secret doors). There In the centre of the chamber, en-
are 2-5 ore guards in the tunnel between the shrouded by the gloom and coated by
secret doors. W13a. Entrance the dust of ages is a crystal coffin on a
Passing between the glowing stones of the black, stone plinth. Inside the coffin,
entrance, characters sense an evil presence. a recumbent figure in blue robes
W12m-p. Ores' Lair Inside the tomb, all protective spells (e.g. clutches a jewel-encrusted mace to its
Any ores that have not been encountered protection from evil) are automatically breast.
elsewhere are found in these areas.The dispelled and all magical defensive items
ores' lair is squalid and cramped, with temporarily cease to function (e.g. rings of
ceilings 7 feet high. There is little furniture, protection give no protection, magical The figure in the coffin is a zombie which
and the walls have been painted with black, armour becomes ordinary armour of attacks if the coffin is opened or smashed.
web-like patterns. corresponding type). The mace is a mace +1, +2 vs. undead.

In the centre of area m (the ore leaders' 1 zombie: AC 8; HD 2; hp 12; MV 90' (30');
room) is a threadbare, stuffed lion. The W13b. Passage of Corpses #AT 1 claw (always loses initiative); D Id8; Save
leader's treasure is kept inside the lion, and Fl; ML 12; AL C; XP 20; THACO 18; BD39.
may be removed by reaching in through the
mouth. The mouth is trapped. Unless the Inside the portal, a tunnel slopes
trap is disarmed, it snaps closed (damage downwards into darkness. On either W14. Tomb of Warriors
- Id8) if the treasure is disturbed or the lion side, frescoes of ancient priests in
is moved. Once closed, the mouth locks jackal-head masks stare out from the This tomb was partially plundered by
shut (usual chance of picking). The lion walls. Although the passage is icy Golthar in his search for another tapestry,
contains 2000gp, an ornate, silver anklet cold, it is not this which chills you to but he fled when the wyrds (see New
(value - 350gp), a boot (the other half of the the marrow, but the feeling of Monsters, p56) were released:
pair of elven boots - see area 9, p9) and a impending doom which hangs in the
scroll with the spells cure light wounds, air.
hold person and resist cold. The lion skin is As you step into the barren circle, the
very tough and, if it is hacked open, the air suddenly fills with the stench of
boot and/or the scroll may be ruined (50% The 10 frescoes are actually screens of death, and you see that the area is
chance for each). painted plaster each concealing an alcove. littered with the mangled corpses of
Nine of the alcoves contain mouldering ores, goblins and men, as if some
skeletons (with no treasure), but the tenth terrible battle had taken place here.
W13-W15. Tombs on the Ridge (marked X) holds a powerful ghoul. If the
plaster screen hiding the ghoul is smashed,
These three ancient burial mounds, stan- it attacks at once. Otherwise it will only If they wish, the adventurers can loot the
ding on a prominent ridge, are clearly break out of its tomb and attack if the bodies (they find Id8gp on each of the 210
visible up to 6 miles away. Each is adventurers attempt to leave with the corpses). This treasure vanishes when the
surrounded by a scorched, circular area of magical mace from area c (see below). characters leave the circle, but the looters
SOUTH OF THE RIVER (Encounters W12h- W14) 19
Keith Stratton (Order #5037079)
notice that "a few at one end of the
As you come into the scorched circle, procession" (actually as many as the
the air fills with bird-song, though trapped player characters) seem to have
there are no birds to be seen, and been cut more recently than the rest. If the
spring flowers burst from the grass at characters erase or deface these fresh
your feet. The lichen-covered door carvings (and this is easy to do, since the
into the mound has changed to marble is soft), the bronze door opens and
burnished bronze, and the weathered the party can escape.
grey stone of the door-posts and
lintel is now white marble. Characters find the hidden exit auto-
matically if they search the chamber for
secret doors. The ore skeletons have no
treasure or usable gear.
W15a. Trap
are cursed to carry the weight of the coins As soon as any character enters this W15c. Touch of Death
for a year and a day (i.e. the weight of the chamber, the bronze entrance door (X)
stolen coins should be included in their clangs shut (even if spiked open) and locks.
encumbrance). This curse can only be The door can only be opened by the In the chamber beyond the door there
removed by a cleric of level 8 or higher. If procedure described in area b. is no finely smoothed marble on the
the PCs mention their affliction at Sukis- walls, only wet, grey stone and the
kyn, Pyotr (or Stephan, once found) will smell of damp. There is a movement
recommend that Threshold is the best The tunnel beyond the entrance door in the far corner as a shadowy grey
place to find a cleric to cast a remove curse slopes down to an austere chamber of shape detaches itself from the wall
spell (see area T2, p37). white marble. A dozen or more old and forms into the figure of a man.
and ragged skeletons of men and
other creatures lie on the floor or
W14a. Pillaged Chamber slumped against the walls. Near one This chamber is an alternative, but dan-
of them, the words "bewere itz tuch" gerous, exit from the trap. The grey figure
have been scratched into the marble is a living rock statue which squirts grey
The stone door leading to this with a dagger tip. ooze instead of magma. Any character hit
chamber hangs open and a smell, by a blob of ooze from the statue suffers 2d4
even worse than that outside, greets points of damage (plus the other effects of
you from within. Scattered around There are 13 skeletons here — six humans the ooze) each round until the ooze is
the stone-flagged floor are broken (a thief, four fighters and a cleric), two killed. The statue has no treasure.
bones, rusted weapons and fragments elves, a halfling, three ores and a bugbear
of twisted armour. In the far wall, a — all victims of the trap. Amongst their 1 living rock/ooze statue: AC 4; HD 5 " ;
heavy stone doorway, once sealed clothing and gear, the adventurers find the hp 29; MV 60' (20'); #AT 2 squirts of grey ooze;
with plaster, has been smashed open. fol lowing usable items (the rest have rusted D 2d4/2d4 & see below; Save D5; ML 11; AL N;
or rotted): three swords, two daggers, a long- xp 425; THACO 15; BD32 (and p55).
bow, three shields, two suits of chainmail blobs of grey ooze: AC 8; hp 4 each; D 2d4 per
The bones are the remains of skeletons armour (halfling and elf sizes) and a suit of round (automatic) + dissolve metal in 1 round (1
destroyed by Golthar. If the adventurers plate mail (human size). The thief, acquisi- turn for magical items); Save Fl; ML 12; xp 25
approach the smashed doorway, the two tive to the last, gathered the following each; BD31.
wyrds in the room beyond will attack. Each items into her pack: silver holy symbol
wyrd is wearing a suit of ordinary chain- (value - 150gp), a silver incense burner
mail armour, a helm with a gem set in the (100 gp), 1 lOgp in coins, three gems (25gp
brow (value - 150gp each), and a belt from each) and a short sword +1. RECKONING WITH
which hangs a scabbard containing a THE WOLFSKULL
jewelled sword (value - 250gp each).
W15b. The Mocking Face The search for Pyotr's brother Stephan
2 wyrds*: AC 4; HD 4#; hp 21 each; MV 120' eventually leads the party to the Wolfskull
(40'); #AT 2 glowing spheres; D Id6/ld6 (Kloss-lunk) goblin lair, the location of
(ld6+3/ld6+3 vs. elves); Save E4; ML 12; AL C; There are three more skeletons — which has been discovered during the
xp 175 each; THACO 16 - R 30/60/90; New probably ores — on the floor of this adventurers' explorations east of Sukiskyn.
Monster. side-chamber. The walls are decor- Although Stephan was brought to the after
ated with carvings in low relief, his capture, he has since been taken to the
including a large face which smirks ruins of Xitaqa (pronounced "zit-AH-ka"
W14b. Crypt at you mockingly. - see p24).
As well as two smashed coffins (which held
the wyrds), this crypt contains hundreds of
broken weapons, mangled suits of armour The face is merely a clever carving. The W16. Wolfskull Lair
and smashed shields. other carvings on the walls are mostly just See Maps K and W16.
patterns, apart from what looks like a
procession of stylised humanoid figures. The Petrified Forest
W15. Fool's Gold There are 16 figures (the number of
previous victims) plus one for each trapped Deep in the Dymrak forest is a dismal
This alluring, false tomb was built as a trap character (you should calculate the total valley smitten centuries ago by a magical
for grave robbers. The secret exit (from area number before describing the carvings). If blight that turned every living thing —
c) cannot be found from the outside: the characters examine the carvings, they plant or animal — to stone:
20 SOUTH OF THE RIVER (Encounters W14a- W16)
Keith Stratton (Order #5037079)
This petrified forest is an eerie and You come across a track winding
silent place, with little or no colour away into the gloom between the
to relieve the grey stone of the stiff, lifeless trees. Looking along it, you
blighted trees and undergrowth. The catch sight of a group of goblins and
trees were transformed while in full wolves heading in your direction.
leaf, and now form a dense, opaque The goblins are chattering noisily
canopy which draws a shadowy, amongst themselves and do not
twilight gloom over the forest floor. appear to have seen you.
The only living things here are
patches of pale moss and lichen on
the tree-trunks and limp, web-like The patrol consists of 10 Wolfskull goblins
creepers hanging like shrouds from and 3 dire wolves (see below). If they
the branches. immediately take cover and hide, the
adventurers will be able to ambush the
patrol (automatic surprise) as it comes W16a. Black Rivers
Elsewhere, the party find petrified birds near. If they hesitate for more than 1 round, In the gloom, the muddy rivers which flow
and animals (deer, foxes, boars, etc.). however, the patrol notices them and by the lair appear black. They are infested
Patches of tangled, petrified undergrowth attacks. The goblins surrender if they fail a with cold-water piranha (see New Monsters
rise to an average height of 8 feet, and morale check. - p56). Any creature entering a river is
smashing through them requires 40 points attacked by a shoal of d4+6 piranha.
of damage for each 10-foot-square area. The goblins are readily recognisable as
Wolfskull (see PSVI). The party will have Piranha shoal: AC 7; HD 1 hp each; MV 90'
The petrified forest is so dense, dark and no difficulty tracing the goblins' route (30');#ATl bite per shoal; D Id4or3d4(if blood
tangled that visibility is only 100 feet. along the winding track to the Wolfskull has been spilt); Save NM; ML 11; AL N; xp 5
Although torches need not be used during lair. each; THACO 19 (16 if blood has been spilt);
daylight hours, underground (dungeon) New Monster.
movement rates and ranges should be used
for encounters and combats. In the forest, The Lair
goblins do not suffer the -1 Hit roll penalty W16b. Log Bridge
caused by daylight (BD31). The Wolfskull tribe constructed their lair The flattened top of this stony log bridge is
by erecting stone walls between the trees of only wide enough to be crossed in single
There are several trails criss-crossing the a petrified grove (see Map W16). Some of file.
valley. Most of these lead eventually to the* the larger trees were hollow, and the
Wolfskull goblins' lair (see Goblin Patrol goblins have taken advantage of this (see
- below) at the heart of petrified area. No areas b, g, and i). The canopy of leaves and W16c. Guardroom
matter which trail the characters take, 2 branches here forms an impenetrable roof, The torchlight from the guardroom is
turns after entering the forest they are set which varies in height from 15 to 30 feet. visible 200 feet away. Unless they make
upon by five hungry, giant bats: Most of the walls are concealed by petrified their presence known deliberately, the
thickets. adventurers are not noticed by the goblin
5 giant bats: AC 6; HD 2; hp 6 each; MV 30' guards until they cross the log bridge:
(10'), flying 180' (60'); #AT 1 bite; D Id4; Save The chambers in the lair are dirty and
Fl; ML 8; AL N; xp 20each; THACO 18; BD25. untidy, but are better ventilated than most
goblin halls (and so smell less). Some After the gloom of the forest, the
flickering light comes from smoky torches. torchlit chamber before you seems
Goblin Patrol Since there is no wood in this part of the almost welcoming. Not so welcom-
forest, the goblins have hewn out benches, ing are the goblins and wolves
When the adventurers are 3 miles from the tables, shelves and so on from the petrified rushing forward with weapons
lair, they encounter a Wolfskull patrol: trunks and roots of the trees. drawn!

There are 10 goblins and 2 dire wolves in


The Wolfskull Clan the guardroom. When they see the party,
three goblins rush into the wolf pens (area
The goblin king Kloss leads the Wolf- Wolfakull goblins: AC 6; HD 1-1.lip 4 each; d) to unchain more dire wolves (there are
skull (Kloss-lunk) clan, and is protected MV 90' (30'): #AT 1 hand axe or 1 sprar; six there) while the others attack with two
by several bodyguards. The clan keeps Dld6;SaveNM:ML8(I0with leader); ALC; wolves. Each goblin in the pen (not
several dire wolves. xp 5 each; THACO 19 - R 20/40/60; BD31 fighting) can free a wolf every Id4 rounds.
(and PSVI). If the combat here lasts for more than 3
Kloss (goblin king): AC 6: HD S; hp 15; rounds, the goblins in areas e and g will be
MV90'(3O');«AT 1 battle axe: D !d8+l; Save Dire wolves: AC 6: HD 4+1; hp 16 each; alerted (see below).
F3; ML 10; AJL C; xp 35; THACO 17; BD31 M V 150' (50'); #AT 1 bilr: D 2d4; Save F2; ML
(and PSVI). 8; AL N: xp 125 each; THACO 15; BD39.
W16d. Wolf Pens
Wolbknll goblin bodyguards: AC 6: Penonal Treasons: Earn ordinary goblin There are 6 dire wolves here, all chained to
HD 2; hp 9 each; MV 9C (30'); #AT 1 battle carries 6gp and each bodyguard has 25gp. the central tree. The chains allow the
axe or 1 spear; D td8 or Id6; Save FZ; ML 10; Kloss' fur cloak is worth 75gp. He it also wolves to reach the door but no further. If
AL C; xp 80; THACO 18 - R 20/40/60; BD31 wearing a gold-buckled belt (150gp) and a attacked while still chained, a wolf will
(and PSVI). jewelled ring (350gp), and carries 45gp. become enraged for Id6 rounds, and has a
20% chance each round of breaking loose.
SOUTH OF THE RIVER (Lair of the Wolfskull: areas W16a- W16d) 21
Keith Stratton (Order #5037079)
If the adventurers do not go into the chief's The creatures are thouls, left here to guard
chamber (g) before venturing into Vlack's Vlack's treasure. They attack any intruders
part of the lair (areas i-k), the chief Kloss on sight, but will not cross the bridge (i).
and the other goblins from area g either
wait here for the adventurers to return or 3 thouls: AC 6; HD 3 " ; hp 15 each (regenerate 1
else follow them (DM's discretion). per round); MV 120' (40'); #AT 1 sword; D Id8;
Save F3; ML 10; AL C; xp 65 each; THACO 17;
BD38
Vlack's Quarters
Vlack's room is even better furnished than
Vlack and his retinue of hobgoblins and the hobgoblins', with a bed, comfortable
bats have left the Wolfskull lair to report chair and table.
back to Golthar (see WE5).
Vlack's treasure is kept in a small compart-
ment in the trunk of one of the trees. The
W16e. Prison Guards W16i. Hollow Log door of the compartment is disguised
There are 7 ordinary goblins and a goblin A 5-foot-diameter tunnel runs through the (automatically found if searched for) and
bodyguard here. They will hear the combat centre of this hollow, petrified log bridge. trapped (but not locked). If the trap is not
with the guards (area c) if it lasts more than Half-way along is a trapdoor trap (usual disarmed before the door is opened, a large
3 rounds, and will hide behind the large chance of noticing). Any character falling petrified branch crashes down into the
tree in the middle of the room. If they are through the trap must roll less than his or room from above. All characters in the
hiding, the goblins surprise the party on a her Dexterity on ld20 or fall to the river room suffer 2d4+2 points of damage
roll of 1-3 on Id6. Otherwise, surprise (and the piranha! - W16a) below. A (negated by a successful saving throw vs.
should be determined as usual. successful roll means that the character has Dragon Breath).
managed to grasp the edge of the hole.
Inside the compartment is a locked chest
W16f. Cell containing 2000gp, 5 gems (500gp each),
Inside the cell, and visible through the W16j. Hobgoblins' Room and a quiver with 5 arrows +2.
bars, is an old woman, Babushka (NM; hp
1). A thief has a 60% greater than usual
chance of picking the lock on the barred The chamber before you seems better Babushka's Tale
gate (alternatively, the lock can be appointed than the others you have
smashed). The information which Bab- found. For one thing it is tidier, and While she is still inside the goblins' lair,
ushka can give the party (once outside the it also has wooden furniture: a table, Babushka is too frightened to talk. Once
lair) is listed below (see Babushka's Tale). some chairs and a few beds. There is a outside, however, she gladly answers the
scuffling sound, and three furry, adventurers' questions:
weasel-like creatures, each as long as
W16g. Chiefs Chamber a human's arm, emerge from a hole - She was captured during the goblin raid
at the base of a tree-trunk, teeth on Cherkass (W6) along with a young
bared. girl.
A large goblin, wearing a magnifi- - They were brought to the Kloss-lunk lair
cent white wolf's skin, glares at you and put in the cell. Later they were
from a throne on the far side of this The creatures are giant ferrets and Vlack's joined by five other prisoners including
grand, fur-decked chamber. Before pets. They live in a "kennel" (marked x) Pyotr's brother Stephan.
him, a bodyguard of goblins stands inside a hollowed tree, and are accustomed - The goblins seemed to be under the
poised to attack. to being fed by the goblins. If the party command of a big hobgoblin called
feeds them meat, the ferrets do not attack Vlack.
(except in self-defence), but they have - The hobgoblins and goblins wanted to
The goblin king Kloss has 5 goblin limited patience. If, after 2 rounds, no food know where "the great map" was, but
bodyguards and 5 ordinary goblins with is forthcoming, the ferrets attack. In the the prisoners did not know.
him. If the fight with the guards (area c) next round, the five other ferrets from the - A few days ago, some goblins wearing
lasts more than 3 rounds, the goblins here kennel join the fight. iron collars arrived and took the prison-
will hear it and will automatically win ers away to "the old ruins at Xitaqa"
initiative in the first round. Otherwise, 8 giant ferrets: AC 5; HD 1 + 1; hp 6 each; (pronounced "zit-AH-ka"), where "Ol'
initiative should be determined as usual. MV 150' (50'); #AT 1 bite; D Id8; Save Fl; ML 8; Skinny-Legs" would get some answers
AL N; xp 15 each; THACO 18; BD30. from them. Babushka ("a scrawny old
Many of the furs hanging on the walls are woman, who'd only slow us down") was
very old and tattered. The better ones are The furniture is for use by Vlack's hob- left behind.
worth a total of 250gp. Under the seat of his goblin guards, and is larger than goblin
stone throne is Kloss' treasure: 500gp in a furniture.
sack, a broken coronet with all but one of Loshad's Bargain
the gems removed (value - 250gp), a potion
of delusion, and a shield +2. W16k. Vlack's Room In order to find Stephan, the adventurers
must first find the "ruins of Xitaqa", but
nobody they ask has any knowledge of
W16h. Chamber A group of tall, armed humanoids them. Back at Sukiskyn, however, one of
This room is unoccupied, and contains block your way. They look like the older people (Kuzma or Stellios) half-
piles of coarse bedding. The circular door hobgoblins, but their eyes have a jokingly suggests that the party "asks the
set into the end of the tunnel-like bridge (i) vacant, blank stare. horse-man on the moor" (i.e. Loshad, the
bears a crude painting of a split skull. chevall). The other folk laugh at this
22 SOUTH OF THE RIVER (Lair of the Wolfskull: areas W16e- W16k)
Keith Stratton (Order #5037079)
suggestion, since the horse-dealing of In melee and while travelling, Bailakask
Pyotr's folk has hardly made them friends and Kalkask always adopt wolf form.
of the chevall! Kuzma (or Stellios) persists, Kalkask looks like an ordinary wolf, but
however, saying that the "horse-man" can Bailakask is a distinctive, large, grey
be summoned "by whistling at midnight animal. They only revert to human form
on the high moor for three nights running while resting or if given a good opportunity
while standing on one leg!" to attack from a distance with missiles or
spells. Neither they nor the wolves carry
any personal treasure. If the werewolves
Meeting on the Moor fail a morale check and manage to flee from
the den, you should give the party a second
The old person's advice is not as crazy as it chance to kill them by arranging an
sounds. If the adventurers go out onto the ambush by the werewolves (accompanied
moors at night and whistle (the exact time by four summoned wolves - see BD34) on
is not important, nor is standing on one the following day.
leg!), Loshad will come to them on the
second or third night (DM's discretion). Beyond the rocky walls of this
natural fortress is a dusty, barren
Loshad approaches the party in centaur Wolf Pack hollow littered with rocks and frag-
form, accompanied by his three warhorse ments of chewed bones. Looking
bodyguards (see PSIV for statistics), and L (tank wmwolf): down on the hollow from a pinnacle
asks them what they want. If the adven- AC 5; HI* 5*; hp SO; MV 180' of rock, a statue of a jackal-headed
turers ask for the location of the "ruins of (60'); MAT 1 bile: D W4+2; Save F5; ML 10: human dominates the scene.
Xitaqa", Loshad promises to tell them on AL C, Tip 900; THAGO 15; BDM-M.
the following conditions: human font: AC ft F9; MV 180/ (40'}:
#AT I iliitff stone; Id*; THACO 17 - The statue stands on a natural platform
1. Four nights from now, the party must R 40/80/160. reached by a winding path. The statue
bring to Loshad at this place the heads of r itself is worthless, but the gems set into its
the werewolf Bailakask and her son KalkMk (male werewolf): eyes are worth 750gp each.
Kalkask — both blood enemies of the wolf forar. AC 5: HD 4"; hp 18; MV 180'
horses. Loshad gives the characters (60'); MAT 1 bite; O 2d4; Saw F1; ML 8.
directions to the wolves' den (W17 - see AL C; xp I S ; THAGO 16; BD93-S4. W17c-g. Caves
below) and advises them to attack at human farm: AC 7 (inc. Dexterity boniu); These caves are all very similar: dirty and
night when most of the pack will be out CM: MV 120- (40'); MAT 1 iling siom-; D 1<14: dusty, and littered with chewed bones. The
hunting. If they kill the wolves which are THAGO )7 (inr. D bonus) - K 40/80/160. horses recognise the strong scent of wolf
there at the time, the adventurers can Spells: ' inside these caves, and fight if characters try
ambush the others when they return. 1st Irvel • otic light mnmdi (rf> to force them inside.
2nd Irvrl - hold
2. The adventurers set their horses free Cave g is the werewolves' cave, and is
within a month (25 days). wolves: AC 7: HD 2*8; hp 10 rath; slightly cleaner than the others. It contains
MV 180* (fiC): #AT 1 bile; II Idfi; Saw H; a battered chest (neither locked nor trapped)
MI. 8; AL N. i p 25 each; THACO 17. holding some tattered clothing, 500gp, an
W17. Wolves' Den MM9. ornate jewelled necklace (2500gp), and a
pouch with 10 gems (5 x lOOgp; 3 x 200gp; 2
The werewolves (Bailakask and her son x 500gp). In cave d are the chewed remains
Kalkask) and their pack of wolves have a of a once-fine saddle. The saddle is useless,
den of caves (marked W17 on Map K and The Den but the decorative gilt mounts and silver
shown in detail on Map W17) in a rocky stirrups are worth 35Ogp in all.
outcrop by the Volaga river. The entrance The rocky cliffs around the den are not
to the den is a narrow, natural tunnel (a) difficult for characters to climb. Thieves
which the adventurers will find only if can automatically climb them, and other Fulfilling the Bargain
guided here by Loshad (see above). characters have the same chance as a thief
of the same level. Within 100 yards of the If the adventurers return to the meeting-
If the party ignores Loshad's advice and den, the scent of wolves and werewolves place on the moor at the appointed time
comes during the day, the werewolves and causes the horses to shy away and makes with proof that the werewolves are dead,
wolves will all be here, and any assault them difficult to ride. Loshad directs them to the Ruins of Xitaqa
could be very dangerous. (see p24). His directions are clear and
accurate, and he briefly describes the
If the adventurers follow Loshad's advice W17a. Entrance Tunnel shattered tower of Xitaqa and the ruins in
and attack the lair by night, Bailakask, The tunnel is only 6 feet high. Horse skulls the gullies around it.
Kalkask and most of the wolves will be hang on wooden pegs set into both walls.
away hunting, leaving only 5 wolves to If the adventurers subsequently fail to keep
guard the den. These wolves are all in the their promise about freeing the horses,
open area (b). Once these wolves are W17b. Open Area Loshad will seek the party out and take
overcome, the party will be able to lay an Within the lair, horses will be very action to free them (see WE4). If he succeeds
ambush for the rest of the pack — frightened and difficult to ride. Anyone in this, the characters will be attacked Id6
Bailakask, Kalkask and 6 wolves — which who persists in trying to ride a horse must hours later; first by a stampede of 30 horses
will return in 2d4 hours. Any horses left roll less than their Dexterity on ld20 each (ld20 points of damage to each character —
outside the lair will be attacked and killed round or be thrown for Id6 points of no Hit roll needed) and then by Loshad
by the returning pack. damage. himself with his bodyguards.
SOUTH OF THE RIVER (Encounter W17 - Wolves' Den) 23
Keith Stratton (Order #5037079)
RUINS OF XITAQA

A
River Crossing
Upstream from Sielo (W5), the Volaga
river may be crossed easily at the ford, or by
swimming characters, or those on horse-
back. Between the northern bank of the
river and the escarpment on which Xitaqa
stands is a level plain.

A squad of Iron Ring Warriors (a Reaver


and seven Hounds - see PSIV) based at
Xitaqa (X9, p26), patrol the plain to guard
against outsiders. The patrol and the party
see each other (about half-a-mile away)
soon after the adventurers cross the river. At
once, the Iron Ring warriors gallop towards
the party to attack, firing one volley of
arrows before closing to melee range.

The Reaver carries 50gp, but the Hounds


have no treasure. None will give any
information if captured and questioned,
since they all fear Golthar far more than
pain or death.

1 Reaver of the Iron Ring (fighter): AC 4


(chain mail & shield); F3; hp 17; MV 90' (30'),
240' (80') mounted; #AT 1 sword; D ld8+2 (inc. S
bonus); Save F3; ML 10; AL N; xp 50; THACO
17 (inc. S bonus).

7 Hounds of the Iron Ring: AC 7 (leather


armour); HD 1 + 1; hp6each; MV 120'(40'), 240'
(80') mounted; WAT 1 short sword or 1 arrow
(short bow); Dld6orld6; SaveFl; ML 12; ALN;
xp 19 each; THACO 16 (inc. lerocity bonus) -
R 50/100/150.

8 riding horses: AC 7; HD 2; hp 9 each;


MV 240' (80'); #AT Nil when ridden; Save Fl;
ML 7; AL N; xp 20; EX51.

The Ruins
Following Loshad's directions, the party
will have no difficulty finding Xitaqa:

When, following Loshad's directions, the from the party. If so, the party will have a
adventurers' search for Stephan finally chance to meet him later in the adventure Ahead, exactly as the man-horse
takes them to the ruins of Xitaqa, they will (see Threshold, p34 & The Lost Valley, described it, a broken tower rises
confront Golthar (see PSV), the magic user p44). It will not spoil the adventure if the above the escarpment. At its foot,
and Master of the Iron Ring who unleashed party manages to overcome him, however, hidden amongst tangled gullies, lie
the attacks on the homesteads. Golthar is since the other members of the Iron Ring the ruins of Xitaqa.
clever, and it is likely that he will escape will carry forward the evil plan.
24 R UINS OF XITA QA (River Crossing)
Keith Stratton (Order #5037079)
The rambling, ancient, Hutaakan settle- O U T E R R U I N S (Map X)
ment of Xitaqa (Maps K & X) was built in a
knot of winding, steep-sided, gullies eroded Depending on which route they take to
into the escarpment above the Volaga river. reach the ruined tower (over the high
Apart from the tower building which ground, or through the gulleys), the
dominates the scene, the ruins are single- adventurers encounter different inhabitants
storey, with bland, windowless exteriors of of the ruins. Statistics for these creatures are
dressed stone blocks, and are cut into the given below:
bedrock of the gulley sides. Every item of
use or value belonging to the original
inhabitants of Xitaqa is long gone. The Streets of Xitaqa
Several troops of rock baboons live here as If the adventurers' route takes them along
well as the Yellow-fang (Faz-plak) goblin the gulley floors:
clan (see PSVI) who have trained some of
the baboons to serve them. The Yellow- Minor Buildings (B. G. S. & E.)
fang headquarters is in one of the old Winding along the floor of the
public buildings (Xl-3), but many live in gulley, the overgrown cobbles of an Any inhabitants of Xitaqa attack the party
the smaller ruins (G). ancient street lead you between the on sight but, unless the adventurers enter a
dismal ruins. From around the corner building or deliberately make their pres-
Golthar, his Bloodhead (Vlackkag) hob- of a building just ahead, you hear the ence known, the occupants of the smaller
goblin minions (see PSVI), and a squad of sound of shuffling footsteps. buildings will not notice them:
Iron Ring warriors (a Reaver and seven
Hounds, p24) have taken up residence in
the partially ruined tower (X5-X12, p26). The footsteps are those of a patrol of 6 B. Wild Baboon Lairs
Yellow-fang goblins and 5 slave rock There is a 70% chance that there are 2d4
baboons. If the adventurers hide at once, wild rock baboons here. The baboons' lairs
A Wild Welcome they can ambush the patrol (surprise on a contain no treasure, only their bedding and
roll of 1-4 on Id6). Otherwise, the goblins food.
and baboons see them and attack.
As you near the ruins, there is a
bestial screech from an area of G. Goblin Lair
boulders to your right, and a troop of The High Ground There may be Id4+1 Yellow-fang goblins
brightly-coloured apes break cover (80% chance) and/or Id4 slave rock baboons
and rush towards you. If the adventurers cross the higher ground (50% chance) here. The goblin lairs contain
above the gullies, they are attacked by 5 bedding, hearths, cooking pots, food and
giant bats:
The apes (which are 50 yards away) are a
foraging troop of wild rock baboons. The
baboons charge towards the party to attack, Even reduced as it is to a mere stub, S. Stables
hurling stones and screeching as they run. the tower of Xitaqa is still extremely This small building is used as a stables for
impressive. As you approach the the horses of the Reaver and Hounds who
6 wild rock baboons: AC 6; HD 2 ; hp 8 each crumbling edifice, a number of dark, serve Golthar.
(14 for leader); MV 120' (40'); #AT 1 hurled stone winged creatures fly out from the
or 1 club/1 bite; D Id3 or Id6/ld3; Save F2; ruins of the upper floors and flap
ML 8; AL N; xp 20 each; THACO 18 - towards you. E. Empty
R 10/20/30; BD25.

Yellow-fang Headquarters (XI-X3)


This building houses the goblin king Plak
Denizens of the Outer Ruins lUck baboons: AC6; HD2; hp8each(M for and his retinue, whose voices can be heard
leaders); MV 120' (40'); #AT 1 club/1 bite; from outside. It is larger than most here,
P h i (goblin king): AC 6; HD S; hp 15; MV D Id6/ld3; Save F2; ML 8; AL N; xp 20 each; and has the Yellow-fang ruined tower
90- (W): #AT 1 sword +2 (casts cure light THACO 18; BD25. motif scratched on the doors. Inside, the
wounds once per day); D ld8+2; Save F3: ML original furnishings have gone, and the
1& AL C; «p 33; THACO 17; BDS1. Giant bats: AC 6; HD 2; hp 7 each: MV 180' decorations (mosaics, frescoes and carvings)
(60') flying; WAT 1 bite; D Id4; Save Fl: ML 8; have been defaced by the goblins. The
YeUw-fang(Faz-ptok) goblin bodygnanh AL N: xp 20 each: THACO 18; BD25. rooms are filled with smoke from fires
AC (k HO 2; hp 9 each: MV 90' (30'); #AT I smouldering in hearths which have been
sword or 1 arrow (short bow); D Id8 or ldti; The ordinary Yellow-fang (Faz-plak) goblins dug into the floors.
Saw F2; ML 10; AL C: xp 20; THACO 18 • each carry 15gp-worth of coins, the body-
R 50/100/150; 1031. guards have 35gp, and Plak has 50gp and a
pair of gold armbands (120gp each). The XI. & X3. Front and Rear Lobbies
Yelkm-fang (Fas-plak) goblins: AC 6; command word (silmar) for his sword is There are 8 ordinary goblin guards loung-
HD 1-1: hp4 each; MV 90* (30'); MAT 1 short engraved on the blade. All the goblins wear ing in each of these rooms. Unless silenced,
sword or 1 arrow (short bow); D Id6; Save NM; iron collais and arm-bands. Neither the wild the sound of combat from either lobby will
ML 8 (10 with leader); AL C; xp 5 each; nor the slave baboons have any treasure, but summon the goblins in the hall (X2) after 5
THACO 19 - R 50/100/150; BDSI. the slaves wear iron collars like their masters'. rounds and from the other lobby after a
further 5 rounds.
R UINS OF XITA QA (Outer Ruins/areas X1-X3) 25
Keith Stratton (Order #5037079)
1 ice wolf:AC 4; HD 4+1"; hp 23; MV 150'
This room has the air of a crypt, but (50'); #AT 1 bite or 1 breath; D ldlO or 4d4; Save
if that was its intended purpose then F5; ML 10; AL C; xp 275; THACO 15; New
it was never used, since every alcove Monster.
stands empty.
Hidden beneath the litter in the fountain
are 10 small gold ingots worth 150gpeach.
The transparent cubes are hiding in the The alcoves contain the wolves' bedding
alcoves marked g and, if possible, wait for a and Vlack's bed.
chance to attack the adventurers from both
sides at once. Inside the cubes are three
gems worth 330gp in total. X9. Dormitory
2 gelatinous cubes: AC 8; HD 4; hp 18 each;
MV 60' (20'); #AT 1 touch; D 2d4 + paralysis (2d4 Like the room on the floor below,
X2. Hall turns, negated by saving throw vs. Paralysis); this one appears to be unoccupied. It
There is a wooden platform against one Save F2; ML 12; AL N; xp 125; THACO 16; is a dormitory of some kind, with
wall, from which the goblin king Plak BD30. neat, austere beds against each wall.
looks down on 5 ordinary goblins and 4 Above each bed hangs a pair of iron
bodyguards who are gathered around a manacles on a chain. Strangely, these
table, betting on a race between cock- X7. Old Library are polished to a dull shine.
roaches. In addition to the goblins' personal
treasures, there are coins worth 200gp in al 1
on the table. Hanging on the frame below Racks of mouldering, dusty scrolls The room is, indeed, unoccupied. It is the
Plak's platform are the clan trophies: 10 and books line the walls of this room, dormitory used by the Reaver and Hounds
human skulls in rusty helmets, a tattered but many are barely visible beneath a of the Iron Ring (see PSIV) who serve
flag (worthless), a decorated hunting-horn coating of thick web-like strands. Golthar and whom the party encountered
(60gp), a pair of jewelled spurs (250gp after crossing the river (see p24).
each) and a beautiful goblet (350gp).
The library is the lair of two giant spiders. There are eight beds in all. One of them
One attacks as the party enters, but the (the Reaver's) is more comfortable than the
GOLTHAR'S TOWER other remains hidden with her brood in a others and has a small locker at the foot.
nest amongst the webs (marked s), attack- The locker (which is locked but not
Characters climbing up the outside of ing only if approached or threatened. The trapped) contains 150gp, a silver belt
Golthar's tower will be attacked by 3 giant young are harmless. With them in the (75gp), a human-sized suit of leather
bats, and will find that there is no way into spiders' nest is an ebony writing set inlaid armour, a sword, a short bow, and 15
the tower from the top. Following Gol- with ivory (value 370gp). The books and arrows. The armour and weapons were
thar's orders, the goblins will not enter the scrolls (written in Hutaakan) record in- taken from Stephan (see X10). The carefully
tower under any circumstances. numerable births, marriages and deaths, polished manacles are symbols of the
and need a read languages spell to be read. inhabitants' loyalty to the Iron Ring, and
are not intended to be worn.
X4. & X5. Plaza and Entrance Hall 2 giant black widow spiders: AC 6; HO 3;
hp 14 each; MV 60' (20'), 120' (40') in web;
The tower surmounts a large, low building #AT 1 bite; D 2d6 + poison (save vs. Poison or X10. "Empty Room"
overlooking an overgrown plaza (X4). The suffer 4d4 points of damage); Save F2; ML 8;
impressive bronze doors leading into the AL N; xp 50 each; THACO 17; BD38. This room appears empty since everything
buildings are each 20 feet high. The central in it (including the internal walls, which
door is open, and the Bloodhead hobgoblin are thick sheets of glass) is invisible.
guards in area X5 will notice and attack X8. Vlack's Quarters Creatures or objects become invisible as
(with crossbows at first) any adventurers they cross the threshold, returning to
they see. normal as they leave. Unlike an invisibility
The marble walls and tiled floor of spell, the invisibility produced by the room
5 Bloodhead (Vlackkag) hobgoblins: AC 6; this chamber are dulled with age. does not vanish as a result of spell casting
HDl + l;hp6each;MV90'(30');#ATlswordor The statues of jackal-headed men or making an attack.
1 crossbow quarrel; D Id8 or Id6; Save Fl; ML 8; staring blindly from their plinths by
AL C; xp 15 each; THACO 18 - R 60/120/180; the walls are robed in dust, and the The magic user Golthar is interrogating
BD31. fountain in the centre of the room Stephan (who is securely bound) in the
has dried up and filled with rubbish. central cubicle (a), using the threat of an
The hobgoblins live in the entrance hall The place seems abandoned, but a invisible minotaur to torment him. Before
(X5). Each has 25gp. Their rough wooden low growl from behind a curtained starting the interrogation (2 turns before
furniture contrasts sharply with the faded partition warns you otherwise. the party enters), Golthar cast a detect
opulence of the chamber which has a invisible spell. As soon as the party arrives,
splendid mosaic floor and painted plaster Golthar flees through the far door (gaining
walls and ceiling. There is an ice wolf hiding in one of the surprise because of his invisibility), briefly
curtained alcoves, ready to attack. The becoming visible before he shuts the door
hobgoblin king Vlack and the ice wolf he behind him. Stephan, although he does not
X6. Crypt was riding will be lurking in the other know what the monster is, warns the party
alcove if they escaped from the encounter just as the minotaur attacks. Only char-
The crypt was once full, but has been south of the river (see WE5 - pl4). They will acters able to see invisible objects will see
cleaned out by two gelatinous cubes: also attack the party. most of these events, however:
26 RUINS OFXITAQA (Areas X2-X10)
Keith Stratton (Order #5037079)
Portraits a-d have small holes in them
As the door opens, you hear voices — (visible only on close inspection) which
one threatening, the other strangely allow anyone in the outer corridor to see
familiar. But the room is completely and cast spells into the gallery without
empty, and the voices are coming out being seen. Golthar (see PSV) hides behind
of thin air! Instantly, the conver- portrait d and waits for an appropriate
sation ceases, the far door opens, and moment (e.g. if an adventurer approaches
a yellow robed figure appears in the one of the holed pictures) before attacking
doorway as if from nowhere. Without with an offensive spell and activating the
pausing, it flees up the stairs beyond, sculptures (jade living statues). While the
slamming the door. "Look out!" statues attack the party, Golthar hurries
cries the familiar voice, as a menacing from one holed picture to another, casting
bellow fills the air. spells at the party.

The jade living-statues are immune to sleep


The minotaur attacks the party at once and and charm spells, have excellent saving In a small, ebony box: the magical silver
fights to the death to cover its master's throws (as F10), and magical weapons have needle and golden thread which can be
escape. It can see the party since its sword no bonuses to hit or damage when used used to activate the tapestry.
+1 enables the wielder to use a detect against them. A carved ivory scroll case (not trapped).
invisible spell (range 60' - BP41) once per Inside, is an ancient Hutaakan scroll. It
day. You should remember that the adven- 2 jade living statues: AC 4; HD 3+1"; hp 16 is fragile and must be handled carefully.
turers are invisible even to each other while each; MV 60' (20'); #AT 2 hands; D Id6/ld6; It may be read by means of a read
inside the room. Save F10; ML 12; AL N; xp 100 each; THACO languages spell or a thief of level 4 or
16; BD32 & p55. above (80% chance):
1 minotaur: AC 0 (4 if visible - leather armour);
HD 6; hp 26; MV 120' (40'); #AT 1 sword +1; If Golthar exhausts his offensive spells, or
D ld8+3; Save F6; ML 12; AL C; xp 275; if the party defeats the statues, breaks "I (Baistqet, high priestess, do command your
THACO 14; BD34. through any of the perforated pictures, or return to 9{utaafo. The stars have changed and
seems likely to find the secret door, Golthar our power wanes. Strange creatures Harry us
Stephan (see PSIV for full details): AC 8; F5; will run up the stairs and try to escape (see from the mountains and our people grow
hp 13 (26); MV 120' (40'); #AT Unarmed; below). restless. "We an stretched too thin. 'Bring the
D Unarmed (+1 with any melee weapon); Save treasures of the temples and the people of the
F5; ML 10; THACO 16. lowlands to feed the one. The sacred tapestries
Clothing: Torn blue robe. X12. Golthar's Room and your silver needles show the path,"
Appearance: Male; age 37; tall; red-haired;
bruised and haggard, bound with rope. In order to escape from this room, Golthar
casts a fly spell and then activates a
Characters who met Stephan in Kelven magical, explosive device which blasts a Stephan's Tale
recognise his voice as he shouts encourage- hole in the wall. He then grabs his spell
ment during the fight. When it is over, he book, flies out through the hole and casts a When Stephan has a chance to talk with the
urges the party to pursue the magic user at mirror image spell on himself. The adven- adventurers, his first concern will be to ask
once. The information which Stephan can turers hear the explosion as they start to after the safety of his relatives at Sukiskyn.
give the party (either now or later) is listed ascend the stairs. When they reach the top: Once reassured, he will tell the party the
below (Stephan's Tale). He has not been following about his captivity:
into the upper rooms of tfie tower.
Through the dust of the explosion - After being captured during the goblin
you see a gaping hole in the wall of attack at Ilyakana, he was taken, with
XI1. Art Gallery the room. Through it, you can see others, to the Wolfskull (Kloss-lunk)
four, yellow-robed figures flying lair and thence to Xitaqa.
Golthar will have locked the door leading through the air into the distance. - At Xitaqa, Golthar interrogated the
into the gallery from the floor below. It prisoners, demanding to know where
may be opened by a thief, or a knock spell, the "golden tapestries" were hidden.
or else forced open (treat as AC 9, requires Golthar's room is comfortably, but distaste- - Stephan realised that the tapestry in the
35 points of damage): fully furnished with a bed made from the hall at Sukiskyn was of the kind which
splayed jaws of a dragon (badly damaged Golthar sought and, although he would
by the explosion), a triangular table of not divulge this, could not conceal the
Such a gallery of faded glories! green-stained oak, and two orange wooden fact that he knew.
Flaking portraits gaze out from dusty chairs carved to resemble crouching human- - None of the other prisoners knew,
frames into a sullen room whose oids. On the wall hangs a map showing the however, and they were taken from the
only occupants are a pair of pink, positions of the ruined homesteads. tower; Stephan does not know where to.
jackal-headed sculptures, frozen for - In the long days before the party's
ever in attitudes of contempt. In his hurry to escape, Golthar left behind a arrival, Golthar interrogated Stephan
lot of his treasures in an iron-bound chest and, from his questions, Stephan was
(locked and untrapped): able to work out the secret of the special
The paintings are trapped. Although their tapestry and the riches it might lead to.
canvas can be hacked through easily with a - 2 large sacks with 5555gp in each
sharp weapon, anyone so doing will suffer - a potion of delusion Now he is free, Stephan is intent on finding
Id8 points of electrical damage (halved by a - an amulet vs. crystal balls & ESP the needle and thread and using it to
successful saving throw vs. Spells) and be - a jewelled silver casket (1400gp) with 15 unlock the secret of the tapestry at
stunned for Id3 rounds (no saving throw). gems (lx 5000gp, 4x lOOOgp, 12x 500gp) Sukiskyn.
RUINS OF XITAQA (Areas X11-X12/'Stephan's Tale) 27

Keith Stratton (Order #5037079)


JOURNEY
TO THRESHOLD

Golthar and the Iron Ring


Much of the action in this part of the
adventure involves the members of the Iron
Ring (see PSIV) as they attempt to wrest the
Hutaakan tapestry from the party or, at
least, to discover where the adventurers are
headed.

If Golthar escaped from Xitaqa (see X12), M


he will have fled to Kelven to warn the Iron J
Ring. If Golthar was slain, his death will «
have been discovered and reported to the "E
Iron Ring by another of the Masters, S
Karl lag (see PSV), who was journeying to "2
Xitaqa and arrived there only hours after i>
the party left. 2
j=

On hearing that Stephan and the adven- Z


turers probably have a tapestry, the Iron ~
Ring in Kelven mobilises its forces: ^
- Two Reavers (Bors fc Hermann) and
seven Hounds are sent to Misha's Ferry
in case the adventurers cross the river
there (see Wl/W18-p29).
- One Reaver (Aksel) and two Hounds are
sent towards Selenica to alert and join up
with a group of Iron Ring slavers (see
WE7 - p30).
- Two Reavers (Jolenta & Gactis with two
Hounds are sent north towards Thresh-
old (see Rifllian - p32).
- Other Reavers are sent to Krakatos and
Specularum, but will not be encountered
by the party.

Return to Sukiskyn
On returning to Sukiskyn, Stephan and his
rescuers are met by the inhabitants who are
overjoyed at Stephan's safe return. Pyotr,
in particular, rushes forwards to meet his
brother with tears of joy streaming down
his face. Afterwards, he thanks the adven-
turers profusely and organises a feast (see
below) to celebrate.

After greeting his other kinsfolk, Stephan


impatiently asks Pyotr and the adventurers
to go with him into the Hall, so that they
can discover the secret of the tapestry.
When the magical needle and thread touch
the fabric:
28 JOURNEY TO THRESHOLD
Keith Stratton (Order #5037079)
- By taking the horses to Rifllian, the
As the needle is touched to the adventurers can not only receive 50% of
tapestry, it sparkles brightly and its the proceeds as promised by Pyotr (pl4)
golden thread shimmers. Moving of but may also conceal their true mission.
its own volition, the needle magically - Taras (or another clan member) can go
weaves through the golden tapestry, with them to Rifllian, and return to
subtly changing the areas it passes Sukiskyn with Pyotr's share of the
through. Soon the geometric patterns money.
are gone, replaced by a beautifully - Golthar or his associates (Stephan has no
executed map depicting a coastline, detailed knowledge of the Iron Ring)
rivers, and a pulsating golden area may well be at Kelven and, even if they
nestled in a mountain range. are not, it would be risky to take the
horses into the town where they would
come to the attention of thieves.
The map shows the area now known as the - Stephan fears that it will not be long
Grand Duchy of Karameikos (show the before Golthar (if still alive) makes W18. Misha's Ferry
players the Colour Tapestry on the inner another attempt at gaining the tapestry,
folder). The map was made before any of so speed is of the essence. Misha's Ferry (see also Wl, p6) lies along
the Duchy's modern settlements were built, the party's route and is the easiest place at
but Xitaqa and the Lost Valley of Hutaaka If the player characters wish to follow a which to cross the Volaga River. The
(the pulsating area) are clearly marked. different route or wait a while before building is the same as when the party was
Stephan recognises many of the geograph- setting off, Stephan tries to discourage this last here and the ferry is still serviceable.
ical features and points out where Kelven, but will follow a majority decision. It is The ferry is capable of carrying up to 10
Threshold and so on (Map K) now stand. possible, for example, that the party may characters or 5 horses (or an appropriate
wish to go to Kelven to find a high level combination) on each crossing.
With this knowledge, the Lost Valley can cleric (e.g. to cast a remove curse spell), but
be seen to lie in the mountains north of Stephan points out that the Temple in If the party have travelled here within two
Threshold, in an area Stephan knows to be Threshold (T2, p37) could help them. days of their return to Sukiskyn from
wild and untamed. Xitaqa, they encounter Misha's bear again
If, in the end, the characters insist on going (if still alive). If they arrive later, the bear
Now that the goblins are defeated, there is to Kelven, you must create sufficient details will have gone and the Iron Ring members
little to keep Stephan or the adventurers at of the town yourself. Describe Kelven very will be waiting in ambush:
Sukiskyn. In fact, Stephan is eager to briefly, aiming more for atmosphere than
journey with the adventurers to the Lost detail, and add in any small encounters Misha's Bear
Valley. His old adventuring spirit has been desired (see Threshold for more ideas - While the horses are being loaded onto the
rekindled by the prospect of a lost civil- p34). The adventure does not really resume raft, Misha's bear appears from the bushes
isation and its wealth. Above all, he wishes until they are back on the road towards and advances slowly towards the party. It is
to thwart Golthar by beating him to the Threshold. still looking for Misha and attacks only in
prize he seeks. Any planning or discussions, self-defence, fleeing if wounded to 12 or
however, will be temporarily put aside by Just as the details have been finalised, fewer hit points. If unmolested, it comes to
preparations for the feast. Pyotr comes over to heap further praise on within 10 feet of the adventurers, peers
the adventurers, before passing out and intently at them and then wanders off.
being carried off to bed by his children,
A Joyous Feast who also retire. 1 cave bear: AC 5; HD 7; lip 30; MV 120' (40');
#AT 2 claws/1 bite + hug (if both claws hit);
The celebration is a riotous affair with D 2-8/2-8/2-12 + 2-16; Save F4; ML 11; AL N;
much singing and dancing. It takes a SUKISKYN TO RIFLLIAN THACO 13; BD26.
similar form to the more muted event after
the siege (pi4), but Pyotr is in very high When Stephan and the adventurers leave,
spirits and, like the rest of his clan, more the whole of Sukiskyn gathers to see them Iron Ring Ambush
than a little drunk. He declares the off and wish them luck (despite a few hang- These Iron Ring members have been sent
adventurers to be his greatest friends and overs!). The party can take supplies for the here to lie in wait in case the party comes
says they are always welcome at Sukiskyn. journey from Sukiskyn's stores, and will this way. They attempt to ambush the
As a special gift, he gives each of them a have with them the 24 white horses for sale party as it approaches the ferry, gaining
lOOgpgem. Stephan, however, can think of to the elves, as well as any of their own. surprise on a roll of 1-3 on Id6. If the
nothing but the magical tapestry and Reavers fail a morale check, they will
proposes the following plan of action. attempt to flee, leaving the Hounds to fight
Since the adventurers have yet to complete Encounters and Events to the death.
their original assignment of escorting the
clan's white horses to the elves west of Between Sukiskyn and Rifllian, only two Bors & Hermann — Reavers of the Iron Ring
Kelven, he suggests that they should take encounters are tied to specific locations (fighters): AC 4 (chain mail & shield); VI; hp 17
the horses to the elven village at Rifllian (W18 & W19), and the rest of the action each;MV90'(30');#AT 1 sword; D 1(18+2 (inc. S
(where they should fetch a good price) consists of events (WE6-WE8). Neverthe- bonus); Save F3; ML 10; AL N; xp 50 each;
following a route via Misha's Ferry which less, some of these events can only occur THACO 15 (inc. S bonus).
avoids Kelven. He has given much thought within a general area, so it is the actions of
to the plan: the players that will determine the order of 7 Hounds of the Iron Ring: AC 7 (leather
play and, inevitably, call for some minor armour); HD 1 + 1; hp6earh; MV 120' (40'); #AT
- Rifllian is conveniently situated on the modifications to the actions of the NPCs. 1 short sword or 1 arrow (short bow); D Id6 or
Windrush river north of Kelven, on the Be sure to read all the events and encounters Id6; Save Fl; ML 12; AL N; xp 19each; THACO
way from Sukiskyn to Threshold. before attempting to run this section. 16 (inc. ferocity bonus) - R 50/100/150.
JOURNEY TO THRESHOLD (Sukiskyn to Rifllian/encounter W18) 29
Keith Stratton (Order #5037079)
this would make the men release the At night, the goblins are awake and two of
them but it only resulted in them being them guard each path. All the Reavers and
whipped more. Hounds are asleep and do not have the
- The group has stopped at a camp while benefit of armour.
the evil ones try to beat the horses into
submission. Surely, the adventurers will Either set of guards raises the alarm as soon
not stand for this? as they see anyone. Once the alarm is raised
the other human and goblin slavers move
If the adventurers seem reluctant to help, to attack.
Loshad will remind them that the humans
are also being beaten. If this fails, he will
pointedly ask them where they are taking Slavers
the white horses. In fact, he has no
objection to them being taken to the elves Rucker - Reaver of the Iron Ring (cleric): AC 5
(since they will be very well treated), but he ( c h a i n m a i l ) ; C5; h p l 9 ; MV 9 0 ' (30');
The Reavers each have 45gp and, in is not above feigning reluctance and #AT 1 mace; D Id6; Save C5; ML 10; AL C;
addition, one of them has a small bottle of hinting that the party's co-operation would xp 300; THACO 17; PSIV.
rare perfume (value 75gp). The Hounds earn his consent. On no account will Spells:
have no treasure. Loshad agree to change his original 1st level - cure light wounds, darkness
bargain with the party. Lawful characters 2nd level - blight, hold person
should be eager to rescue people from the Treasure: a staff of healing; 2 vials of holy water;
Iron Ring Slavers slavers, and could possibly be penalised if 3 gems (value 250gp each); 75gp.
they do not (DM's discretion).
Events WE6 and WE7 involve the chevall Sydnor - Reaver of the Iron Ring (fighter): AC 4
Loshad and a group of Iron Ring slavers Although the location of the Iron Ring (chain mail & shield); K4; hp 25; MV 90' (30');
and goblins who were heading west towards camp is marked on the wilderness map, it #AT 1 sword; D U18+2 (inc. S bonus); Save F4;
Blark Eagle Barony (see EX38) with a may be moved to wherever is most con- ML 10; AL C; xp 125; THACO 15 (inc. S bonus);
group of slaves captured during the goblin venient within 2-3 hours ride of the party. PSIV.
raids. Loshad's main concern was that the Treasure: 5 small gold ingots (value 150gpeach)
horses had been maltreated by the slavers, Even if the party agrees at once to attack the stamped with a design in the form of a pair of
but so far he has failed to free them. Now he slavers, Loshad will still ask where the manacles; 50gp.
will try to get the parly to do this for him. white horses are being taken.
Sgagast - Reaver of the Iron Ring (bugbear):
AC 5; HD 3+1; hp 16; MV 90' (30'); #AT 1 battle-
WE6. Loshad Sighted WE7. The* Slavers' Camp (Map WE7) axe; D U18+1; Save F3; ML 9; AL C; xp 75;
THACO 16; BD27 and PSIV.
This event occurs an hour after the The Iron Ring slavers are camped in Treasure: heavy gold chain (value 350gp) and
characters cross the Volaga liver (at Misha's clearing within a small rocky woodland. A 35gp.
Ferry or otherwise). Loshad (see PSIV), in few rough trails lead to the clearing, and
stallion form, and his three bodyguards are the rest of the area is covered in rocks and 8 Hounds of the Iron Ring: AC: 7 (leather
seen in the distance for a few minutes brambles making passage along anything armour); HD 1 + 1; hp 6 each; MV 120' (40');
before galloping away over the moors. other than the trails very difficult. #AT 1 short sword or 1 arrow (short bow); D Id6;
Save Fl; ML 12; AL N; xp 19 each; THACO 16
half-an-hour later, they are sighted again. There are 19 slavers in all: three Reavers (inc. ferocity bonus) - R 50/100/150; New
This time, Loshad is in centaur form and (Rucker - C5, Sydnor - F4, and Sgagast - a monster and PSIV.
gallops up to the party in a non-threatening bugbear), eight Iron Ring Hounds, and Treasure: each has 2d20gp in mixed coins.
manner. II attacked, he flees, but otherwise eight Yellow-fang (Faz-plak) goblins from
he gleets the party's horses before talking to Xitaqa. Aksel, the Reaver envoy from 8 Yellow-fang (Faz-plak) goblins: AC 6;
the adventurers. Kelven (see pp28 and 31) has not yet HD 1-1; hp 4 each; MV 90' (30'); #AT 1 short
leached them. There are 34 slaves: 19 are sword or 1 arrow (short bow); D Id6; Save NM;
His main concern is that the party should humans, captured during the raids on ML 8; AL C; xp 5 each; T H A C O 19 R -
Iree the horses from the slavers, and so he human settlements by Vlack's goblins 50/100/150; BD31 and PSVI.
does not remind the adventurers of their (these were the prisoners tak^en to Xitaqa Treasure: each goblin has 2d6gp.
previous bargain but, instead, tells them with Stephan), and the others are 15
what has happened: goblins from the scattered Red-blade
(Gnhasska - see PSVI) tribe. Slaves
- A short distance away (he will give
directions) is a camp of evil people, a The Iron Ring slavers are due to strike 19 h u m a n slaves: AC; 9; NM; hp 1 (3) each;
place ol vileness and death, where "not camp on the morning after the party meets MV 120' (40'); #AT/D Unarmed; Save NM;
only the humans, but also the horses" are Loshad. Until the time comes to leave, the ML 6; AL N or L.
chained up. slaves are all chained to trees around the
- There are about 30 humans and 15 clearing. Before leaving, the slavers plan to 15 Red-blade (Gnhasska) goblin slaves:
goblins there. About half of each are kill the horses and proceed on foot. AC 8; HD 1-1; hp 1 (4) each; MV 90' (30');
chained up and beaten by the others. #AT Unarmed; D Unarmed; Save NM; ML 2;
- On discovering how the slavers mis- During the day, the goblins are asleep and AL C; xp 1 each; BD31 and PSVI.
treated their horses, Loshad tried to re- the three pathways into the wood are each
lease them but failed, since the men watched by a Hound. Sydnor will be 11 riding horses: AC 7; HD 2; hp 3 (7) each;
hobble and chain the horses every night. attempting to re-tame (unsuccessfully) one MV 240' (80'), 3' (1') hobbled; #AT 2 hooves (not
- Even so, Loshad caused the horses to of the horses with his whip, while the if hobbled); D Id4/ld4; Save Fl; ML 4; AL N;
become unmanageable. He hoped that others watch. THACO 18; EX51.
30 JOURNEY TO THRESHOLD (Events WE6-WE7)
Keith Stratton (Order #5037079)
After being released (Sydnor has the keys to Unless prevented by the party, Aksel finds
their chains), the human prisoners will the encampment of the Iron Ring slavers
attempt to kill any surviving goblin (slaves (WE7). If the players have not already
or captors), unless restrained. disposed of them, Aksel sends either
Rucker or one of the other Reavers, or one
Loshad does not join in any attack, but of the Hounds to follow the party. Other-
watches (invisible) from a distance. After wise, he returns to Kelven to report their
the Iron Ring has been defeated, Loshad demise.
appears and requests that the horses are
released, although he is willing to let them Aksel - Reaver of the Iron Ring (thief): AC 4
mMWm ?^
carry the prisoners to Sukiskyn. Once at (leather armour + Dex. bonus); T3; hp 9;
Sukiskyn, the horses will become unmanage- MV 120' (40'), 240' (80') mounted; #AT 1 sword
able and untameable. or 1 thrown dagger; D Id8or ld4;Save T3; ML 9;
AL C; xp 50; THACO 19 or 16 R - 10/20/30;
PSIV.
W19. Gnomes' Ferry Treasure: 8 gems in belt pouch (50gp each). 5 Guard leaders: AC: 4 (chain & shield); F4;
hp 22 each; MV 90' (30'), 240' (80') mounted;
The Shutturga river is crossed here by a 7 Hounds of the Iron Ring: AC 7 (leather #AT 1 sword; D Id8; Save F4; ML 10; AL L;
ferry run by a group of five gnomes. It is armour); HD 1 + 1; hp6each; MV 120'(40'), 240' THACO 17.
similar to Misha's Ferry except that the (80') mounted; #AT 1 short sword; D Id6; Save
gnomes also run a hostelry — a stone Fl; ML 12; AL N; xp 19 each; THACO 16 (inc. 40 normal guards: AC5 (chain); Fl;hp6ea<h;
building on the east bank of the river, with ferocity bonus); PSIV. MV 90' (30'), 240' (80') mounted; #AT 1 sword or
a bar, kitchen and numerous bedrooms. Treasure: each has 2d20gp in mixed coins 1 arrow (short bow); D Id8 or kl6; Save Fl; ML 9;
The gnomes enjoy a good haggle (see AL L; THACO 19 R • 50/100/150.
PSVII) and base prices at the hostelry and
for crossing the river depend on the WE8. Merchants 20 wagon-drivers: AC 9; NM; hp 3 each; MV
gnomes' assessment of the characters' 120' (40'); #AT 1 short sword; D Id6; Save NM;
wealth. When asked the price of anything, Where the trail from Misha's Ferry joins ML 7; AL N; THACO 20.
a gnome pauses in deep thought while the trail north from Kelven, the party
inspecting the character, before giving a encounters a merchant caravan bound for Ahiktos makes an additional income by
price. Selenica: selling information and is well informed
about events in Kelven. He knows, for
Typical base prices for the adventurers are example, that certain people in Kelven are
given below. If the adventurers have made Before you lies the trail from Kelven on the look-out for a particular group of
an effort to conceal their wealth, or are to Selenica running along the banks adventurers (see below).
particularly ostentatious, feel free to reduce of the river Shutturga. In the distance
or increase the base prices accordingly: you can see a large group of wagons As the caravan draws near, Ahiktos (whose
and horsemen approaching from the wagon is near the front) notices the party's
- crossing the river: 5gp per adventurer, direction of Kelven. Ahead of them white horses, orders the caravan to slop,
lOgp per horse come three mounted, armoured and invites the adventurers to dine with
- bed for the night: 20gp figures. him. He soon realises that the adventurers
- stabling per horse: 5gp are those being sought in Kelven and
- meal: 15gp, ale: 2gp, wine (glass): lgp recognises a profitable opportunity.
The three riders are guards (Fl) for the
5 gnome ferrymen/hostellers: AC 7 (leather); caravan. On seeing the party, two of them After the usual polite formalities, Ahiktos
HD 1; hp 5 each; MV 60' (20'); #AT 1 short halt while the other returns to warn the enquires whether the horses are for sale and
sword; D 1 d6; SaveDl; ML8; ALL; THACO 19; main body. The guards are wary of attack offers to buy them. His base offer (see
BD30. but greet the adventurers in a friendly PSVII) is 75gp each. Whether or not the
manner. They explain that they are part of party sell the horses, Ahiktos then hints
the caravan of Ahiktos, bound for Selenica that he has information that they may be
Other Visitors and that their caution is the result of recent interested in. His base price for the
The Reaver Aksel, accompanied by two increased bandit activity on this trail. information is 90gp ("a trifling price for
Hounds, arrives at the ferry on horseback information of high quality"), but he
soon after the party. He is looking for the The rest of Ahiktos' caravan winds its way would accept one of the white horses
Reaver cleric Rucker and the slave train down the road after 5 minutes. It consists of instead. His information is accurate:
(see WE7): 20 wagons (each pulled by four mules)
carrying spices, silks and velvets. It is - A magic user wearing yellow robes
// the adventures go into the hostelry, Aksel guarded by 45 mounted fighters. Should recently appeared in Kelven.
and the Hounds enter it soon after and the party make any attack, all the guards - Soon after, a tall dark woman who had
order drinks. Aksel soon recognises the attempt to deal with them while the drivers been seen in the company of the magic
characters and, realising that he and his take care of the wagons. user began to enquire around the bars
hounds are hopelessly outnumbered, leaves about a particular group of characters,
as soon as possible. If, for some reason, a Ahiktos the merchant: AC 9; F3; hp 15; and her description of the adventurers
fight does break out, Aksel deserts the MV 120' (40'); #AT 1 sword; D Id8; Save F3; was "strangely like" the party.
Hounds, leaving them to cover his retreat. ML 8; THACO 19. - The Duke's daughter is reputed to have
Appearance: Male; age 58; black-haired, over- run off with the captain of the guards.
// the party passes by the hostelry, Aksel weight. - There are increasing reports of bandits
and the Hounds ride upas they are crossing Clothing: Fine satin robe with gold embroidery. on the road between Kelven and Thresh-
the river. He recognises them immediately, Personality: AL N; Outwardly friendly, but old, and a number of caravans have
but continues riding. always scheming after profits. failed to arrive.
JOURNEY TO THRESHOLD (Encounter W19/event WE8) 31
Keith Stratton (Order #5037079)
The Village Her base offer is 120gp each. If an elf is
bargaining on behalf of the party then 1
Rl. Arrival at Rifllian should be added to the bargaining die roll
(see PSVII).
By chance, as the adventurers arrive at
Rifllian, the Duke's Galley and its Elven- Supplies, weapons and armour are also
guard (see EX38) are leaving to continue available here for a base price 20% higher
their journey to Specularum: than standard prices (see EX19). Stephan
will buy chainmail armour for himself
here.
On the far bank of the Windrush
river, enfolded by the Radlebb woods,
lies the elvish village of Rifllian. Just Taras' Departure
casting off from the jetty is a mag-
nificent vessel almost 50 feet long. As Once the horses are sold, Taras (or whoever
R I F L L I A N (Map R) it moves out into the river, its sail came with them) will return, as agreed, to
unfurls revealing a rearing unicorn Sukiskyn with half of the money. He will
Rifllian is a small elven village of 170 emblazoned across it. At the head of go via Kelven, waiting for the next
inhabitants on the western bank of the the ship stands an elf dressed in southbound riverboat, and will arrive
Windrush river. The village is an outpost dazzling armour and a surcoat that home safely.
of the Callarii elves and serves as a trading also bears the rampant unicorn
post for those wishing to trade with the device. Soon the wind catches the sail
elves, or simply as a stopping place by i and the vessel glides down the river
towards Kelven.
ON TO THRESHOLD
travellers. The buildings are all made of
wood and are two storeys high. Leaving Rifllian
A small jetty on the east bank of the river The characters may leave Rifllian either by
Iron Ring Watchers has a brass bell hanging from a post. boat or road:
Searching for the adventurers, the Reavers Ringing this calls the ferryman, who
Jolenta and Gactis (see PSV), accompanied charges a fixed rate of 1 gp per character and By Boat
by two Hounds, arrived at Rifllian the day 2gp per horse for the crossing. The The weekly passenger vessel is due to come
before the party. Jolenta and the Hounds ferryman admires the PCs white horses and through the day after the PCs arrive, and it
entered the village but, gaining no news of asks if they are for sale. He would like one will have space available for the adven-
the party, rejoined Gactis and the four then for himself and offers to buy one (base offer turers, but not for their mounts. If the
hid themselves on a wooded knoll over- 135gp). adventurers have not done so before, this
looking the village. would be a good time to release their horses
in accordance with their deal with Loshad
The Reavers see the party arrive, and wait R2. The Silver Swan Inn (see p22).
until the adventurers leave before releasing
a carrier pigeon to Kelven to inform the The Silver Swan is run by Stubbs Platter- The fare for the journey to Threshold is
Iron Ring. Jolenta then hurriedly heads mann, a very friendly halfling who always 16gp per character (not negotiable) and it
north to organise a group of brigands to tries to make his guests welcome. The inn takes just under 2 days. The boat (the
attack the adventurers (see WE 12), while is very clean and homely and is patronised Mudlark) is owned by Captain Scylla, and
Gactis hangs back and follows them (see by the local elves and passing traders. is carrying cargo for trade at Threshold (see
VVE11). Stubbs prides himself on the range of his EX39).
menu, and meals are available throughout
the day. His prices are fixed, and are 20%
Inhabitants higher than standard (see EX19). The Mudlark and its Crew
Most of Rilllian's inhabitants are Callarii
elves (see PSVI) of levels 1-4. Any of these Stubbs knows Stephan, and is pleased to Scylla {riverboat owner/captain): AC 7
can remember seeing the "dark lady" who see him. He pours drinks for the party and (leather); K3; hp 11; MV 120' (40'); #AT 1
visited the village, and some (20%) noticed enquires whether they have met their "odd sword; D Id8; Save F3; ML 8; AL L;
that she rode north when she left. friends" yet. If asked to explain himself, he THACO 19.
says that, yesterday, a strange, tall, dark
The elves admire the white horses greatly woman with piercing blue eyes was asking 10 Crewmen: AC 9; NM: hp 4 each; MV 120'
and ld20 elves will show an interest if the if anyone had seen Stephan and his (40'); #AT 1 short sword; D Id6: Save NM;
party offers them for sale. Each elf will only companions (whom she could describe in ML 8; AL N; THACO 20.
want to buy one horse, and their base offer some detail). There were two others with
will be 150gp. If they want to sell all of the her, both male who wore dark robes and The Mudlark: length 30'; beam 19'; draft
horses, the adventurers must bargain with never spoke. All three left early this 2'; MV 60'/round; Hull points 35; AC 8;
the trader Prestelle (see R3). morning on horseback, but Stubbs does not EX-13.
know where they went. Cargo: 10 crates of clothes (mostly checked
Callarii elves: AC 5 (chain) oi 9; El-4; hp4-16; shirts) and heavy working boots; 4 chests of
MV 120' (40'); #AT 1 dagger, 1 sword and/or 1 heavy-duty lumber axes.
arrow (long bow); D Id4, Id8 and/or Id6; Save R3. The Trader
El-4; ML 9; AL N; THACO 19 or 17; BD30.
Prestelle (E3) is the main trader for all
Stubbs Plattermann (halfling): AC 9; H5; wishing to buy and sell goods at Rifllian. By Road
hp 17; iMV 120' (40'); #AT 1 dagger; D Id4; Save She is a shrewd elf who will try and strike a In spite of the rumours of bandits on the
H5; ML 8; AL N; THACO 17. hard bargain with the party for the horses. trail north to Threshold, the characters
32 JOURNEY TO THRESHOLD (Rifllian/On to Threshold)
Keith Stratton (Order #5037079)
may decide to travel along the riverside Hrothgar whether the party is travelling by
trail. A short distance north of Rifllian, the land or water and, since the Scange recently
terrain becomes broken and hilly, and very gained possession of a river boat, they will
hard going for horses (fe - 2A normal be able to attack in either case.
movement rate). Only the trail by the river
provides an easy route (normal). The ambush, by 18 Scange brigands led by
Hrothgar, takes place near the Scange
camp (see Map WE12. If, at any time, they
Events fail a morale check, the Scange flee to join
the rest of the band at the camp.
You may use most of the following events
at any convenient time (and in any order)
on the journey between Rifllian and The Scange
Threshold. Golthar's journey to Threshold
by flying carpet (see EX39 and WE13), Hrothgar (leader): AC 1 (plate +lfc shield);
however, should take place on the second F3; hp 14; MV60'(20'), 120'{40') mounted; round. If not surprised, the PCs notice the
day of the party's journey. #AT 1 sword; D id8+l (inc. S bonus); Save rope lying across the trail, and have 1
F3; ML 9; AL C; xp 35; THACO 18 (inc. S round to act before it is pulled taut.
bonus).
WE9. Gentle Reminder Whether or not they gain surprise, eight
Hrothgar's war horse: (attacks under his swordsmen up in the trees attempt to leap
If the adventurers decide to ride some of the direction) AC 7; HDS;hp 16; MV 120'(40'); onto the backs of the character's horses,
white horses up the track towards Thresh- #AT 2 hooves; D Id6/ld6; Save F2; ML 9; succeeding on a roll of 17 on U120, and then
old, they will meet Loshad the chevall once AL N: xp 35; THACO i7; EX51. attacking with daggers. Any who miss with
more. Loshad is concerned that the party their leap will attack with swords from the
may be taking the horses into the dangerous Scange archers: AC 7 (leather); Fl; hp 4 ground. The remaining eight swordsmen
wilds to the north, and will pointedly each; MV 120' (40'); #AT 1 short bow or 1 move out to cover the trail behind the
remind the party that the horses were to be sword; D Id6 or Id8; Save Fl; ML 9; AL C: characters, while Hrothgar charges on his
sold to the elves. xp 10 each; THACO 19; EX53. horse from the front.

Scange swordsmen: AC: 6 (leather ft


WE10. Victim of the Scange shield); Fl; hp 4 each; MV 120' (40'); The Scange Camp
#AT 1 sword or 1 dagger; D Id8 or Id4; ;
The characters come across the corpse of a Save Fl; ML 9; AL C; xp 10 each; THACO The camp is in a small wood next to the
female human, killed by three black- 19; EX53. stream where the river boat is docked.
feathered arrows. Depending on the route There are another 8 Scange here (4 archers
taken by the party (trail or river), the corpse Personal treasure: each Scange has 30gp & 4 swordsmen). Two archers watch the
is found either half-concealed in the and Hrothgar has a jewelled necklace approach to the camp and caw like a crow
undergrowth by the side of the trail, or (vatue SOOgp) and a gold ring (value to warn the others of any trouble.
floating down the river. The woman was 175gp). Hidden in his boot is a key to the
killed during an attack by the Scange (see chest in his tent. The camp itself consists of six hide tents set
below) on a merchant caravan. She has no around a clearing with a cooking fire in the
treasure. Scange River Boat: length 25'; beam 19'; middle. Most of the tents contain only
draft 2': MV 60Vround; Hull points 30; bedding, pots, pans and so on, but one
AC 8; EX43. contains 200 arrows with black flights, 6
WEIL Follower Behind short bows, 18 daggers and 15 swords. If the
attack was on the river, Hrothgar's horse is
In the distance, the adventurers catch a On the River at the camp.
glimpse of a mounted figure on the skyline The Scange boat moves out from the
behind them. This is Gactis (see p32 and concealment of the side-stream, and cuts Hrothgar's tent has a fin rug (value 150gp),
PSV) who is following the party. If the across the bows of the Mudlark. While a keg of fine brandy from Marilenev (value
adventurers double back, Gactis will notice eight men attempt to grapple the boat (see 200gp) and a locked iron-bound chest (not
and avoid them. If, however, the adven- EX44), the other 10 fire arrows at the PCs trapped). Hrothgar keeps the key inside his
turers wait in ambush he may (DM's and the crew of the Mudlark. If the left boot. The chest contains: a silver
discretion) ride into their trap. Mudlark is successfully grappled, the drinking cup (value 200gp), a potion of
Scange board her. The crew of the Mudlark heroism and 5000gp.
will help to defend their vessel.
WE12. Trouble Ahead (Map WE12)
WE13. The Flying Carpet
Any travellers on the trail or the Windrush On the Trail
river between Rifllian and Threshold are The Scange are hidden in the bushes on This event takes place on the second day
considered fair game by a group of human either side of the trail, and have laid a rope after the adventurers leave Rifllian. They
cutthroats who call themselves the Scange. across it. If they gain surprise (a roll of 1-3 see, in the distance, a flying carpet heading
These men waylay travellers, strip them of on Id6), the rope is pulled taut by two of north over the hills east of the river. The
their belongings and sell them into slavery. them just as the party's lead horse(s) pass carpet belongs to Cardia the elf (see EX39)
over, causing them to stumble and rear. who is carrying Golthar and Sligh to
Jolenta, riding north from Rifllian, has The rider(s) must make a saving throw vs. Threshold. She does not know that Golthar
struck a deal with the brigand leader, Wands or be thrown from their mounts for is a member of the Iron Ring. Scylla (the
Hrothgar, and arranged for the Scange to Id6 points of damage and, even if success- riverboat captain) can, if asked, identify the
attack the party. Jolenta will be able to tell ful, are unable to attack in the following carpet as belonging to Cardia.
JOURNEY TO THRESHOLD (Events WE9-WE13) 33
Keith Stratton (Order #5037079)
THRESHOLD

The thriving frontier town of Threshold


(seeMapTandEX38) lies on the shores of a
small lake. Built primarily of wood (a
major resource of the area), it is home to
about 500 humans and 50 demi-humans. It
lies on the adventurers' route to the Lost
Valley and provides them with many
opportunities — from buying supplies and
equipment, to hiring retainers — as well as
dangers in the form of an Iron Ring plot.

Map T shows only the general layout of


Threshold, but should be referred to while
the PCs are in the town. You should also
read the section on towns in the Expert
rules (EX37-39), as this will help you to
make the Threshold adventure more fun
for your players. Threshold is a typical
town: crowded, smelly and dirty. Except
for the buildings by river, all waste is
emptied into the streets, and pigs and dogs
can often be seen scavenging through it.
The key to the successful running of a town
lies more in the atmospheric recreation of
its sights, sounds and smells than in
providing precise geographical details.

Much of the action in Threshold revolves


around Golthar's plan (p37), but avoid
rushing straight into this, since the PCs
should have some time to get to know the
sights. The most important locations are
described separately (p36), and there are a
number of Optional Events (p39) to help
you bring the place to life. These should be
interspersed with the events connected to
Golthar's plan (TE1-TE7).

The adventurers' arrival at Threshold


(p36) is described after some general notes
on the town.

GENERAL NOTES
Customs and the Law
Threshold is ruled by the 14th level
Patriarch Sherlane, from his lakeside castle
of Tarnskeep. Sherlane has declared that
Threshold should be a lawful town where
the townsfolk can walk the streets without
fear of attack. To this end, the only
weapons which may be carried are daggers,
swords (excluding two-handed swords)
34 THRESHOLD (General Notes)
Keith Stratton (Order #5037079)
and staffs. Prohibited weapons are con- Third offence: struck dumb (needs remove
fiscated by the town's guards (below) and curse from C14 or higher).
kept in the town hall. The weapons are Subsequent offence: indefinite incarcer-
returned when the owners leave the town ation below Tarnskeep.
(they are escorted to the gate by a level 4
cleric). In addition, no magic-user spells Conventional lawbreakers (thieves, and so
may be cast in Threshold, and offenders on) receive correspondingly more mundane
who are caught are taken before the town's sentences; ranging from fines to imprison-
clerical court for trial (see p37). ment and execution.

Although not illegal, the wearing of any


armour is frowned upon. Adventurers can The Townsfolk
enter or leave the town wearing armour,
but are not expected to wear it for shopping Most of the town folk are either normal
expeditions or sight-seeing! Characters humans or level 1 fighters (50% chance of
who go about openly wearing armour will
be questioned by the local guards and
each). Usually they mind their own
business and avoid combat, but if forced
INFORMATION
escorted to their dwellings unless they are into a fight, they defend themselves with Many rumours and snippets of information
leaving town. daggers or any available object (chairs, can be picked up all over the place in a
bottles, and soon). A number of adventurers bustling town like Threshold — even
and hunters regularly pass through the without the characters actively searching
The Clerical Court town, but these characters have a range of for them. All sorts of interesting things can
levels and should be generated as and when be overheard at the bar of an inn, in the
The Clerical Court comprises live clerics required. marketplace and so on. (Indeed, this is an
appointed by Sherlane to oversee the ideal place to drop some hints about the
running of the town. It meets at the town Townsfolk: AC 9; NMorFl; hp 1-8; MV 120' scenario you are running alter this one!).
hall (Tl), and takes a dim view of (40'): #AT 1; D variable; Save NM or Fl; ML 6; However, don't be tempted to give too
lawbreakers. AL L or N; THACO 20 or 19. much away. The characters should at least
have to buy one or two rounds of drinks.
Magic-users or elves caught casting spells
are punished with curses (bestow curse Services in Threshold Specific Locations
spell) unless the court can be convinced There is a 40% chance that any inhabitant
that there are mitigating circumstances: A wide selection of professions are practised of the town knows the location of any
in Threshold, (a comprehensive list can be specific establishment (armourers, inns
First offence: loss of hair, skin turned green found on EX37), and if the adventurers and so on), including those you locate
colour or covered in pimples (cured by wish to visit an NPC's place of work, yourself. This chance should be modified if
any remove curse spell). simply choose a locale and then make a the place sought by the party is especially
Second offence: insomnia (makes rest for note of its location for future reference. The well-known (e.g. the Temple), or par-
regaining spells impossible — cured by exact location is not vital, but you will need ticularly obscure (e.g. The Crossed Swords
remove curse from C9 or higher). to know the general whereabouts. tavern - see TE4).

Local Customs
The Town Guard Most of Threshold's inhabitants are only
too willing to pass the time in extolling the
The guards are quartered at the town hours, approximately, and on side streets virtues of their town to any newcomers.
hall, with smaller contingents at the once every 6 hours. In the event of any The Patriarch is generally respected and
town's two gates and, during the day, on disturbance, the local citizenry can call admired, and the guard are also highly
the wharves of Fogorlsle(p36). At night, out the guard, but discretion should be thought of (except by members of the local
patrols onto the Isle cease, but there are used in determining how quickly they thieves' guild).
guard posts near the I wo bridges, and respond. Generally a patrol arrives with-
patrols through the main town continue. in ld8+4 rounds, but this should be Fogor Isle
River guards have the same statistics as modified for location and time: if close to The patrons of any tavern can tell the PCs
town guards. a guard post they may come very quickly, that this area of town is shunned by most
but on a dark side street at night it may law-abiding citizens, since it is "unoffi-
The purpose of the guard is to maintain well take 10 or even 20 minutes for a cially " under the control of the local
law and order, not to terrorise the local patrol to arrive! thieves' guild.
citizenry or visitors. They do not usually
harass people without a good reason and Guard Sergeant: AC 4 (chain mail & shield); The Black Peak Mountains
are normally jovial and well meaning. F3; hp 13: MV 90' (30'); #AT 1 sword; D id8+1 The local people look worried at any
Characters acting suspiciously will, how- (inc. S bonus); Save F3; ML 10; AL L; mention of this notorious mountain range,
ever, be stopped and questioned; chara- THACO 18 (inc. S bonus). and warn the PCs not to go there. The
cters with 'illegal' weapons will be asked townsfolk can tell various stories about
politely to hand them over and told they Guards: AC 5 (chain mail); Fl; hp 5; MV90' hunting expeditions that went into the
can reclaim them from the town hall (30'); #AT 1 pole arm; D ldl0+l (inc. S mountains and never returned. The few
when they leave. bonus); Save VI; ML 8; AL L; THACO 18 that did told of endless attacks by ram-
(inc. S bonus). paging gnolls.
Patrols consist of six level 1 fighters led
by a level 3 sergeant. They may be Clothing: White surcoals bearing an em- The Iron Ring
encountered on the main streets every 4 broidered golden chalice. Most of the inhabitants have never heard of
this highly secret organisation, but any
THRESHOLD (Information) 35
Keith Stratton (Order #5037079)
are provided with a key by the landlord,
With his huge hands, the sergeant although, if you wish, some landlords may
unrolls a scroll of parchment and, be dishonest and attempt to steal from the
giving a mighty cough reminiscent adventurers. In any case, characters should
of distant thunder, the sergeant be encouraged to leave bulky items in their
clears his throat. rooms since they cannot reasonably carry
all their gear every time they venture onto
"Right, we can get this next bit done the streets. Alteratively, valuables may be
and then you go in. Threshold is a deposited at the town hall (Tl).
law abiding 'n' peaceful place. To
make sure it stays that way, yer only
allowed to carry daggers, swords and The Hook and Hatchet
staffs. What's more, yer can't cast no This is the inn favoured by Sgt. Arthol and
magic-user spells in this 'ere town or most of the guards (when off-duty!). It is
it'll be up before the clerical court located next to the old town wall (the thick
evidence of its activities would be of great with yer. Any questions? Yer better line that runs parallel with the new town
interest to characters likeSgt. Arthol (PSV) make 'em quick, I ain't got all day." wall and surrounds the town hall). It serves
who could report it to "the appropriate 'above average' food (quality - 5) and can
authorities". If the adventurers are very provide both rooms (15sp per night) and
blatant in their enquiries, word is certain to The scribe enters details of any weapons stabling (2sp per night).
get back to Golthar. left by the adventurers into her ledger, so
that there will be no mistakes when the
The Arrival of Colthar, Jolenta et al. time comes to reclaim them. On no account Hiring Retainers
The guards on the gate are very observant, will Arthol let the characters into the town
but do not reveal "confidential infor- bearing prohibited weapons. In each inn there is a 10% chance that there
mation" unless they are bought a few will be 1-2 1st level fighters looking for
drinks. It is common knowledge that Sgt. If asked, he recommends the Hook and employment. Otherwise, retainers are often
Arthol and the other guards spend most of Hatchet as a good tavern. He intends to pay hired via advertisements pasted up around
their off-duty periods in the Hook and a "quick" visit there when he goes off-duty the market square. When calculating the
Hatchet Tavern (below) by the old town in an hour's time. cost of hiring these mercenaries, treat them
wall. If given Jolenta's description, any of as "Light or Heavy Footmen" (EX24). If
these can confirm that a blue-eyed lady the adventurers paste up an advertisement,
entered the town a few hours before the IMPORTANT LOCATIONS or otherwise make it obvious they are
looking for mercenaries, Golthar will get
party. She was accompanied by two silent,
surly men and met by a rat-faced man who Ostlers to hear of it and send one of the thugs to
led them towards Fogor Isle. Sgt. Arthol is apply for the job (see p38).
suspicious of the rat-faced man, but cannot Horses, mules, tack and harness are avail-
remember where he has seen him. able from a number of dealers (your choice
of location), at a base price of 200% of EX19. Fogor Isle
ARRIVAL Inns Fogor Isle is connected to the rest of
Threshold by two stone bridges, and serves
Inns are very common in Threshold, most as the main port and warehousing section
Dark smoke rises into the air above streets having at least one. Each time the of Threshold. Despite the best efforts of the
the town of Threshold and congeals party enters an inn for the first time, you patriarch, the Thieves' Guild still exercise
in a dense writhing mass above its should decide what kind of establishment considerable influence here. During the
stone walls. A gatehouse towers it is using the notes below. Be sure to keep a day, the thieves keep a low profile, but after
above the road, and to its right the record of where any inn is once the dark, the Isle is fully under Guild control
river flows around an island crowded adventurers have visited it. and no guard patrols dare enter.
with buildings. Along the town's
wharves, river boats bob up and Inns usually have ld4xlO patrons and tend The streets and alleys of the isle are dark
down at their moorings. to be bustling with activity. The kind of and dingy. Numerous inns are found here
patrons encountered varies with the inn's as well as various dens of vice which cater
location — waterfront inns have a high for all manner of interests. Small groups of
Regardless of the party's route (by river or number of stevedores, those near the town characters (1 -3) walking the streets at night
land), the adventurers are hailed by Serge- hall have a large number of merchants and are 50% likely to be accosted by groups of
ant Arthol (PSV) when they reach the town guards, and so on (see EX37 for a list thugs (see below). Even during the day,
town. The sergeant is either commanding a of the various professions). Each time the members of large groups (6+) are likely to
riverboat (with eight guards plus crew — party enters an inn, make a reaction roll have their pockets picked by a 6-11th
see EX43) or is on duty at one of the gates. check using the bonus of the character with (ld6+5) level thief. The residents of Fogor
Both town gates are manned at all times by the highest charisma, to determine how the Isle look after their own, and the town
eight guardsmen and a sergeant. A guard locals react to the party's presence. guards, if called during the day, only escort
patrol boat stops and inspects all vessels characters out of the area, they do not make
approaching Threshold (river guards have Food and drink are available in all inns, arrests anymore. The last group to try,
the same statistics as other guards). but the quality varies considerably — roll never made it back over Northbridge.
Id6: a result of 1 means 'terrible'; 3-4 are
With the sergeant is one of the town scribes average; 6 is excellent. Rooms are available 5-8 thugs: AC 7 (leather); Fl; hp 5 each;
who asks each of the adventurers their in most inns for ldlO+lOsp per night, and MV 120' (40'); #AT 1 short sword or 4 throwing
name and enters it into a large, leather- most can also provide stabling at Id4sp per daggers; D 1-6or 1-4; Save Fl; ML 8; AL N; xp 10
bound ledger. When she has finished: horse per night. Characters booking rooms each; THACO 19 - R 10/20/30.
36 THRESHOLD (Arrival/Important Locations)
Keith Stratton (Order #5037079)
Tl. The Town Hall TEL Patriarchal Parade
This is one of the few stone buildings in On the morning of the second day, there is
Threshold and houses the Clerical Court a parade from Tarnskeep to the town's
(see p35). There are always Id4+1 guard temple, headed by the Patriarch Sherlane:
patrols stationed here. Valuables can be left
here at a charge of 10% of their value.
Confiscated weapons can be collected at The clash of cymbals and drums
any time, but a level 4 cleric then escorts the resounds down the street accom-
characters to one of the town gates. panied by the blare of horns. White-
robed clerics swinging incense bur-
ners lead a procession along the
T2. The Temple main street towards the temple. Next
come the musicians and a detachment
The temple is an impressive stone building of town guards wearing their finest
near the town hall. It is always occupied by surcoats. A large white and gold Notes: Rescuing Mafka by pushing her out
20 clerics who administer to the town's palanquin held aloft by eight bearers of the way of the cart requires a successful
spiritual and physical welfare. Adventurers sways down the street. Sitting in the Dexterity check. If the character fails, he or
requesting spells are expected to pay for palanquin and smiling warmly at she takes 2d4 points of damage, and Mafka
them (regular worshippers only pay a the people below is Patriarch stumbles out of the way (see above). If
nominal donation). The cost of spellcasting Sherlane. Mafka is not rescued, the adventurers
is lOOgp per level of spell; spells up to 4th automatically notice the dropped purse
level can be cast here, any higher spells can and Mafka disappears into the crowd.
only be cast by Sherlane at 1 arnskeep. The townsfolk gather either side of the There is half the normal chance (20%) that
street to cheer the Patriarch as he passes. any townspeison knows the location of the
During the parade, the adventurers catch a Crossed Swords Tavern.
T3. Cardia's Carpet Service glimpse of Golthar and Jolenta standing
across the street from them. Golthar glares
Cardia operates her carpet service from at them and moves back into the crowd, TE3. The Iron Ring Sighted
outside the town hall. Should the party followed by Jolenta. The procession fills
enquire about her, they will find that she is the street making it impossible for the On the first evening in town, the ad-
currently flying one of the Patriarch's aides adventurers to push their way across. By venturers notice Vokos (see p38) the wererat
to Specularum and is expected to be gone the time they do get across the street at the bar of any inn they visit (DM's
for at least a week. Golthar and Jolenta have gone and no one choice). Vokos has a distinctive 'rat face'
saw where they went. and, as he drains his mug, his sleeve drifts
down his arm to reveal his Iron Ring
GOLTHAR'S PLAN brand. Vokos puts the empty tankard on
the bar and heads towards the door. If he is
TE2. Phoney Rescue.
On arriving in Threshold with his body- called to stop he looks quickly over his
guard Sligh, Golthar (or Karllag, if Golthar Mafka, an Iron Ring Reaver (level 5 thief - shoulder but does not break his stride.
was slain in Xitaqa - see PSV) contacted the PSV) disguised as an aged fortune teller, is Vokos exits through the door just before
local Iron Ring cell (comprising four to lure the PCs to the Crossed Swords Inn. four town guards enter. The guards block
wererats and 10 humans). When Jolenta Feigning a limp, she stumbles into the the door and by the time they have entered
arrived, he met her at the town gate. All are path of a run-away cart in full view of the the inn Vokos has disappeared. If the
now staying at the wererats' hideout on adventurers. Should they leap to her aid, adventurers physically try to restrain
Fogor Isle (p38). Mafka will apparently reward them by Vokos, the guards will arrest them.
telling their fortune. What she tells them is
Golthar cannot openly show his hand in intended to lead them to the inn:
Threshold, so he has settled on the idea of TE4. Outside the Crossed Swords
luring the adventurers at night to a deserted "I see a tall man in yellow robes... He is
inn (the Crossed Swords - p38) on the here, in Threshold and he searches for The inn presents a depressing picture of
wharfside of Fcgor Isle. He hopes to something.... I see him quite clearly: neglect. The painted sign of two crossed
mislead them into believing that he is he stands outside a building near the broadswords hangs crookedly from a rotten
staying there. The inn is actually home to a river... a sign bearing two crossed support. The door, however, is stout and
vicious troll which Golthar hopes will deal swords swings over his head... he — solidly padlocked. If the PCs have Mafka's
with the party. Just in case it doesn't, he but the picture dims..." key (seeTE2), it does not fit the lock. All the
will be waiting in ambush outside.... windows are boarded up on the outside.
If the adventurers do not attempt to rescue The roof is sound, and the chimney has
Golthar's plan is outlined in the series of her, Mafka saves herself by falling clumsily been bricked up. Smashing through the
events below. Unless the party is par- to one side before vanishing into the crowd. window boards requires 50 points of
ticularly careless, things are unlikely to go In the process, she deliberately drops her damage, and would make enough noise to
as Golthar intends, and it is up to you to purse which contains a key bearing a tag attract a large crowd.
determine exactly what results the party's with two Crossed Swords on it, and a
actions will have. It is quite possible that message from Golthar, marked with the Day
the adventurers will be able to turn the sign of the Iron Ring: To discourage the PCs from entering the
tables on Golthar completely (e.g. if they inn in the daytime, Golthar has arranged
go the inn, follow Vokos back to the ' 'JlCeet me tonig£t at t£e 'Jnn of tAe for a group of 12 stevedores to be off-
hideout, overcome the sleeping guards Grossed Saiords. ZJAe trou6/e makers loading a boat nearby. The stevedores have
there and wait in ambush for Golthar's are in town anaD need uour assistance. orders to warn off anyone they see attemp-
return). Qof/Aar." ting to enter the inn.
THRESHOLD (Areas T1-T3/Golthar's Plan: events TE1-TE4) 37
Keith Stratton (Order #5037079)
Inhabitants of the Wererat Hide-out
Golthar and Jolenta are described in Treasure: each has 2dl0gpand Vokos carries a
detail on PSV. leather pouch with four gems (value 75gp
each), and an engraved silver bracelet (value
Sligh - Reaver of the Iron Ring (fighter): 150gp).
AC 3 (chain mail fc shield +1); F4; hp 26;
MV 90' (30'); #AT 1 sword; D ld8+2 (inc. S 2 Hounds of the Iron Ring: AC 7 (leather
bonus); SaveK4; ML 10; AI.C; xp75; THACO armour); HD 1 + 1; hp 6 each; MV 120' (40'),
15 (inc. S bonus). 240' (80') mounted; #AT 1 short sword; D Id6;
Treasure: silver belt buckle (75gp); platinum SaveFl; ML 12; ALC;xp 19each; THACO 16
inlaid scabbard (500gp); 35gp. (inc. ferocity bonus) PSIV.
Treasure: each of these hounds has a single
4 wererats (inc. Vokos): AC 7 (9); HD 3*; gold earring (value 75gp each).
12 stevedores (fighters): AC 8; F1; hp 4 each; hp 12 each; MV 120' (40'); #AT I bite (or 1
MV 120' (40'); #AT 1 boathook; D Id4; Save short sword); D Id4 (or Id6); Save F3; ML 8; 10 thugs (fighters): AC 7 (leather & shield);
Fl; ML 8; AL N; xp 10 each; THACO 19. AL C; xp 50 each; THACO 17; BD33. Fl: hp 4 each; MV 120' (40'); #AT 1 short
Note: The wererats attack in rat form and sword; D Id6; Save Fl; ML 8; AL C; xp 10
Note: Attacking the stevedores attracts a statistics in brackets refer to their abilities as each; THACO 19.
further ld6xl0 stevedores from along the humans. Their bite can cause lycanthropy. Treasure: each thug has 2d6gp.
wharf side. A guard patrol arrives after 10
minutes to "escort" the party off the isle.
TE6. Ambush TE8. The Wererat Hideout
Night
At dusk, the stevedores leave and the wharf The route of Golthar's party to the Inn The wererats' hideout is surprisingly clean,
is deserted except for the wererat, Vokos, follows the same alleyways which Vokos apart from room c where the wererats sleep
who takes up position in a shadowy corner took. When they reach the inn, they wait on filthy straw beds. There are always five
near the inn to watch for the adventurers. outside for the adventurers to emerge and thugs in room b, but unless alerted, they
His orders are to wait for the party to arrive then ambush them. will be asleep. Room d is the kitchen and
and then report at once to Golthar at the general eating area. The stairs (area e) are
wererats' hideout (see below). Notes: If the party does not emerge within 1 very worn and every step creaks (making it
hour, Golthar and the others examine the impossible to move silently).
Note: As the characters approach the inn, inn and, if they discover that the party is
they automatically notice the shadowy not there and/or that inn has not been The top floor has been taken over by
figure of the wererat slippingaway down a entered, they return at once to the hideout. Golthar (f), his bodyguard Sligh (h), and
side-alley and can easily follow him if they If Vokos told Golthar that he thought he Jolenta (g). Hidden in a secret compart-
wish (see below). was followed to the hideout, then the ment behind the fireplace in Golthar's
ambushers will be very wary on their way room are his spell books, and a locked,
The interior of the Crossed Swords Tavern to or from the inn. silver casket (not trapped, value 1350gp)
and its inhabitant are described in TE7. containing:
- a carved ivory comb (500gp), matching
TE7. The Crossed Swords Tavern brush (750gp), and vanity mirror with
TE5. Through the Alleyways platinum frame (lOOOgp)
The inn is dark inside, even during the day. - a golden seal bearing the stamp of the
After seeing the party, Vokos hurries down The whole place is dusty, cobweb-covered, Iron Ring (2,500gp)
the back-alleys ol Fogor isle to the wererat and pervaded by a nauseating stench from - a pouch containing 5 gems (lx lOOOgp,
hideout (see Map F). Golthar remains in the troll in the cellars. The downstairs 4x 500gp)
the wererat hideout (TE8) until Vokos rooms contain only some broken tables, - a leather purse with 50pp and 200gp.
arrives. A lew minutes after the wererat chairs and benches. The upstairs rooms are
reports to him, Golthar and his bodyguard empty, save for a few smashed packing
Sligh, accompanied by Jolenta, her 2 crates. Leaving Threshold
Hounds, plus 4 wererats (including Vokos)
and 5 hired thugs set out for the inn, The Troll When they are ready to leave, the PCs can
leaving behind 6 hired thugs to guard the The inn's dank cellars are now the home of collect their weapons without difficulty,
hideout. All statistics are given below. a foul-smelling troll. It blundered into and can follow the trail north-west towards
them via the secret tunnel which connects the Black Peak mountains (the Foamfire
Note: It the adventurers follow Vokos, it is to Threshold's sewers, if it hears anyone river is not navigable by watercraft).
up to you to determine whether he notices moving around on the ground floor of the However, after passing a few outlying
them. Even if he does, Vokos will still go to inn it climbs up through the trap door and farms the trail peters out and the party
the hide-out, but will alert the occupants of attacks. finds itself in real wilderness.
his suspicions. He avoids combat if possible l
but lights in self-defence if cornered. If he is 1 troll: AC: 4; HD 6+3*; hp 39; MV 120' (40'); If the adventurers have not managed to
captured and questioned before reaching #AT 2 claws/1 bite; D 1-6/1-6/1-10; Save F6; dispose of Golthar by the time they are
the hideout, he tells the adventurers that ML 10 (8 it attacked by fire or acid); AL C; ready to continue their journey, he will
the 'yellow wizard' is in the cellar of the xp 650; THACO 13; EX56. doggedly maintain his pursuit, accom-
Crossed swords with 20 fighters and a troll. panied by whatever forces he has left.
His excuse for sneaking olf is that he The troll regenerates 3 hit points per round Unless the PCs deal with him on the Trail
wanted to avoid any lighting. He will not starting 3 rounds after being injured. It to the Lost Valley, they will encounter him
reveal the existence of the hideout. cannot regenerate damage from fire or acid. again, inside the valley itself....
38 THRESHOLD (Events TE5-TE8)
Keith Stratton (Order #5037079)
OPTIONAL EVENTS approached by a pitiable, small urchin
who holds out an empty bowl and asks for
These events fulfil the same function in "a few copper pieces". If any of the
Threshold as the Optional Encounters adventurers give him anything, they are
(PSVIII) do in the rest of the adventure. immediately surrounded by a further 2dlO
Events marked with a "*" can occur more small children, all clamouring for money.
than once, although you should try to alter The children follow the characters —
the event slightly on subsequent occasions. dancing round them and getting in their
way — until either given some more
money, or chased off.
TABLE 5 - THRESHOLD
2nd Occasion: The event starts as above,
OPTIONAL EVENTS but whether the PCs give the first urchin
Main Town Fogor Isle anything or not, they are soon surrounded
Day Night Day Night Encounter by hordes of children. This time however,
there are three level 1 thieves in their midst, they can return it to its owner who is
1 1-3 1-4 1-8 No Event who use the general jostling as a cover for currently in a drunken stupor in a nearby
2-3 4-5 5 - Dogged.! picking the pockets of as many of the party tavern. The grateful owner will reward
4-8 6 6-10 9 The Thief as possible (+20% bonus). them with a golden ring bearing a large
9 7 11-13 10 Beggar* garnet (value 200gp). If the PCs kill the
10 8-10 14-15 11-12 Shower* 3 urchin thieves: AC 7 (Dex); Tl; hp 2 each; creature, the owner will be furious when he
11-13 11 16 13-14 Wagons* MV 120' (40'); #AT/D Nil; SaveTl; ML 6; AL N; recovers, and will seek the party out to
14-16 12-13 17-18 15 Bear xp 10 each; THACO N/A. demand compensation of 500gp.
17 14-18 19-20 16-20 ID Crisis* Thief abilities: PP - 20%; MS - 20%; HS - 10%
18-20 19-20 - - Accident* 1 black bear: AC6; HD4; hp24; MV 120'(40');
#AT 2 claws/1 bile; D 1-3/1-3/1-6; Save F2;
Shower ML 7; AL N; xp 75; THACO 16; BD26.
Dogged!
While walking along any side street, the
A crazed, dishevelled individual approaches party is unfortunate enough to pass beneath ID Crisis
the player characters in the street. He has a an upper storey window just as an elderly
large dog which he leads on a piece of woman is emptying the contents of her As the party is passing the open door of an
string. The man's name is Chester — a chamber pot onto the street below. Char- inn, a drunk comes rushing out and bumps
former lumberjack, but following an acters who fail a Dexterity check smell so into one of the PCs (chosen at random). At
accident some years ago he now sleeps badly until they next bathe, that all first, the man is very apologetic, but then
rough around the town. He fears (in- reaction rolls involving them are made at a starts patting his pockets as though looking
correctly) that he is going to die shortly and penalty of -2. for something. Suddenly, his friendly smile
wishes to find a good home for his dog turns ugly as he cries, "You thief! You've
"Jackie". Accordingly, he will do his stolen my money! Hand it over before I call
utmost to persuade the party to take the dog Wagons the guard!"
— asking them to feed it well.
At any convenient moment, a large, heavy The man is mistaken — he has either left
1 war dog: AC 7; HD 2+2; hp 15; MV 120' (40'); cart comes trundling past the PCs, the his money in the inn by mistake, or had it
#AT 1 bite; D 2d4; Save Fl; ML 9; AL N; driver lashing his horses to greater efforts stolen before he ran into the party — but
THACO 17. and the whole vehicle swaying violently unless pacified quickly, he calls for the
from side to side. The driver either fails to guard. In this event, you must decide whose
see, or decides to ignore the muddy patch story is more convincing and role-play the
The Thief dead ahead, and plows straight through it. patrol sergeant accordingly.
Unless the characters took evasive action as
The adventurers become aware of being soon as the cart appeared, 1-2 of them are
followed by a grimy character (level 3 sprayed from head to foot with a very acrid- Accident
thief). If they approach him, he disappears smelling mud.
into the crowd, but picks up their trail As the party approaches a busy intersection,
again later. The thief makes no attempt to there is a minor collision between a large
rob them but watches where they go. If the Bear wagon carrying barrels and a procession of
PCs deposit their wealth at the town hall, street entertainers (jugglers, acrobats, fire-
he takes no more interest in them. Should The party are caught up by a crowd of eaters and so on). Thanks to the large
they take it with them to an inn, the thief townsfolk running in the opposite dir- crowd, neither side can back up with ease
reports to the thieves' guild on Fogor Isle, ection. Amid the general tumult of screams and an argument has broken out. Tempers
and a robbery attempt will be made by two and cries, the adventurers hear enough are frayed and, by the time the PCs are close
8th level thieves (hp 28 each) at some time intelligible phrases to be able workout that enough to see what is going on, the
when the adventurers are out. The outcome a wild animal is on the loose. The creature argument has become a fight. The more
should be determined according to the is, in fact, a dancing bear which had been unruly elements amongst the crowd seize
precautions taken by the party. entertaining the crowds near the market. It the opportunity of a free-for-all and two of
is currently wreaking havoc in a nearby the adventurers (chosen at random) find
baker's shop and no-one knows where its themselves struck by bottles (D 1-2). Four
The Beggar owner is. guard patrols (led by Sgt. Arthol) will
arrive on the scene in dlO+6 rounds, and
1st Occasion: At any convenient location, If the adventurers manage to capture the attempt to arrest as many of the combatants
one of the characters (chosen at random) is bear (it is especially fond of currant buns), as possible.
THRESHOLD (Optional Encounters) 39
Keith Stratton (Order #5037079)
TOWARDS
THE BLACK PEAKS

North of Threshold, the Black Peak moun- The sacred ground is also home to some
tains thrust skywards and, hidden deep A flock of large black crows suddenly ghouls who inhabit a network of under-
within them lies the Valley of Hutaaka. As takes to the air, cawing loudly, ground tunnels (see Map VE3).
the colour tapestry map shows, the easiest evidently startled by your approach.
route for the party to take from Threshold Scattered around the smoking re- The "tall creatures" are actually the heads
is along the valley ol the Foamlire river, mains of a large fire are a few pots of the three hunters, impaled on 6-foot
following the course of the Hutaakans' and pans, the torn fragments of some poles by the gnolls to appease the spirits of
ancient road. A few miles from Threshold, bedrolls and a broken spear-shaft. their dead. The wailing is Krasgat in
the route along the Foamfire enters the prayer, and she is presently unaware of the
lands claimed by the Gnolls of the Death's party's presence. Her wail is unsettling; the
Head (see PSVI). Further upstream, the This was the camp of three hunters killed animals grow restless and characters feel it
gnolls' territory ends at a majestic waterfall by the Death's Head tribe. A search of the grating on their nerves. She only ceases
where the Foamfire crashes down from a area reveals numerous footprints (gnoll when the party battles the ghouls (below).
narrow mountain pass. This pass leads, and human) and patches of blood. A
ultimately, to the gates of Hutaaka. noticeable trail leads northwards up the
valley. In the remains of the fire lie the Ghouls
blackened bones of the hunters, thrown The mist clears slightly, allowing vision
Through the Valley there by the gnolls after they had picked up to 30 feet, and through it the characters
them clean. The hunters heads, however, can see a few of the impaled gnoll corpses.
The lands of the Death's Head gnolls begin are missing. They are in differing states of decay. Some
at the point where the Foamfire valley are very old and only parts of the skeletons
narrows north-west of Threshold. remain, whereas two nearby corpses are
VE3. Sacred Ground (see Map VE3) fresh (having been slain by the hunters).
There are no fixed-location encounters in All but the latter two have been gnawed by
this part of the adventure, only Events and Ten minutes after the party leaves the the ghouls. If the adventurers search the
Optional Encounters (PSVIII). The Events hunter's camp, a thick mist begins to roll ground, footprints can be seen running
represent the gnolls' reactions to the party's down the valley. The land grows quiet, and across the site and ending at a concealed
intrusion into their territory, and should only the slow clop of the horses' hooves opening to the ghouls' tunnels (see below).
occur in the order given. Providing the breaks the silence. After riding for 10
party keeps moving, the gnolls will be minutes in any direction: Before the party can explore the site
unable to catch it before the gorge (VI, further, two ghouls burst out from a
p42). Fighting the gnolls en masse is likely hidden tunnel entrance and attack (gaining
to be suicidal, and the PCs should be Thick, dense mist clings to your surprise on a roll of 1-3, but only if the
discouraged from doing so. Although they clothing and moisture drips from the adventurers failed to find the footprints).
are unlikely to be caught by the gnolls, the sparse bushes. From all around Another two ghouls attempt to sneak
adventurers should not be aware of this comes a sound reminiscent of the behind the party before attacking. On
and, if desired, groups of gnolls can be seen dull clack of dried bones, and the hearing this fight, Krasgat Ceases wailing.
to race ahead of the others, eager for the kill stench of long dead creatures assails
and apparently gaining on the party. your nostrils. Up ahead, an un- 4 ghouls: AC 6; HD 2*; hp 10, 7, 12, 9;
settling wail begins, and three spind- MV90'(30');#AT2claws/l bite; D 1-3/1-3/
ly creatures with gory heads loom up 1-3 + paralysis; Save F2; ML 9; AL C; xp 25
Events at you from out of the mist. each; THACO 18; BD30.

VEl. The Old Road


This is the sacred ground where the gnolls In the Tunnels
If they follow the river, the adventurers will dispose of their dead. This area has a If the ghouls are turned or fail a morale
come across several places where the stones charnel reek about it, since gnolls do not check, they retreat via the tunnels to the
of an ancient road running along the river- bury their dead. Instead, they impale them central chamber where they fight until
bank can be seen. on sharp stakes and leave them to decay in destroyed. The tunnels are home to 20
the open. The site is roughly circular. The giant rats. Each turn the adventurers are in
corpses of chiefs and bodyguards form a the tunnels, they are attacked by Id6 rats.
VE2. Dead Humans central ring, with leaders and lesser gnolls
forming concentric rings around these. 20 giant rats: AC 7; HD !?; hp 2 each; MV 120'
A thin tendril of smoke coils into the air Just north of the circle is the hut of Krasgat, (40'); #AT 1 bite; D 1-3 + disease; Save NM; ML 8;
ahead. If the adventurers investigate: the Death's Head gnoll shaman (see p41). AL N; xp 6 each; THACO 19; BD36.
40 TOWARDS THE BLACK PEAKS (Events VE1-VE3)
Keith Stratton (Order #5037079)
The tunnels' concealed entry points are from around the site (as bones rattle
marked on the map and are as well hidden together and unseen rats scuttle) add to the
as secret doors. Since the tunnels are only 3 atmosphere.
feet high, characters in them restricted to
the use of daggers and hand-axes. The Krasgat and her helpers attack only if the
central chamber, however, is 8 feet high. adventurers approach her hut or are about
to leave the sacred ground. First, the
On a rough shelf in the ghouls' chamber shaman casts her blight spell. Then, as her
are two drinking vessels made from shrun- three helpers rush in, she casts her hold
ken human skulls, each contains a potion person spell, followed by cause fear. She
of undead control. then enters the fray, swinging her spiked
club. If the fight goes against, her she casts
her darkness spell and flees.
The Shaman
Krasgat's Hut
Krasgat the gnoll shaman becomes aware Inside Krasgat's wooden hut are a selection
of the adventurers' presence during their of humanoid and animal skulls, and a bed The Death's Head Gnolls
fight with the ghouls, and sends one of her of mangy furs. Hidden under the skulls is a
helpers to get aid. The helper will find a leather backpack containing dried herbs, a The Gnolls of the Death's Head tribe (Gall-
war-party consisting of a gnoll leader and pouch and a scroll case. The pouch holds Kalat - see PSVI) are a powerful tribe led by
10 ordinary gnolls, and return with them to five amber gems (value - lOOgp each), and a Gragszt, their warlord. Gragszt and his
the sacred ground 4 turns after setting out. clerical scroll in the case has the spells cure bodyguards ride large boars.
light wounds, hold person, striking and
neutralise poison. Built against the hut is a Morale: At first, the gnolls' morale is 9, but
Krasgat the Gnoll Shaman lean-to where the helpers live. Inside are after the party passes through their sacred
Krasgat is shaman (or cleric) of the Death's four beds of furs, one of which hides 23ep. ground, it rises to 12. The numbers in
Head gnolls, and is responsible for watch- brackets refer to the morale of the ordinary
ing over their sacred ground. She is assisted gnolls after their leader has been killed.
by 4 ordinary gnolls. Fleeing Up the Valley
Gragszt (gnoll chieftain): AC 3 (chain
Appearance: Female, old, bald, she and her VE4. Smoke and Drums mail & shield +1); HD 3; hp 20; MV 90'
helpers make their faces and arms (30'), 120' (40') mounted; #AT 1 spear or 1
deathly white with smeared ash. Three hours after the adventurers leave the battle-axe +1; D Id6+2 or ld8+3; Save F4;
Clothing: Filthy cloak made from the skins burial ground, the mist clears and they ML II; AL C; xp 35; THACO 16 or 17 •
of the tribe's enemies (including humans, notice plumes of dark smoke rising into the R 20/40/60; BD30.
dwarves, goblins and ores); necklace of air behind them. These are gnoll signal-
finger bones of various victims. ling fires informing hunting bands that 4 g n o l l bodyguards: AC 4 (chain mail &
Note: Krasgat's spell casting is far more strangers have defiled the burial grounds, shield); HD 2+1; hp 17 each; MV 90' (30'),
animated than a normal cleric's. When and calling them together to form a 120' (40') mounted; #AT 1 spear or axe;
casting a spell, she leaps around, shriek- war-party. D Id6+1 or Id8+1; Save K3; ML 11 or 12;
ing and waving her bone rattle at her AL C; xp 25 each; THACO 17 - R 20/40/60;
victim. An ear splitting howl marks the Over the next few hours, more smoke BD30.
end of the spell. columns appear behind the adventurers
and they then spot a large group of 5 large boars: AC 6; HD 5; hp 18 each;
AC 6; HD 3"; hp 14; MV 90' (30'); #AT 1 spiked humanoids moving up the valley two or MV 120' (40'); #AT 1 tusk; D 3d4; Save F5;
club; D ld4+2; Save C6; ML 9or 12; AL C; xp65; three miles behind them. These are a gnoll ML as rider or 10 ; AL N; xp 175 each;
THACO 17. war-party (1 gnoll leader, 1 ogre, and 30 THACO 15; BD27 (larger version of
ordinary gnolls). The gnolls are chasing normal boar).
Spells. the adventurers and howling for their
1st level: cause (ear, darkness blood. 8 g n o l l leaders: AC 5 (chain mail); HD 2;
2nd level: blight, hold person hp 16 each; MV 90' (30'); #AT 1 battle-axe;
3rd level: curse (reduces Dex to half As they continue up the valley, the D Id8+1; Save F2; ML9or 12; ALC; xp20
normal) adventurers catch occasional glimpses of each; THACO 17; BD30.
Gear: spiked club (made from a goblin skull the war-party across the rolling terrain. By
embedded with iron spikes); bone rattle (made day, the plumes of smoke are always visible 170 ordinary gnolls: AC 5; HD 2; hp 8
from an elf skull); elf-skin pouch containing and, at night, the sound of gnoll drums each; MV 90' (30'); #AT 1 spear (3 each) or
4 coloured stones used for divinations, a stone echoes around the valley. sword; D Id6+1 or Id8+1; SaveF2; ML9(7)
sacrificial knife, a ball of string and two or 12 (10) (see below); AL C; xp 20 each;
stoppered kobold skulls. One of these holds 2 THACO 18 • R 20/40/60; BD30.
potions of healing and the other a potion of VE5. Ambush
speed. 4 ogres: AC5; HD4+1; hp 19each; MV90'
A hunting party consisting of a gnoll (30'); #AT 1 large club; D ld8+2; Save F4;
Although she would prefer not to attack leader and 12 ordinary gnolls has set an ML 10; AL C; xp 125 each; THACO 15;
until more gnolls arrive, Krasgat has no ambush for the party. The gnolls intend to BD35.
wish to let the "defilers" escape, and throw their spears as the party passes and
watches them carefully while remaining then leap out to attack with their swords. Treasure: Gragszt has 150 gp-worth of
hidden in the mist. The adventurers will They have the normal chance of gaining mixed coins and cheap jewellery. His
have the feeling they are being watched but surprise. If they do not, then the adventurers bodyguards have 75gp worth, the leaders
cannot tell from where. Strange noises spot the would-be ambushers while they and the ordinary gnolls each have 2dl0gp.
are still 100 yards away.
TO WARDS THE BLA CK PEA KS (Events VE4- VE5) 41
Keith Stratton (Order #5037079)
Passage of the Ancients Lying on the floor is a wand of polymorph-
ing (3 charges), and a scroll with lightning
bolt, haste, confusion and magic missile (3
The thunderous roar of the falls missiles).
follows you into the tunnel, and
echoes around its damp and dripping
walls. A short way ahead, the tunnel The Mountain Pass
bends to the right, and begins to
ascend in broad steps. The undis- Above the waterfall, the Hutaakans' ancient
turbed mud on the floor tells you that road climbs up through a narrow mountain
no-one has been here for many years. pass to the gates of Hutaaka — The Lost
Valley. This part of the adventure uses a
mixture of Events, Fixed Encounters and
The tunnel is 20 feet high and 20 feet wide, Optional Encounters (see PSVIII).
and spirals up to the bridge over the falls.
VI. The Gorge Horses and Mules
Tower on the Bridge In places the road is unsafe for the passage
Here, at the head of a narrow gorge, the of horses and mules. Where there is a
river falls 320 feet from the mountain pass chance of an animal falling (see below) the
to the valley below. At the base of the falls, At the top, the tunnel stairway opens base chance is given, and the following,
the Hutaakans' ancient road enters a out directly above the raging torrent, cumulative, modifiers to the die roll should
tunnel that spirals up to the pass: mere yards from where it falls into be used, according to circumstances:
the valley below. Spanning the river
between the tunnel mouth and the Animal is Die modifier
Huge spumes of white spray rise into far side is a wide stone bridge which
the air where the river thunders is straddled, half-way across, by a a mule +2
down a mighty waterfall. The air is squat, crumbling stone tower. Be- a horse 0
very damp and water runs in rivulets tween you and the tower, three carrying pack -2
down every available surface. At the mouldering skeletons lie, face-down- being ridden* -2
foot of the falls, a mass of wild white wards, on the flagstones. A road, cut no pack and unridden 0
water thunders and churns. On the into the cliff-like side of the pass, beine led** +2
west side of the river, the ancient road runs from the far side of the bridge,
can be seen winding its way up to a climbing steeply to your left. • Riders can leap to safety if they make a
dark tunnel opening. At the top of successful saving throw vs. Wands. Characters
the falls, a squat stone structure can who fail, fall ld3xl0 feet before landing on a
just be seen. The skeletons are of gnolls killed by the ledge and suffering Id6 points of damage per 10
living statues (see below). If the party foot fallen. Their mounts fall to their deaths.
search the skeletons, they discover that •• An animal which is being led can be saved if
By the time the adventurers near the gorge every piece of iron and steel from their the characters leading it roll less than their
at the head of the valley, the number of weapons and gear is gone. combined strength on 3dlO, otherwise it falls to
gnolls has grown ominously to include the its death.
whole tribe. How far the gnolls are behind The bridge is 20 feet wide and 80 feet long.
the party depends on the party's speed of The 20-foot-square tower spreads across
travel. Characters on foot or on warhorses the width of the bridge and has a bronze Events
are now closely pursued by the advance door on either side to allow passage across.
group of gnolls (see below) — a mere 200 The doors are currently closed. Close The High Road
yards behind. Characters on riding horses examination of the nearer door reveals an
have greatly outdistanced the gnolls, but engraved pattern, almost obscured by The road is cut into the side of the pass and
the gnolls can still be seen doggedly verdigris, of entwined needles and threads. ascends steeply. Rising above it is a sheer
pursuing the party. rock wall and on the other side is a drop of
Only the ground floor of the tower is intact. hundreds of feet to the Foamfire river
If close enough, the gnoll war-party It consists of a single, bare, windowless below. The road is in a poor state of repair
follows them into the gorge, completely room, and is occupied by two steel living and is overgrown in places, but is clearly
blocking any escape. The gnolls' intention statues left here as guards by the Hutaakans. visible snaking out ahead. The following
is to drive the adventurers into the tunnels, features may be repeated as often as desired,
for they are certain that the steel statues in 2 steel statues: AC 1; HD 5##; hp 22 each; in whatever locations you deem suitable:
the tower on the bridge (see below) will MV 30' (10'); #AT 2 fists; D Id8/ld8; Save F5;
make short work of the party. ML 12; AL N; xp 425 each; THACO 15; New VE6. Stream
Monsters. Occasional streams cross the road. Some
Unless the adventurers head straight for the Note: If struck by non-magical iron/steel are spanned by small bridges, while others
tunnel entrance, the advance party consist- weapons, the weapon docs no damage but have eroded channels across the road's
ing of 40 ordinary gnolls and 2 gnoll sticks to the statue and is absorbed in 1 round surface.
leaders, led by the 3 ogres rush them and try (statue gains Id4+1 hp). Magical weapons do
to drive them into the tunnel. If this fails, normal damage. VE7. Broken Road (Map VE7)
the remaining gnolls will advance relent- In places, sections of the road have fallen
lessly towards the party en masse. Since The statues attack anyone entering the away, leaving a rough, rocky, sloping area
they do not possess any magical weapons, room unless shown one of the magical to be crossed above a drop of 900 or more
the gnolls are terrified of the statues which silver needles (see The Hutakaan Tap- feet. Characters have no difficulty crossing
guard the tower on the bridge and so will estries, p4). In this event, they stand smartly these sections but mules or horses fall on a
not even enter the tunnel. to one side and bow as the adventurers pass. modified roll of 1-4 on ld20 (see above).
42 TOWARDS THE BLACK PEAKS (Area Vl/Events VE6-VE7)
Keith Stratton (Order #5037079)
VE8. Rockfall (Map VE8) sides of the gorge have many narrow ledges
Numerous large rocks and boulders lie along them (see Map V3). The walls of the
scattered across the road and, as the gorge are very rough, giving a thief a 10%
adventurers approach, a few small, harm- bonus on attempts to climb it. Any other
less stones tumble down from the cliff-face. characters (not in metal armour) have a
The characters can pass safely if they standard 10% chance. Rolls should be made
dismount and pass in single file. Riding for each climb between ledges. Characters
past or walking past as a group, however, who fall land on the ledge below taking Id6
results in a dangerous rockfall; characters points of damage for each 10 feet fallen.
and animals must make a saving throw vs. Characters securely roped from above are
Wands or suffer 2d6 points of damage from not harmed by falls.
falling rocks. Animals will also fall on a
modified roll of 1-4 on ld20 (see above). Giant Lizard
At the bottom of the gorge, the adventurers
VE9. Narrow Road (Map VE9) notice a nearby cave:
The road has collapsed here and all that Outside the Gates
remains is a narrow ledge 1-2 feet wide.
War horses can be led along the ledge, but A dark cave-mouth leads into the
persuading mules and other horses will be rockface. From it comes a disgusting After rounding a bend, the road ends
difficult, requiring those leading them to lizard with pebble-coloured, olive suddenly at a sheer drop above a
have a combined strength of 20 or more. skin. Large white spikes stand erect gorge. On the far side, a rock wall
Any animal crossing the ledge will fall on a from its back. It stares stupidly at you bars the only way forwards. The wall
modified roll of 1-7 on ld20 (see above). before thundering to the attack. is pierced by a pair of large stone
gates, but the spans of the bridge
which once led to them have long
Fixed Encounters The lizard is a giant tuatara. If it fails a since collapsed. All that remain are a
morale check, the lizard retreats to its cave rank of jagged stone pillars which
V2. The High Bridge where it fights to the death if pursued. rise from the depths of the gorge.

A high, 20-foot-wide, arching bridge spans 1 tuatara lizard: AC 4; HD 6; hp 26; MV 90'


a 200-foot-wide gorge which joins the main (30'); #AT 2 claws/1 bite; D 1-4/1-4/2-12; Save The chasm is 200 feet deep and 200 feet
pass. Although it has a parapet running F3; ML 6; AL N; xp 275; THACO 14; BD32. wide (see Map V4). Ledges on both rock
along either side, the bridge is crumbling faces make the climb rather easier (cf. V3).
in places and looks very unsafe. Small The cave is a small noxious place. Half-
pieces of it drop away and plummet decayed, animal carcasses lie strewn around The Gates
hundreds of feet to the chasm floor as the the floor in a sticky mess. Anyone searching
party crosses. Despite its appearance, the through this must make a saving throw vs. On the far side of the gorge, at the foot of
bridge is safe. When half-way across, Poison or contract a disease which temp- the 40-foot-high wall is a narrow ledge (2
however, the party's mounts are attacked orarily lowers Strength and Constitution feet wide). The gates are 15 feet high and 20
by two griffons who swoop in from the by 1 point per week for Id3 weeks. feet wide, and are decorated with un-
side-gorge. intelligible geometric designs. They are
closed with heavy iron bars on the far side
The griffons are 200 yards away and take 2 Mountain Rattler and open away from the gorge.
rounds to reach the party. Their screeching The first character to climb the far side of
causes any riding horses and mules to the chasm encounters, half-way up, a Standing beside the ancient roadway just
panic (war horses are unaffected). Char- poisonous, mountain rattle-snake. The inside the gates are two 12-foot-tall rock
acters leading horses or mules must roll less climber may hear the snake (requires a hear living statues with jackal heads. These will
than their Strength on 3dl0, or the beasts noise ro\\ fora thief or a roll of 1 on Id6for attack anyone who opens the gates (e.g. by
will break away from them. Mounted other characters) and may attempt to avoid using a knock spell) or approaches within
characters must make a saving throw vs. it (requires a successful move silently roll 20 feet, unless shown one of the magical
Wands to control their mounts or be fora thief, other classes have a 10% chance). needles (see The Hutaakan Tapestries, p4).
thrown to the bridge for Id6 points of If the attempt fails, the snake attacks. Char-
damage. acters attacking the snake must make a 2 rock living statues: AC 4; HD 5»; hp 28, 36;
successful Dexterity check each round, or MV 60' (20'); #AT 2 squirts of magma; D 2-12/2-
Loose horses and mules rush headlong for fall off the chasm wall. 12; Save F5; ML 12; AL N; xp 300 eat h; THACO
the far side of the bridge, and the griffons, 15; BD32.
ignoring the adventurers, attempt to kill 1 mountain rattle-snake: AC 7; HD 1*; hp 3;
them and carry them off. MV 90' (30'); #AT 1 bite + poison; D 1 + poison of The wall can be climbed by a thief (normal
2-5 points of damage; Save Fl; ML 7; AL N; chance) and has a flat top, 10 feet wide.
2 griffons: AC 5; HD 7; hp 38, 23; MV 120' xp 13; THACO 19; New Monster. Twelve ravens nest here, however, and they
(4O')/flying MV 360' (120'); SAT 2 claws/1 bite; attempt to frighten characters climbing the
D 1-4/1-4/2-16; Save F4; ML 8; AL N; xp 450 walls away by cawing and swooping at
each;THACO 13; EX51. V4. Gateway to Hutaaka (Map V4) them. They do not attack, and flee if one is
killed. The statues are clearly visible from
The only route into the Lost Valley of the top of the wall and may easily be
V3. Fallen Bridge (Map V3) Hutaaka available to the adventurers is at avoided when descending the far side.
the head of the ancient road from the
A second gorge (200 feet wide) meets the gnolls' valley. At every other point around 12 ravens: AC 7; HD %; hp 1-2 each; MV 12' (4');
main pass. It too was once spanned by a the valley, the surrounding mountains are flying360' (120'); #AT 1 beak; D 1; Save NM; ML
bridge, but this collapsed long ago. The impassable. 5; AL N; xp 5 each; THACO 19; New Monster.
TOWARDS THE BLACK PEAKS (Events VE8- VE9/Encounters V2- V4) 43
Keith Stratton (Order #5037079)
THE LOST VALLEY
OF HUTAAKA

Hutaaka is now only a dim shadow of its


former grandeur. Most of it lies deserted
and many of its once fine buildings are
little more than crumbling shells. The
eastern half of the valley where the
adventurers enter is desolate (see First
Impressions, p45), but war rages in the
western part, a war in which the adven-
turers have an important role to play. In
addition, the characters are faced with the
menace of Kartoeba (see New Monsters), a
timeless evil which preys on the valley's
inhabitants. Only after the destruction of
Kartoeba can the adventurers discover
Hutaaka's hidden wealth.

The Warring Factions


Throughout the inter-tribal wars, (see
Adventure Background, p4) the Hutaakans'
main stronghold was in the buildings near
the Temple of Pflan. Here they fended off
Traldar attacks and conducted rites to hold
the temple's darker inhabitants at bay.
Most feared of these is the mindless
monstrosity known as Kartoeba, but the
Hutaakan's dead did not sleep easily either,
and they too had to be restrained.

Five months ago, the Hutaakans were


driven from the temple by the Traldar who
took it over, d e s p o i l i n g the last of
Hutaaka's finery as they did so. Worse, the
Traldar knew nothing of the rites needed to
restrain the denizens of the temple which
have escaped to stalk the valley by night.

The Traldar are aware that the creatures


which force them to hide behind locked
doors at night come from the temple, but
lack the means to defeat them. The
Hutaakans on the other hand are desperate
to perform the rites which they believe will
placate the stalking horrors but cannot
reach the temple....

Both the Hutaakans and Traldar speak a


dialect of the common tongue. The advent-
urers' arrival gives both sides an oppor-
tunity to gain valuable allies. Although the
initial meeting between the party and the
inhabitants may not be on the best of terms
(see Meeting the Inhabitants, p46), both
groups soon realise the potential of the
44 THE LOST VALLEY (The Warring Factions)
Keith Stratton (Order #5037079)
outsiders as allies and use any means First Impressions (Map H)
necessary — persuasion, bargaining, flatt-
ery, deceit or bribery — to win the When the adventurers can first see into the
adventurers over. lost valley (see V4. Gateway to Hutaaka,
p43):
Although each faction tries to present itself
in a good light, both have a darker side
which the adventurers may discover. Which
group the adventurers ally with (or whether Beyond the wall, a broad valley
they ally with anyone at all) is entirely up hemmed in on all sides by sheer
to the players. It is also quite possible for mountains stretches away northwards
the party to change sides during the into the haze. Like the road which led
adventure, since their former foes would you here, the glories of those ancient
readily welcome them. ones are long-since faded. The stones
of the trail leading along the valley
The Hutaakans and Traldar are fully floor are overgrown and are flanked by These are the undead of the valley
described on pages 47 & 48. decaying, deserted buildings. Higher (skeletons and zombies), who wander the
up the valley walls, other low struc- darkness, mindlessly performing mean-
tures cling to the rock faces, but these ingless rituals or acting out scenes from
Creatures from the Temple too have fallen victim to the passage of their former lives. They avoid the adven-
time. Nothing moves save the wind, turers and only attack in self-defence.
Legions of Undead and a deathly silence swallows up the
sounds of your footsteps. Scream in the Dark!: During the night, the
The Temple of Pf larr housed the corpses of blood-curdling scream of one of Kar-
innumerable former inhabitants of toeba's victims echoes around the valley,
Hutaaka. Following the expulsion of the In the valley, no birds or insects can be immediately wakingany sleeping adven-
Hutaakans from the temple, many of the heard. Only the sound of the party's turers. Even if they investigate, the
undead now roam the ruins of valley at footfalls breaks the unnatural silence add- adventurers will not encounter the fiend
night, hiding by day in deserted buildings ing to the adventurers' disquiet. This un- and can discover nothing in the dark. In
(see Ancient Structures, below). Details of ease can take many forms: a tingling down the morning, however, they find a slime-
the undead are given in The Haunters of the spine, the feeling of being watched, a covered piece of Hutaakan clothing
the Temple (p52). soft noise heard by only one person, an lying on the trail. Kartoeba's slime trail
unaccountable sweating of the palms or an peters out after only a few yards.
itch between the shoulder-blades.
Kartoeba
The following atmosphere-building events Ancient Structures
Living deep underneath the temple of can be used in any order and each may be
Pflarr is the ageless being Kartoeba (see used several times: There are many decaying buildings in the
New Monsters, p55). Placated for millennia valley, standing either singly or in close,
by the Hutaakan priests, Kartoeba now Loose Rocks: A skitter of falling loose village-like clusters (see Map H). Most are
roams from its lair, avoiding the light of rocks is clearly heard. The source of the single-storey structures with only a few
day and seeking victims by night. Although sound should be hidden, and the adven- rooms, and are either free-standing or built
they will see clear signs of Kartoeba during turers will not be able to find the cause. into the rock (cf. Xitaqa - p24). The valley
the adventure, the characters should not also contains many other Hutaakan struc-
actually meet it until they track it to its lair Footprints: Strange footprints are found in tures, including statues, ornamented
(see HE7, p50). a soft piece of ground. These can be shrines, fountains and arches (see Map H).
human, Hutaakan (narrow, clawed
human-like feet) or giant foot-pad lizard In most cases, nearly every trace of Hut-
Adventuring In Hutaaka prints. aakan decoration or finery has been sys-
tematically smashed and erased by the
Hutaaka is divided into two halves and the Glimpse: One of the adventurers briefly Traldar. Only the decoration in the temple
entrance to the valley lies in the unoccupied glimpses a dark, moving shape out of the of Pflarr remains intact (see p50).
eastern half, where only wild animals and corner of his or her eye. On searching the
undead are encountered. On crossing into area, footprints may be found (or nothing
the western half the adventurers encounter at all).
TABLE 6 - RANDOM CREATURES
the Traldar and the Hutaakans (see Meeting
the Inhabitants, p46). Trap: A large boulder rolls down a slope FOR DESERTED STRUCTURES
towards the party. Each character must
make a successful saving throw vs. Die roll Creature
Eastern Hutaaka Wands at +4 to avoid the rock, or be hit
1-5 Deserted
for 2d6 points of damage.
6-8 Harmless mammal, snake, lizard
As the party explores the eastern part of
9-10 3-6 surges*
Hutaaka, you should emphasise the strange Distant Wail: Echoing off the cliff walls
11 1-3 hellhounds*
desolation of the valley while, at the same and disturbing the valley's silence is an
12-IS 1 insect swarm*
time, hinting that the characters are far unnerving cry from a distant Traldar
14 1-2 mountain lion*
from alone. During this time, the party will vocal (see p48).
15-16 2-4 wild footpad lizards*
come across many abandoned buildings
17-20 Undead*
and other structures. These features and Restless Dead: During the night, the
their occupants are described in Ancient adventurers will catch sight of many dim
Structures, below). shapes moving through the gloom. * (see Optional Encounters - PSVIII)
THE LOST VALLEY (Eastern Hutaaka/Ancient Structures) 45
Keith Stratton (Order #5037079)
At first, the Traldar accuse the party of you see fit, but do not try to have too much
slaying their kin and are very suspicious, happen in too short a time. The adventurers
although one of them mutters that the should have enough time to piece together
strangers are "just like us — not at all like a rough picture of the relations between the
the mutts". You should base the outcome two races, but should neither encounter
of any discussion on how well the adven- Kartoeba nor enter the temple (H5) until
turers protest their innocence. Several facts the rest of the events have been played
may be noted and used by the adventurers: through. Try to create an atmosphere of
mystery and lurking evil, gradually re-
- the PCs' weapons are unbloodied. vealing the more unsavoury side of each
- a spear in one of the dead Traldar is not race. Give the adventurers plenty of chances
theirs (the Traldar can identify it as to ally with one side or the other. If they try
Hutaakan). to remain independent and do not have the
- the other two corpses have been slashed protection of either race's fortifications,
by claws. look-outs, scouts and so on, they will have
The many structures are clearly visible, and - long, clawed (Hutaakan) footprints lead their work cut out just surviving the other
it is likely that the adventurers will away from the building. perils in the valley!
investigate some of them. Most are bare and
deserted, but Tables 6 and 7 describe the If the Traldar are not satisfied, they attack,
kinds of creatures and objects which may
be found in or by them. You can either
but if good relations are established and Inter-tribal Warfare
they are convinced that the Hutaakans
choose which creatures and/or objects to were the culprits, they ask the adventurers The inter-tribal warfare between the Hut-
use or else determine these at random (roll to help them track down the "mutts" aakans and Traldar makes travel anywhere
ld20 for each table). (Hutaakans - see below). They spot the in the western part of Hutaaka a risky
tracks if the adventurers do not. business. This is reflected by the frequency
of optional encounters (PSVIII) with war
parties. The following events also occur:
TABLE 7 - RANDOM OBJECTS Hutaakans
FOR DESERTED STRUCTURES The Hutaakan group which killed the
three Traldar consists of 6 minor priests HE1. Hutaakan Ceremony
Die roll Object and 8 warriors. They are hiding behind
rocks above a shallow gulley 200 yards Hutaakans: A group of 14 Hutaakan minor
1-5 Nothing from the building.
6-9 mundane untensils (bowls, priests led by Kforedz try to placate the
cups etc.) creatures from the temple with an all-night
10-11 defaced/smashed Hutaakan If the party and the Traldar begin to fight, ceremony in a ruined shrine (DM's choice
the Hutaakans watch until convinced of of location). The ceremony will have no
statues the party's strength and then hurry to the useful effect, however, and provokes un-
12-13 defaced frescoes of Hutaaka's aid of the newcomers in the hope of dead from the surrounding area to attack
splendour gaining their friendship. If, on the other the shrine just after midnight. The undead
14-15 broken manacles/slave chains hand, the party and the Traldar follow the — 12 skeletons and 6 zombies — are pawns
16 ancient, rusting armour Hutaakans' tracks (which lead into the (see p52) of the ghouls in the temple.
17 ancient, rusting weapons gulley below the Hutaakans' position) the
18-20 bone comb and hairpins (5sp) Hutaakans ambush their pursuers. Traldar: Although a scout from a Traldar
raiding party observes the Hutaakans'
preparations, the humans will not inter-
Meeting the Inhabitants Back to the Village vene at night. At dawn, however, the
If either group succeeds in befriending the raiders (8 warriors, 1 vocal and 9 giant foot-
The party's first face-to-face encounter party, the adventurers are offered the pad lizards) set out to attack the priests.
with the inhabitants of Hutaaka takes hospitality of their village (HI or H2) and,
place during daylight, shortly after they if this is accepted, are taken there directly Party actions:
cross into the western half of the valley. (see p47). The party's guides are friendly With the Hutaakans — the adventurers are
but say little, leaving it to their leader asked to attend the ceremony. When the
Traldar (Kforedz or Guri-ben-Kaal) to win the undead arrive, the minor priests flee. If
The adventurers come across three dead support of the adventurers. Each side does the party defeats the undead, Kforedz
Traldar warriors slumped near an empty its best to present itself in the best possible completes the ceremony herself. Soon
building. These were ambushed from the light, and depicts its opponents as "evil after dawn the adventurers and priestess
building by 14 Hutaakans who quickly left barbarians" on the one hand, and "despotic are attacked by the Traldar.
the scene and concealed themselves behind slave-masters" on the other. See Attitudes With the Traldar — the adventurers are
some nearby rocks. and Tactics (p47) for specific details. If told of the ceremony by the scout and
absolutely necessary, the leaders can offer a asked to observe and disrupt it if
Whether or not the adventurers investigate, monetary incentive (see NPCs, PSV-VI). possible. Kforedz and the priests success-
8 Traldar warriors and a vocal suddenly fully turn/destroy the undead in 6
come into view, all of them mounted on rounds, with the loss of 3 priests.
giant foot-pad lizards. Since it appears to Western Hutaaka
the new arrivals that the party has killed
their kinfolk, they are not friendly. Any Each of the events described below has two HE2. Old Enemy
hostile move by the party causes the perspectives, depending on which side the
Traldar to attack but, since they are unsure PCs have joined. The adventurers should The adventurers learn from a scout that
who the strangers are, they are willing to also have the opportunity to change their "an outsider" has entered the valley and
talk first. allegiance. The events should be used as has contacted the other group. Since the
46 THE LOST VALLEY (Western Hutaaka/Events HE1-HE2) Continued on page 49
Keith Stratton (Order #5037079)
INHABITANTS OF HUTAAKA
HUTAAKANS (set- P48) The Hutaakans are not boldly aggress- Treasure
ive, but fight without mercy when
In all, there are 247 Hutaakans: 45 forced. They prefer to ambush enemies The Traldar's only valuables ace items
minor priests, 76 waniors and 126 and attack with missile weapons if of jewellery and other artefacts which
others. Their leader is ihe Priestess possible. they have looted from their former
Kforedz (see PSV). There are many masters. Guri-ben-Kaal "took* after"
craftsmen and artists amongst the Hut- Minor Hutaakan priest; AC 6; C2; hp 9 or most of these items which are worth a
aakans, but all wear long, sombre- 12; M V 9O'(3O'); #AT I mace; D 1-6; Save C2; total of 75O0gp.
coloured robes with the occasional ML 8; AL N; xp 25; THACO 19; see p4S.
simple item of jewellery. Spells:
1st level: cure light wounds or cause fear Attitudes and Tactics
Treasure: each pi iest has a star symbol (value
Fortified Village - I0gp)andl5gp. The Traldar are a cruet and embittered
people, but they present themselves to
Most of the Hutaakans now live in the Hntaakan warrior: AC 5: IID t; hp 5; the adventurers as down-trodden free*
village of Byxata (Maps H * HI). A MV 90' (SO'}; SAT 1 spear, short sword or dom-fightcrs, maintaining that the
stone wall provides some fortification sling stone; D 1-6, Id6 or Id4; Save FI; ML 9; Hutaakans enslaved and harshly ex-
against attack, and a watch of 25 guards AL N; xp 10; THACO 19; sec p4& ploited them from the first. They will
is maintained on the ramparts at all Treasure: each warrior has 2d8 gp worth of not mention that the Hutaakans were,
times. Behi nd the stone wal I are approx- coins and jewellery. for many years, benevolent mentors.
imately 20 buildings, mostly single Although the humans have few crafts-
storey. Those marked a are food stores; b Other Hutaakans: AC 8; HD 1-1: hp S; men and must scavenge for manu-
are the dwellings of ordinary Hut- MV 90' (30'); #AT 1 club or dagger; D 1-4; factured goods or steal them from the
aakans; arid c is the building used by the SaveNM;ML6;ALN;xp5;THACO20;sce Hutaakans (whom they refer to as
Priestess, Kforedz and her assistants (5 p4S. "Mutts"), they attribute the Hutaakans'
minor priests). Treasure: each one has 2d4 gp worth of coins cultural achievements solely to human
and jewellery. hard work and creativity.

Treasure In battle the Traldar are aggressive and


TRALDAR (see p48) bloodthirsty. They have a great fear of
The Hutaakans lost much of their the dark, however, and always barricade
wealth in withdrawing to the valley, There is a total of 254 Traldar led by the themselves indoors at night. Thisfearof
and more still has been paid in tribute to Warrior-chief Guri-ben-Kaal: 108 warr- the dark has largely protected the
Kartoeba (see H5i. p51). Nevertheless, iors, 18 vocals and 128 others. They have humans from the roaming creatum of
Kforedz's dwelling contains jewellery 53 giant foot-pad lizard mounts which the temple. The Traldar will omk to
and works of art worth a total of 5000gp. they have trained both as war mounts mention that they drove the priests out
and pack animals. These lizards are of the temple, maintaining that the
fairly docile and may easily be ridden creatures were deliberately unleashed by
Attitudes and Tactics and/or led by the adventurers, but they the Hutaakan priests aad only attack
will attack Hutaakans on sight unless humans.
The Hutaakans are a haughty, callous controlled.
race dominated by priests of Pf larr — an Traldan warrior: AC ft HD 1+1; *p ft
amoral deity ot crafts. Howevei, they see The ordinary Tialdar dress in brightly- MV 120' (40'); «AT 1 spear or hand mm
themselves as a sensitive, civilised, coloured, coarse-spun cloth, whereas D Id6+1: Save Ft; ML 10; AL K; Xp 1ft
intellectual people, suffering as a result many of the warriors wear lizard skins THACO 17: see p48.
of their cultured, pacifist nature. (counts as leather armour). Treasure: each carries 3d4 gp wortji ol coins.

They refer to the Traldar as "Wreckers" Traldan vocal: AC9; HD 1-jhpfcMVIM'


— barbaiians from outside the valley The Temple Precinct (40'); «AT 1 shout or 1 dagger. P SptxM «r
who repaid the Hutaakans' offers of 1 d4; Saw Tl; ML 9; ALN; *»8Si THACO M*
friendship with bloodshed and the Following their expulsion of the Hut- sccp48.
destruction of all the things which the aakans from the Temple of Pflarr (see Treasure: each vocal has MM ftp worth of
Hutaakans hold dear. No mention p50), the Traldar now live in the coins and jewellery.
whatsoever is made of the Traldars' fortified cluster of buildings nearby (see
previous enslavement. Map H2). There are about 20 buildings Other Traldar: AC $ HD I-t; hp I;
surrounded by a 15-foot- high stone wall MV 180' (Wh #AT I dagger or ctafer D Id*
The Hutaakans lay great stress on their and a 10-foot-deep ditch. The Traldan Save NM; ML 7; A t N: spS; THACO 2&W*
expulsion from the temple and the sub- chief Guri-ben-Kaal (see PSVI) lives in
sequent release of the terrible creatures the three storey building near the Treasure: each one has Idftpwertitof CCNM.
which they had hitherto "selflessly" middle of the compound (a) and two
kept in check. They claim that they are look-outs are always posted on the roof. Giant foot-pad Ifmsk AC 4 H» 2+1;
the major victims of these creatures and The buildings marked b are stables for hp 11 each; MV ISO' (W^W(HP)climbing;
that the humans engineered their release the foot-pad lizards and have saddles, DAT I bite; D 1-6; Save tt; ML 7; AL N;
in order to destroy the Hutaakans. bridles and saddlebags for the lizards. xp 25; THACO 17; New Monster (p56).

THE LOST VALLEY (Inhabitants of Hutaaka) 47


Keith Stratton (Order #5037079)
H U T A A K A N (Jackal-man)
Priest Warrior Other
ARMOUR CLASS: 6 5 8
HIT DICE: 2 ; 1-1
MOVE: 90' (30') 90' (30') 90' (30')
ATTACKS: 1 weapon or 1 spell 1 weapon 1 weapon
DAMAGE: By weapon By weapon By weapon
NO APPEARING* see below
SAVE AS: Cleric: 2 Fighter: 1 Normal Man
MORALE: 8 9 6
TREASURE TYPE: S S S
ALIGNMENT: Neutral Neutral Neutral
XP VALUE: 25 10 5

The race of Hutaakans are tall, slender, some are of higher levels (with correspon-
humanoid creatures with jackal-like heads. ding hit dice and spells). The higher level
Their bodies are exactly like those of clerics are the Hutaakans' leaders.
humans except that their hands and feet are
narrow with claw-like nails. All Hutaakans Warriors: The Hutaakans have never
have infravision (range 60') and have the adapted well to the arts of war, and have
same chance of moving silently as a thief of few warriors.
the equivalent level.
Others: The remaining Hutaakans include
The attitudes and life-style of the Hutaa- not only the old, young and sick, but also
kans are described on page 47. those craftsmen and artisans who have no
skill with arms. These Hutaakans normally
Priests: The life of the Hutaakans centres fight only in self-defence.
on their ancient religion and so there are
many clerics amongst their number who Weapons & armour: Priests - mace (Id6);
carry out the various rites. Most Hutaakan leather armour. Warriors - short sword armour and shield. Others - club (Id4) or
clerics have 2 hit dice and one spell, but (Id6), spear (Id6), or sling (Id4); leather dagger (Id4); no armour.

T R A L D A R (Humans)
Warrior Vocal Other
ARMOUR CLASS: 6 9 9
HIT DICE: 1+1 1* 1-1
MOVE: 120' (40') 120' (40') 120' (40')
ATTACKS: 1 weapon 1 shout or 1 weapon 1 weapon
DAMAGE: By weapon See below or By weapon
By weapon +1
NO APPEARING: See below
SAVE AS: Fighter: 1 Fighter: 1 Normal Man
MORALE: 10 9 7
TREASURE TYPE: R R R
ALIGNMENT: Neutral Neutral Neutral
XP VALUE: 19 23 5

The Traldar are a human tribe once but are otherwise less muscular than their - Range 10-20 feet: make a saving throw
enslaved by the Hutaakans. They are now fellows. Their training gives them the vs. Wands or suffer a -2 penalty on
free of Hutaakan domination, however, ability to shout very loudly, projecting attacks and armour class for 1 round.
and have reverted to a barbaric life-style. most of the sound produced forwards - Range 0-10 feet: victims suffer l-2points
They are mostly short and muscular, and within a 45-degree cone. The original task of damage from the force of the sound,
have no hair on their heads or bodies except of vocals was communication. Their voices and have a -2 penalty on attacks and
on the backs of their large, strong hands. can be clearly heard up to 5 miles away in armour class for 1-3 rounds. Both effects
the direction of the shout, although the are automatic (no saving throw).
The altitudes and life-style of the Traldar sound carries no further than a normal
are described on page 47. human shout in any other direction. The Others: The remainder of the tribe (mostly
special ability can also be used to attack, the old, young, weak and sick) share the
Warriors: These are the strongest members however, and any character caught within general attributes and attitudes of the tribe
of the tribe and it is from amongst their the cone of a vocal's shout at close range but have limited combat abilities and
numbers that the tribal leaders are drawn. may suffer the following mental and normally avoid combat.
The crudeness of the warriors' weapons is physical effects:
made up for by their strength. Ordinary Weapons & armour: Warriors - spear
warriors have +1 to hit and damage. - Range 20-30 feet: make a saving throw (ld6+l-3) or hand axe (ld6+l-3); leather
vs. Wands at +2 or suffer a -2 penalty on armour and shield. Vocals - dagger (Id4);
Vocals: These specially-trained Traldar attacks (to hit and damage), and armour no armour. Others - dagger (Id4) or club
have abnormally large chests and necks, class for 1 round. (Id4); no armour.

48 THE LOST VALLEY (Hutaakans & Traldar)


Keith Stratton (Order #5037079)
outsider is, in fact, Golthar (or Karllag) this HE5. Kartoeba Strikes
event only occurs if Golthar (or Karllag)
was not killed in Threshold. Any of At night, Kartoeba stalks the valley seeking
Golthar's associates still left alive will have victims both inside and outside the villages.
come as well. Despite its size, Kartoeba can move silently,
climb sheer surfaces, and dissolve its way
This event has no immediate consequences through wooden doors. It also knows all of
but allows you to develop all kinds of the valley's hidden tunnels. Thus, although
exciting encounters with the members of the adventurers may hear the screams of
the Iron Ring. Golthar could, for example, Kartoeba's victims, the creature will be
lead an enemy war-party, or mount an gone by the time they reach the scene and
expedition into the Temple of Pflarr, or only a trail of slime may remain. These
even into Kartoeba's Lair (see H6, p52). If attacks should eventually convince the
the opportunity arises, you could add spice party to track down Kartoeba (see HE7.
to the final event (HE7, p50) by having the Trail of Kartoeba, p50).
party become aware that Golthar is in the guardian, a special ghoul (p52), wrapped
tunnels. Perhaps they might even witness in bandages and appearing identical to a
his final destruction as he is dragged off The Final Solution mummy. The ghoul attacks anyone who
into the darkness, screaming horribly, by a enters the chamber.
slime-covered tentacle! Both tribes in the valley want to stop the
attacks by the creatures of the temple and 1 special ghoul: AC 5; HD 5 " ; hp 27; MV 90'
believe they know how to achieve this. (30'); #AT 2 claws/1 bite; D Id4/ld4/ld6 +
HE3. Enemy Prisoner However, both methods are effective only special; Save F5; ML 11; AL C; xp 425; THACO
against the undead, and Kartoeba (whose 15; BD30 (special)
A raiding party returns to the village with existence is only guessed at by the Traldar)
an enemy prisoner. The captors lock the will be unaffected (see HE6, p50). The Knowledge of the Elders lies on a shelf
prisoner in a hut and are reluctant to let the at the rear of the chamber. Next to it are a
adventurers talk with him. If, however, ring of weakness and a gold necklace (value
they can sneak a few words, they hear at Hutaakans - 400gp). The book, written in an ancient
least part of the other side's view. The Hutaakan script (which the priests can
adventurers' "friends" do not let them The Hutaakans feel (correctly) that only read), describes an hour-long ceremony
observe the cruel interrogation (though the the Knowledge of the Elders — an ancient which must be performed at the main altar
cries may be heard) and eventually dump book — can tell the priests exactly how to of the temple in order to overcome the
the mangled body outside the village. drive back the creatures. They know that creatures of the temple.
the book is in a sealed vault beneath a
shrine known as the "Vault of the Elders"
HE4. Restless Dead (H3), and even have an inscribed rod "for Traldar
opening the door". They cannot read the
Traldar: The undead of the valley are a inscription, however, and so cannot enter The Traldar believe that the creatures of
particular problem to the Traldar, since the vault themselves. the temple can be overcome "if the altar
they live near the temple and have no bowl in Pflarr's Temple is filled with water
priests. The Traldar may be attacked by If the adventurers agree to seek the book, from the Singing Pool". Since the return
either uncoordinated mobs or controlled the priests give them the rod which is journey on foot (or lizard-back) to the pool
squads of undead, or wights (see below). actually the equivalent of a magic user's cannot be completed in less than a day, and
These attacks occur frequently, between 0- scroll with the spells knock and continual there is no shelter on the way, the dark-
3 times per night (Id4-1). light. Some minor priests (Id4) even fearing Traldar dare not collect the water
volunteer to accompany them. themselves and ask the party to do it. They
Hutaakans: The presence of numerous can provide clear directions and water
priests deters all but attacks by controlled containers if required.
squads of undead, and wights (see below). H3. Vault of the Elders
Attacks will only occur 0-2 (Id3-1) times
each night. The magically locked entrance is a stone H4. The Singing Pool
trapdoor behind the altar. It opens auto-
Party involvement: matically if a knock spell is used: The pool is at the head of a narrow valley
The undead, particularly the controlled (see Map H):
squads, are capable of making stealthy
attacks, and it is up to you whether or not to Steep, ancient steps lead down into
involve the adventurers in any given the gloom. For a few moments you Following the valley until you can
incident by alerting them (with a scream, can hear nothing but your own go no further, you come to a wide
warning cry, clash of arms, or sight of dark, anxious breathing, but then a sound pool surrounded by natural stone
moving shapes) or having the undead like stone grating on stone breaks the pillars carved into strange shapes by
attack them directly. silence. the wind. The pool's mirror-like
surface reflects perfectly the sky
Undead attackers (see page 52): above, and the sound of gentle,
Uncoordinated mob: 2d6+6 skeletons and The steps leading down to the chamber are swirling wind is like a distant
ld6+3 zombies. 5 feet wide and 30 feet long, and at this maiden's song.
controlled squad ("pawns" of ghouls — point the Hutaakan priests flee.
turn as wraiths): ld8+4 skeletons and
ld4+2 zombies. Awaiting the adventurers in the 20-foot- The adventurers have no difficulty collect-
wights: Id3 wights. square chamber below, is the book's ing as much water as they wish from the
THE LOST VALLEY (Events HE3-HE5/The Final Solution) 49
Keith Stratton (Order #5037079)
them, the party will find a clear trail of TEMPLE OF PFLARR
slime leading to a hidden tunnel entrance
amongst some rocks (located anywhere H5. Above Ground
convenient in the valley).
Large areas of the Temple are in ruins, due
This is the party's opportunity to track to a minor earthquake 50 or so years ago.
down and deal with the menace of Kartoeba The temple looks very old and in imminent
once and for all. Their allies are quick to danger of collapse. Rubble lies strewn
point this out, and if the adventurers decide around the outside where it has fallen from
to go in search of Kartoeba, a few volunteers the once ornate roof. A gaping hole is
(either 5 Traldan warriors, or 3 minor visible in the roof leading to area b. The
Hutaakan priests and 2 warriors) will temple's rotten wooden doors are barred on
accompany them. the inside, but a successful attempt to open
doors will smash through them.
Kartoeba's lair and the tunnels around it
pool (only a small amount is required to are described in Catacombs of Kartoeba Once inside, the adventurers will not be
"fill" the altar bowl). On the first night and area H6, pp51-52. able complete either ceremony until the
after leaving the Traldar, however, they are golden altar bowl has been replaced. It was
attacked by a pair of hunting rhagodessae. removed by the fleeing Hutaakan High
The lair of these creatures is nearby, and HE8. Peace In The Valley? Priestess, and her corpse (now in area d)
contains three matching gold earrings still clutches it.
(value 150gp each). When Kartoeba and the undead at the
Temple are no longer a threat to the All skeletons and zombies, encountered in
2 rhagodessae: AC 5; HD 4+2; hp 14 each; inhabitants of the valley, neither the the temple are initially pawns controlled
MV 150' (50'); #AT 1 leg/1 bite; D Suckers Hutaakans nor the Traldar will have any by the special ghouls (see p52). Once the
(automatic bite next iound)/2-16; Save F2; ML 9; further use for the party. Both groups will ghouls have been destroyed, the skeletons
AL N; xp 125 each; THACO 15; EX55. covet the wealth "looted" by the ad- and zombies revert to their normal mindless
venturers from the Temple and attempt to forms, but they still attack intruders on
overpower them. The groups' intense sight.
HE6. Laying the Dead to Rest hatred for each other prevents them work-
ing together, and each seeks to deal with
Whichever tribe the party has helped this the party on their own. H5a. Vestibule
far now want to gain access to the temple.
They are afraid to go there alone and ask If she is still alive, Kforedz will use her 12 skeletons and 6 zombies guard this
the party to act as escort. If either ceremony animate dead spell to send undead against entrance to the temple. They attack anyone
is successfully completed, the undead of the the adventurers. who opens the doors. Elaborate frescoes
valley collapse to the ground and become once decorated the walls but these have
simply dead once more (Kartoeba and any The running of this part of the adventure been defaced by the Tialdar. A small
undead animated by Kforedz are unaffect- depends on how events have turned out so platform in the centre of the floor once held
ed). If the ceremony is successfully com- far. If one group has been severely weakened a ceremonial washstand which was taken
pleted, the adventures each earn 500 xps. during the adventurers' stay in the valley, by the Traldar.
they will avoid any head-on conflict with
The temple is described in H5 below. the adventurers. A stronger group may
confront the party as the adventurers come H5b. Main Temple
out of the temple, or even besiege them
Hutaakans: within it. Either group may adopt guerilla This impressive chamber is 50 feet high in
Kforedz and 2 minor priests accompany the tactics and harry the adventurers as they try the centre, with a 20-foot-high balcony at
party. If they enter the temple by night, the to escape the valley. Whatever happens, the the southern end. A 30-foot-tall, jackal-
group has no difficulty avoiding the action should be fast-moving and exciting; headed statue surveys the chamber from the
Tialdar; otherwise, they are attacked by a more frightening than deadly. The oppo- rear of the northern platform, which also
small war-party (see Optional Encounters, sition should certainly be challenging but has an altar of black marble in the centre.
PSVIII). The priests are familiar with the the adventurers should have ample oppor- There is a shallow recess on the top of the
general layout of the temple, but are tunity to escape the valley with their hard- altar where the bowl should be. The secret
unaware of the secret doors. They will earned loot, and their lives. It is even door behind the statue can be detected as
neither carry weapons nor fight inside the possible for the Hutaakans and Tialdar to normal but can only be opened with the
temple. fight each other over who gets to kill the magical key embedded in Kartoeba see H6.
adventurers. Under the Temple, p51); a knock spell is
Traldar: ineffective.
Guri-ben-Kaal and 6 warriors offer to If it has not already occured to the
accompany the party. They go fully armed, adventurers, it should now be apparent A man-sized, metal cage swings from a
but have no knowledge of the layout of the that foot-pad lizards could form a vital chain over the 180-foot-deep pit in the
temple. Inside the building, their morale element in their escape from the valley and middle of the floor. The pit is surrounded
drops to 6. return to civilisation. For without the by a 10-foot-high wall of blue flame, fed by
lizards they will be unable to transport all natural gas through small fissures in the
of their treasure back to Threshold. How floor. The flame inflicts 2d6 points of
HE7. Trail of Kartoeba the adventurers get the lizards depends on damage on anyone passing through it. The
the party's actions, but it should be cage can be lowered into the pit (which
The party's intrusion into the temple will remembered that only ones trained by the opens out into Kartoeba's lair, H6b, p52),
not affect Kartoeba. Its attacks will even Traldar are tame enough to be used by the by means of a winch on the balcony. The
increase in frequency and, after one of adventurers. pit is kept dark by three continual darkness
50 THE LOST VALLEY (Events HE6-HE8/Temple of Pflarr: areas H5a-H5b)
Keith Stratton (Order #5037079)
spells (cast one above the other), and its H5f. Antechambers
sides are extremely slippery (-60% penalty
to thieves' climb sheer surfaces abilities. These two rooms are similar and unlit,
Four grey oozes live on the pit walls. although there are several torches in
Lowering the cage or dropping anything brackets around the walls. There are 5
into the pit causes an ooze to slither out of zombies and 8 skeletons in here which
the pit and attack. The other 3 oozes appear attack the adventurers as soon as they enter.
at Id4 round intervals to join the melee.
Each room has a ceremonial silver wash-
There are four life-size Hutaakan statues in stand (value 150gp) in the centre, used for
the positions shown on PlanH5. These are the ritual ablutions that all Hutaakans
4 living jade statues which move to attack performed before entering the temple
the party if the altar or large statue is proper. The walls and ceilings are decor-
touched. ated with elaborate frescoes depicting a
variety of religious ceremonies and major
Two turns after the party enters this room, scenes from Hutaakan history. Any char- - 5 large, iron-bound chests (three are
8 skeletons and 3 zombies are sent by the acter examining these closely will come to wide-open, the others locked) each con-
ghouls (area H5c) to attack the adventurers. realise the true history of both the Traldar taining 5000gp in ancient Hutaakan
They pursue the PCs wherever they are in and Hutaakans (see Adventure Back- coinage. One of the locked ones (DM's
the temple. ground, p4). choice) is trapped so that unless dis-
armed, a cloud of poisonous spores will
fill the room when the chest is opened.
H5c. Robing Rooms H5g. Room of Records Everyone in the room must save vs.
Poison or take 2d4 points of damage.
These small rooms contain numerous The double doors into this room from area - in the centre of the room is a large, ebony
vestments, capes, cowls and surplices for f are locked and trapped. Unless opened by throne, delicately carved and inlaid with
use during the Hutaakan's ceremonies. Kforedz, all those within 15 feet must save mother-of-pearl and numerous precious
There are 3 special ghouls in the western vs. Spells or be struck blind for 2d6 turns. and semi-precious stones (total value -
room controlling the skeletons and zombies The room itself is lined with shelves which lOOOOgp, encumbrance - 75OOcn). If all
from here. They only attack in self-defence, are piled high with all manner of books the gemstones are removed they are
or if a ceremony is begun in the main and scrolls: the complete records and worth a total of 2500gp (total encum-
temple. history of the Hutaakan empire. These brance - 50cn)
items can only be read by means of read - hanging on the back of the throne is a
The secret door to the priests' quarters languages spells, but any magic-user or elf beautifully engraved gold and platinum
(H5e) from the western room is magically prepared to spend ld4+2 hours studying coronet, studded with sapphires (value
trapped: unless the proper words (known them, would discover the truth about the 4000gp)
only to the dead High Priestess) are spoken Hutaakans and Traldar. - on the seat of the throne is a dirty-
an electrical discharge inflicts 2d4 points of looking sack, which is really a bag of
damage on all within 10 feet (halved by a devouring
successful saving throw vs. Wands). H5h. The Crypts - plopped against one wall is a rod of
cancellation
The staircase down to the crypts descends - arranged on a crude table is a velvet
H5d. Secret Passage some 50 feet. This area contains 8skeletons, pouch containing a scarab of protection
4 zombies and 2 wights. (3 charges)
The corpse of the High Priestess lies in the - under the table, covered by a fading
open doorway to the priests' quarters, still A large, ornate sarcophagus stands upright tapestry (non-magical) are 70 silver
clutching the golden bowl. As the party in front of the secret door. If this is ingots (value - 75gp, encumbrance -
approaches the corpse, it rises up as a disturbed in any way, the mummy inside 750cn each); and 60 bars of electrum
wraith and attacks. The corpse wears plate moves to attack. The passage behind the (value - 375gp, encumbrance - 750cn
mail armour +2, a gem studded platinum secret door leads into the Catacombs of each)
star of Pflarr (value - 2000gp) and has a Kartoeba (below). Inside the sarcophagus - scattered round the floor are 20 gems,
potion of levitation plus a scroll with cure is a jewelled orb (value 3500gp), a pearl- each worth 200gp
serious wounds, raise dead and remove encrusted sceptre (value 6500gp), and a
silver needle still trailing a length of
golden thread. Catacombs of Kartoeba
H5e. Priests' Quarters This meandering network of dark, slimy
H5i. Treasure Room passages spreads throughout most of the
The majority of these rooms are buried Lost Valley. There are numerous concealed
under tons of rubble. The remains of This room contains the last surviving entrances throughout Hutaaka and you
bunks, tables, chairs and other mundane riches of the glory that was once the should choose where these are.
furniture are all that may be found here. Hutaakan empire. It can be entered either
The roof of the passage between the two with the magical key from Kartoeba or by Only the tunnels in the immediate vicinity
western rooms sags down almost to the means of the trapdoor from the catacombs of the temple are shown on Plan H6, but
floor leaving only a small rubble-strewn (area H6d). unless the PCs are following Kartoeba's
crawlway between the two rooms. The slime trail from Event HE7 (p50), they will
ceiling is unsafe, there is a 50% chance that Most of the items have been stored in here automatically become lost: wandering
any character crawling along here causes a for years, and all are covered in a thick layer around for Id4+1 hours before emerging
rock to fall from the ceiling inflicting Id4 of dust. Certainly, no care has been taken in into the valley through a different secret
points of damage. the arrangement of the items. There are: exit.
THE LOST VALLEY (Temple of Pflarr: areas H5c-H5i/Catacombs of Kartoeba) 51
Keith Stratton (Order #5037079)
H6. Under The Temple acters falling into the pit take 2d6 points of
damage. Kartoeba's trail (from event HE7),
This section of the passages lies directly continues on the far side into area b.
underneath the temple (Plan H6). A
number of green slime (X) and ochre jelly
(Y) exist here and are marked on the map. H6b. Kartoeba's Lair
When the adventurers first enter this area of This room is ankle-deep in slime and a vile
the passages, Kartoeba is lurking at the odour hangs heavy in the air. The pit from
point shown. On becoming aware of the the main temple (area H5b) is visible as a
adventurers' presence, Kartoeba attempts dark hole in the ceiling. The northern
to catch and devour them. Kartoeba is a secret door is held open by a piece of rubble
cunning hunter and will attempt to sur- fallen from the ceiling.
prise the adventurers by attacking them
from behind if possible. During their fight
with Kartoeba, one of the adventurers H6c. Observers' Gallery
Meandering Tunnels should notice an engraved silver bar This balcony is 20 feet above the floor and
embedded in Kartoeba's body near its maw. is protected by a double thickness of iron
The catacombs are rank and dark with This is the magical key which opens the bars set into the rock. The passage leads up
stagnant, oily water dripping from the treasure room (H5i). to the crypts (H5h).
ceilings. The acoustics are such that
strange echoes are often heard, sounding as
if something loathsome is just round the H6a. Dark Pit H6d. Empty Cavern
next corner: A continual darkness spell is cast on this There is nothing in here other than a trap
20-foot-deep pit. It is 20 feet across with a door which leads, via a ladder to area H5i
2-foot-wide ledge on the east side. Char- in the temple (p51).
The rough-hewn passage meanders
off into blackness. All is quiet, save
for the steady drip of water. Yet, it
seems as though something is lur- Haunters of the Temple
king, just on the edge of the dark. A
hideous slithering noise echoes from Lieges and Pawns. Any zombies and skeletons encountered in Hutaaka may be pawns
the walls, and an eerie chill runs its of the special ghouls which inhabit the temple. 1 f so, they are under the total control erf
icy fingers down your spine... the ghouls and are as difficult to turn as the ghouls themselves (i.e. as difficult as
wraiths in this case). A first successful attempt at turning the lesser undead merely
breaks the telepathic control and a second successful turning attempt (with normal
All passages can be detected as evil, but the chance of success) is necessary to actually turn or destroy them. Each special ghoul may
results will be greater the nearer the party is control up to 10 hit dice of lesser undead at any one time anywhere in the vaUey (see
to Kai toeba's lair. MD22 for full details).
While in the catacombs, there is a 1 in 4 All zombies and skeletons encountered mummy: AC 3; HD 5+1**; hp 21; MV W
chance per half-mile travelled (or at DM's in Hutaaka have jackal heads. (20'J; #AT 1 touch; D Idl2 + disease; Save F5;
discretion) that one of the following ML 12; AL C; xp 575; THACO 14; EX54.
optional encounters occurs: Special ghoul: AC 5; HD 4**; hp 18; MV 90'
(30'); "AT 2 claws/1 bite; D Id4/ld4/ld6 + living jade statue: AC 4; HD 5+1"; hp 14;
X) Green Slime: The walls or ceiling here special; Save F4: ML 11; AL C; xp 175; MV 60' (20'); #AT 2 hands; D 1-6/1-6; Save
are coated in green slime which attempts I HACO 16; BD30 (special). F10; ML 12; AL N; xp 200; THACO 16; (p55).
to fall on passing characters. Characters Note: These ghouls paralyse opponents as
have only 1 in 6 chance of noticing usual, but are so repulsive that characters Things in the Pits
green slime on the ceiling unless they seeing it must roll less than their wisdom
are specifically looking upwards. on ld20or fight at -2 to hit and -1 damage gray ooze; AC 8; HD 3»; hp 11; MV 10' <3');
because of fear. Clerics tuin them as #AT 1 touch; D 2-16; Save F2; ML 12; AL N;
Y) Ochre Jelly: At each of these spots a wraiths. As former Hutaakan priests they xp50;THACO17;BD3l.
small, jackal-headed statue stands in a wear priestly robes.
niche in the wall. As the party passes, green slime: AC Always hit; HD 2**; hp 9;
an ochre jelly oozes out through the skeleton: AC 7; HD 1; hp 5; MV 60' (20'); M V 3' (1'); #AT 1 touch; D Turn to slime; Save
statue's mouth and attacks the nearest #AT 1 club; D U14; Save Fl; ML 12; AL C; Fl; ML 7; AL L; xp 5; THACO 18; BD31.
character. xp 10; THACO 19; BD37.
ochre jelly: AC8; HD5*;hp 18; MVSO'(IO');
Z) Carrion Crawler: The passage opens zombie: AC 8; HD 2; hp 9; MV 90' <30'); #A I 1 touch; D 2d6; Save F3; ML 12; AL N;
out into a cavern which is the lair of a #AT 1 claw; D Id8; Save Kl; ML 12; AL C; xp 300; THACO 15; BD35
carrion crawler: xp 20; THACO 18; BD39.
carrion crawler: AC 7; HD 3+l»; hp 12; MV
wights: AC 5; HD 3"; hp 13; MV 90' (30'); 120' (40'); #AT 8 tentacles; D Paralysis; Save
With relief you realise that the #AT 1 touch; D energy drain; Save F3; ML 12; F2; ML 9; AL N; xp 75; THACO 16; BJJ27.
claustrophobic maze of slime-filled AL C; xp 50; THACO 17; BD39.
tunnels is widening out just ahead. Kartoeba: AC 6; HD 10; hp 55; MV 60' (20');
Bui relief turns to horror as you see wraith: AC 3; HD 4**; hp 16; MV 120' (40'); #AT 4 tentacles/corrosion; D Id4 + grasp
eight vile tentacles extending towards #AT 1 touch; D Id6 + energy drain; Save F4; (x4)/2-12; Save F10; ML 10; AL N; xp 2500;
you from the cavern beyond. ML 11; AL C; XP 175; THACO 16; EX57. THACO 11; New Monster (p54).

52 THE LOST VALLEY (Under the Temple: areas H6a-H6d)


Keith Stratton (Order #5037079)
FURTHER
ADVENTURES

The adventure is far from over when the The House Iron Ring use this as a means of taking the
characters leave the Lost Valley. Kara- While staying in Threshold the adventurers adventurers unawares once they have
meikos and the lands beyond offer unlimit- are approached by a local merchant or moved in.
ed opportunties for further adventuring, shopkeeper who offers to sell them a house
and the following suggestions are just a for the "bargain" base price of 3000gp. The
few ideas that you might like to develop: house is in a delapidated condition, how- Revenge
ever, and home to various monsters such as Relatives of the dead hunters (VE2) are
rats, spiders or moulds, which the char- making enquiries about the missing men.
The Death's Head Gnolls acters will have to clear out before they can On hearing that the hunters have been
move in. The house could even be haunted. slain, they ask the party to avenge them by
After leaving Hutaaka, the adventurers still going into the gnoll lands.
have to journey back through the moun- Alternatively, the person selling the house
tains to the territory of the Death's Head is a local thief out to trick them. The house
tribe. Fortunately, the gnolls do not expect actually belongs to an out-of-town ad- The Hutaakans
trouble from the north, and if they are venturer or merchant, who is likely to
careful, the adventurers' presence may not return at some point and indignantly There could be other remains (tombs,
even be noticed by the main tribe. However, demand that the adventurers leave, taking temples, ruins etc.) of the Hutaakan
a few gnoll hunting groups are encountered the matter to the Clerical Court if they civilization in Karameikos or beyond,
along the way, and if some of the gnolls don't.... besides those which the party has already
should happen to escape, the adventurers encountered. Other Hutaakan settlements
could very well find themselves hotly An even more devious situation is one are even possible. Clues to these (possibly
pursued out of the valley! where the person selling the house is an maps) could have been provided in the Lost
Iron Ring member intent on eliminating Valley, or rumours horn Threshold could
the party. The house has a secret entrance lead the adventurers to them.
Sukiskyn Calls in the cellar leading to the sewers, and the

On returning to Threshold, Stephan wishes To the Aid of the Gnomes


to return to Sukiskyn, and may ask the
adventurers to accompany him or simply When news of the adventurers' exploits in
go on his own. Back at Sukiskyn, however, the Dymrak forest reaches the ears of the
there are no joyous feasts held to celebrate gnomes of the Wufwolde Hills, three
Stephans' return, since the Iron Ring have gnomes set out to find the party. The
exacted a heavy revenge. The homestead gnomes offer the gold and gems in ex-
has been burnt to the ground and the clan change for their aid against the goblins
members abducted. In the smoke-blackened who continuously harass their homes.
ruin of the tower is a clue to the where-
abouts of Pyotr's clan — a note dropped
by an Iron Ring slaver. Iron Ring
The adventurers have made a powerful
Threshold enemy in the form of the Iron Ring and
whatever they do next, it is certain that the
Threshold itself is an ideal place to evil slavers will not forget them. How
elaborate as a setting for further adventures. actively the Ring pursues its revenge is up
As the adventurers explore the town to you, but the adventurers should be made
further, you can assign uses to relevant aware from time to time that the Ring is
buildings as needed, determining in what- still on their trail. Members of the Ring
ever detail is required their contents and who survived this module may well be
inhabitants. You could also elaborate on encountered again, either by chance or as
the ruins north of the town as locations for they actively seek revenge on the adven-
the characters to adventure in. t u r e r s . T h e a d v e n t u r e r s may even
decide to seek out the Ring and put an end
In addition to the adventures described in to its activities, a course that may well take
the Expert rulebook (EX39 & 40) the them to the very heart of the Ring in Black
following are also suggested: Eagle Barony!

FURTHER ADVENTURES 53
Keith Stratton (Order #5037079)
NEW MONSTERS
Chevall*
HORSE FORM* CENTAUR FORM
ARMOUR CLASS: 2 5
HIT DICE: 7* 7*
MOVE: 270' (90') 180' (60')
ATTACKS: 2 hooves/1 bite 2 hooves/1 weapon
DAMAGE: Id6/ld6/ld8 Id6/ld6/by weapon
NO. APPEARING: (1-3) 0 (1-3)
SAVE AS: Fighter: 7 Fighter: 7
MORALE: 11 9
TREASURE TYPE: C C
ALIGNMENT: Neutral Neutral
XP VALUE: 850 850

A chevall is a creature which can change at


will between two forms: an intelligent
horse, and a powerful centaur.

Chevalls concern themselves with striving


for the good of all horses. They often go
about in horse form, checking on the
welfare of horses in the service of humans,
demi-humans and humanoids. If a chevall
finds a horse which is unhappy with its lot
(e.g. because of maltreatment or neglect) it can talk to and understand horses, using While in centaur form, chevalls usually
will not rest until it has freed the animal. sounds which, to human ears, are nothing arm themselves with wooden clubs or short
Chevalls hate wolves, and are the blood more than neighs and whinnies. Using this bows. In this form, they can speak the
enemies of were-wolves. whinnying language, a chevall can comm- languages of humans (common) and
and any horse, wild or domesticated, to do centaurs as well as being able to speak with
Although animals such as dogs are wary of its bidding. Once per day, a chevall can horses. In either of their two forms,
the scent of chevalls, horses have no fear of magically summon Id3 war horses which chevalls may only be hit by silver or
them. In either of their two forms, chevalls arrive in Id4 rounds. magical weapons.

Ice Wolf damage for each full hit die of the creature Ice wolves are immune to normal cold and
(e.g. the breath of an ice wolf with 3+1 hit take only half damage from magical cold
ARMOUR CLASS: 4 dice will inflicts 3d4 points of damage). attacks. If normal or magical fire is used,
HIT DICE: 3+1**, 4+1** or 5+1** The victim is allowed a saving throw vs. however, one extra point is added to each
MOVE: 150' (50') Dragon Breath and, if successful, takes die of damage inflicted (e.g. a torch does
ATTACKS: / bite or 1 breath only half damage. Id4+1 points of damage to an ice wolf).
DAMAGE: idlO or special
NO. APPEARING: 0 (1-8)
SAVE AS: Fighter: 4, 5 or 6
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Chaotic
XP VALUE: 100, 275 or 575

Ice wolves are huge hounds (as big as a


pony) with snow-white fur and icy blue
eyes. They live mostly in high mountains
and arctic regions, but often venture onto
the lowlands during winter or in search of
food when game is scarce. Ice wolves are
sometimes trained and used as mounts by
hobgoblins.

Each round during combat, ice wolves


normally (1-4 on Id6) attack with a bite.
Alternatively (5-6 on Id6), they can attack
by breathing out a blast of icy air at a single
victim within 15 feet. The blast auto-
matically hits, inflicting Id4 points of
54 NEW MONSTERS (Chevall/lce Wolf)
Keith Stratton (Order #5037079)
("Thing in the Pit")

ARMOUR CLASS: 6
HIT DICE: 10**
MOVE: 60' (20')
ATTACKS: 4 tentacles (+ acid slime)
DAMAGE: 1-4 (x4) (+ 2-12)
NO. APPEARING: Unique
SAVE AS: Fighter: 10
MORALE: 10
TREASURE TYPE: G
ALIGNMENT: Neutral
XP VALUE: 2500

The mindless abomination known as also wrap around and grasp opponents if inflicts 8 or more points of damage (in
Kartoeba is the ancient guardian of the the to hit roll was sufficient to hit armour which case Kartoeba lets go).
Hutaakan Temple of Pflarr. It has a class 6 (modified by the target's dexterity
nightmarish form — a large green mound adjustments). Grabbed characters are auto- For years, Kartoeba wallowed contentedly
of ooze with four 40-foot-long tentacles and matically dragged into Kartoeba's maw at a in a damp subterranean pit beneath the
a hideous gaping glutinous maw — and rate of 10' per round, and held there while temple, restrained from ranging abroad by
any characters seeing it for the first time it secrets a digestive slime over them. This the ceremonies of the Hutaakan priests.
will be affected by the equivalent of a cause slime has the same effects as the acid of However, following the expulsion of the
fear spell unless they make a successful black puddings (EX46) except that it priests from the temple by the Traldar, it
saving throw vs. Spells at +4. Despite its inflicts only 2d6 points of damage per began to stalk the passages under the
size, Kartoeba can move silently and climb round. Kartoeba's maw can only attack temple. These tunnels have numerous
vertical surfaces, leaving only occasional held characters. secret exits throughout the valley which
smears of slime to mark its passing. allow Kartoeba to venture into the country-
Characters held by tentacles can break free side in search of prey. The creature only
In addition to causing damage by lashing using Strength (same chance as open moves outdoors at night, retreating by day
(usual chance to hit), Kartoeba's tentacles doors) or if a single blow to the tentacle to the darkness of the tunnels.

Living Statues
Silver Rock/Ooze Jade Steel
ARMOUR CLASS: 4 4 4 ;
HIT DICE: 1+1* 5** 3+1** 5**
MOVE: 120' (40') 60'(20') 60' (20') 30' (10')
ATTACKS: 1 bite 2 squirts of 2 hands 2 fists
grey ooze
DAMAGE: 2d4 See below Id6/ld6 1-8/1-8
NO. APPEARING: 2-12 (2-12) 1-3 (1-3) 1-6(1-6) 1-4 (1-4)
SAVE AS: Fighter: 2 Dwarf: 5 Fighter: 10 Fighter: 5
MORALE: 12 11 12 12
TREASURE TYPE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
XP VALUE: 19 425 200 425

Several varieties of living statue (see BD32) squirt two blobs of ooze per round from
occur during this adventure, associated their fingertips (AC 8; HD 4 hp; D Rock Rattler
with the remains of the Hutaakan civil- 2d4/round (automatic) + dissolve metal;
ization which created them. Like normal Save Fl; ML12; xp 25; BD31). They are ARMOUR CLASS: 7
rock living statues, these are immune to resistant to magic (save as D5). HIT DICE: 1*
sleep, charm and hold spells, but they have MOVE: 90' (30')
their own, special, attributes: Jade: These normal-sized statues are highly ATTACKS: 1 bite
magic resistant. They make saving throws DAMAGE: 1 + poison
Silver: These are much smaller than as a 10th level fighter, and magical NO. APPEARING: 1-6 (2-5)
normal living statues (about 1 foot high) weapons have no bonuses to hit or damage SAVE AS: Fighter: 1
and have a thick skin of pure silver (value when used against them. When destroyed, MORALE: 7
50gp when the statue is killed). They are they crumble to worthless powder. TREASURE TYPE: Nil
not harmed by non-metal weapons or non- ALIGNMENT: Neutral
magical fire, and take only half damage Steel: Steel statues are immune to non- XP VALUE: 13
from weapons with sharp edges. magical iron or steel weapons. Any iron or
steel weapon striking a steel statue auto- A rock rattler is a 2-foot-long grey rattle-
Rock/Ooze: These outwardly resemble matically becomes stuck in it. On the snake which is found only in mountains.
normal rock living statues, but have the following round the weapon is absorbed by Its bite causes only 1 point of damage, but
ability to conceal themselves by merging the statue which gains Id4+1 hit points (up its sharp fangs inject poison at the same
into the surface of a rock wall, floor or to a maximum of 40). Magical weapons are time. Anyone bitten by the snake must
ceiling. In place of hot magma, rock/ooze unaffected by the statue's absorption power make a saving throw vs. Poison or take an
statues are filled with grey ooze, and can and so do standard damage. additional 2-5 (Id4+1) points of damage.
NEW MONSTERS (Kartoeba/Living Statues/Rock Rattler) 55
Keith Stratton (Order #5037079)
Lizard, Giant Foot-pad Shroud Spider4
ARMOUR CLASS: 6 ARMOUR CLASS: 4
HIT DICE: 2+1 HIT DICE: 5***
MOVE: 120' (40'), Climbing: 60' (20') MOVE: 720' (40')
ATTACKS: 1 bite ATTACKS: 1 bite or 1 web squirt
DAMAGE: 1-6 DAMAGE: idlO + paralysing poison, or
NO. APPEARING: 1-3 (2-5) paralysing web
SAVE AS: Fighter: 2 NO. APPEARING: 1-2 (1-3)
MORALE: 7 SAVE AS: F5
TREASURE TYPE: Nil (see below) MORALE: 9
ALIGNMENT: Neutral TREASURE TYPE: C
XP VALUE: 25 ALIGNMENT: Chaotic
XP VALUE: 675
These slender giant lizards have long, the vertical. Provided they are captured
spindly legs with toes which are flattened young and properly trained, foot-pad
out to form round, sticky pads. These pads, lizards can be used as mounts or pack
allied with the creatures' agility and low animals (carrying capacity 2500cn at
body weight make foot-pad lizards excellent normal movement rate, 4000cn at half
climbers. They can cope with any but the rate). However, they cannot climb slopes
smoothest of surfaces, at any angle up to steeper than 60 degrees when mounted.

Wyrd*
ARMOUR CLASS: 4
HIT DICE: 4*
MOVE: 120' (40')
ATTACKS: 2 glowing spheres
DAMAGE: Id6/ld6
NO. APPEARING: 1-6 (1-6)
SAVE AS: E4
MORALE: 12
TREASURE TYPE: B
ALIGNMENT: Chaotic
XP VALUE: 175
Shroud spiders are 6 feet long and black all
A wyrd (pronounced "weerd") is an undead wyrd can either strike with two hands over, except for their eyes which glow with
spirit inhabiting the body of an elf (cf. using the spheres as melee weapons, or a very faint blue light (visible up to 50 feet
wight - BD39). Wyrds can only be hit by fling the two spheres as missiles (range away in the dark). These magical creatures
magical or silver weapons. They are 30/60/90), or use one sphere in melee and are intelligent and very evil. They can only
immune to sleep, charm and hold spells, one as a missile. be hit by magical or silver weapons.
and their saving throws are the same as for
an elf of level 4. Clerics have the same If a sphere hits its target (normal roll to The spider's vicious bite is poisonous. Any
chance of turning wyrds as they do of hit), it explodes, inflicting Id6 points of character bitten must make a saving throw
turning wraiths (EX4). damage against most opponents, but ld6+3 vs. Poison or be paralysed for 2d4 turns (see
against elves. As each sphere explodes, a Paralysis - BD24). The spider uses this
A wyrd usually appears as a dark, robed replacement instantly appears in the wyrd's attack to take live victims for its food store.
figure holding a small, diffuse, red, glow- hand, but it can only make two attacks per
ing sphere in each hand. In combat, the round. The web of the shroud spider is as strong as
the webs of the other giant spiders (see
BD38) but is not very sticky. Instead,
Piranha (Cold-water) anyone touching a fresh web (less than 24
hours old) must make a saving throw vs.
ARMOUR CLASS: 7 Paralysis at +2 or be paralysed. Victims
HIT DICE: 1 hit point each remain paralysed for as long as they are in
MOVE: 90' (30') contact with the web and for 2 rounds
ATTACKS: 1 bite per shoal They inhabit rivers and lakes, and prey on thereafter.
DAMAGE: 1-4 or 3-12 (see below) any creatures entering the water. Piranha
NO. APPEARING: 5-50 attack in "shoals" of 5-10 creatures (cf. Shroud spiders do not usually make large
SAVE AS: Normal Man normal rats - BD36), inflicting 1-4 points of webs, but they can shoot a strand of web at a
MORALE: 11 damage per shoal. Once a victim's blood single opponent up to 30 feet away. Any
TREASURE TYPE: Nil has been spilt, the attacking shoal and all creature hit by the strand must make a
ALIGNMENT: Neutral those within 100 feet downstream and 10 saving throw vs. Paralysis at +1 or be
XP VALUE: 5 feet upstream go into a killing frenzy for paralysed. The spiders also use their web
ld6+9 rounds. While frenzied, the fish strands to wrap victims in a paralysing
The dreaded piranha are small, black fish make the water churn with their thrashings "shroud" before placing them in the food
(up to 1 foot in length) with bulging eyes and attack at +3 to Hit for 3-12 points of store, and sometimes lay simple traps of
and large mouths filled with vicious teeth. damage per shoal per round. web which they renew each day.
56 NEW MONSTERS (Lizard, Gt. Foot-pad/Wyrd/Piranha/Shroud Spider)
Keith Stratton (Order #5037079)
PLAYERS' INFORMATION SHEET
Karameikos before they strike can be difficult. Even so, attack at any time. A marching order
should be set up and maintained until you
if you treat everyone as a potential enemy
You are in the Grand Duchy of Karameikos, you are unlikely to make any friends, and reach a place of safety.
a wild and untamed area ruled by Duke attacking people without good cause is a
Stefan Karameikos III from the southern, sure way to earn the emnity of the local If it is likely that you are to be in the
coastal city of Specularum. Outside authorities. wilderness for an extended period, you
Specularum, the Duke's control is very must carry sufficient provisions (rations
limited and large tracts of the Duchy are Just as people should be treated with and missiles) with you. Water is not
rumoured to be home to evil humanoids respect and care in the outside world, you usually a problem (unless in a desert), as it
and monsters. You have recently travelled should avoid treating houses, inns and so is easily found, but be alert to the dangers of
north along the river from Krakatos to the on as if they were just rooms in a dungeon poisoned or otherwise polluted sources.
town of Kelven. — most buildings belong to someone.
They are private homes or places of work Travelling in the outdoors can be a
Kelven is a thriving frontier town that has and their inhabitants will not take kindly problem in other ways. Rain can soak bow
grown up rapidly, following its establish- to adventurers looting them. and crossbow strings, making them useless.
ment at the point where the rivers Wind- If it is raining, it is best to put all bows and
rush, Shutturga, and Volaga meet. Much bowstrings in a dry place.
timber passes through Kelven on its way to The Passing Days
Specularum where it is used to build ships
and houses, or else exported to neigh- Unlike dungeon adventuring, where play- Making Camp
bouring states. Merchants following the ing time is almost entirely spent exploring
trade routes from Specularum to Threshold underground passages, wilderness adven- Often in the wilderness, you will find that
and distant Selenica regularly travel turing places you in a more realistic you have to to camp out at night, since
through Kelven ensuring plenty of trade situation. Everyday matters such as travell- there is no civilised place to stay. Many
for the town. ing long distances, finding food and predators and humanoids are active at
shelter, and so on, need to be taken care of. night so it is best to be prepared for the
You have not been in Kelven long before a Because of this, recording the passage of worst. Whether or not to light to a fire is a
red-haired man approaches you with an time is very important for both players and difficult choice. While a fire is useful for
offer of work... DM. A calendar is provided for you on the light, warmth and scaring off wild animals
reverse of this sheet, and your DM will tell it is also likely to attract humanoids and
you when to start marking off the days. If, other intelligent monsters. The camp site
The World of after every night's rest, you remember to should be chosen with an eye to defence, if
Wilderness Adventuring mark off a day, you will have no difficulty possible, allowing only one or two lines of
approach, which should ensure that you
in keeping track of time.
If you have not played a wilderness are not attacked from all sides at once. At
adventure before you will find it very least one character should be on guard at
different from exploring a dungeon — Scale all times during the night, to watch if
detached from the rest of the world, where anything approaches the camp and to alert
practically every place you see and every In a dungeon, feet are used as the basic the other adventurers if it does. In order to
creature you meet is a part of the adventure. measure of movement and range. In the avoid exhausting those on watch, it is
wilderness it is easier to move quickly, usually necessary to share the task between
Adventures above ground are set in the there is more open terrain and your vision your group, with 3-4 changes of watch
midst of a "real" world filled with a is not hampered by poor lighting con- being a good number. Do not forget that
multitude of people, places and creatures. ditions. As a result, movement rates are spellcasters need to get enough sleep to
As well as defeating monsters and people read not as feet but as yards. For example, a regain their spells in the morning.
who threaten you, you will also have to character who moves 120' per turn in a
interact with the many non-player char- dungeon moves at 120 yards per turn while Animals should always be tethered at
acters who are not directly part of your outdoors, similarly the distance moved in a night, as they may wander off, and should
adventure. combat round is read as yards not feet. you be attacked, they are likely to bolt.
Missile and spell ranges are also read as
These people are simply going about their yards in wilderness, but the area affected by
everyday business, intending you no harm, a spell is never read as yards. Therefore a Healing Wounds
but they can still be important. It is they sleep spell has a range of 240 yards, but still
who can sell you armour and weapons, only affects creatures within a 40 foot As well as healing wounds by means of
serve you in inns, or provide you with square area. spells it is also possible to regain 1 hit point
useful pieces of information. Speaking to per day by resting. In order to regain a hit
them can be fun and informative, but point, your rest must be undisturbed both
beware, some people may mean you no Wilderness Survival during the day and the night. Any stren-
good — thieves may pick your pockets, uous activity such as fighting or travelling
thugs may waylay you in dark streets or Surviving in the wilderness can be difficult, more than a very short distance will stop
chaotic magic users may cast spells at you. as danger can come at you from more you from healing. When resting to regain
Dealing with these people is similar to quarters than in a dungeon. While travell- hit points it is advisable to do so in a safe
dungeon encounters, but recognising them ing, it is advisable to be ready for an place where you are secure from attack.
Players' Information Sheet PULL-OUT SHEET I
Keith Stratton (Order #5037079)
*
L5^J Nuwmont Vatermont Thaumonl
Lunadain 7 14 21 28 Lunadain 411 18 25 Lunadain 4 11 18 25
Gromdain l 8 15 22 29 Gromdain 512 19 26 Gromdain 5 12 19 26
Tserdain 2 9 16 23 30 Tserdain 6
) 13 20 27 Tserdain 6 13 20 27
Moldain 3 10 17 24 31 Moldain 14 21 28 Moldain 7 14 21
Nytdain 4 11 18 25 Nytdain 1 8 15 22 Nytdain 1 8 15 22
Loshdain 5 12 19 26 Loshdain 2 9 16 23 Loshdain 2 9 16 23
Soladain 6 13 20 27 Soladain 3 10 17 24 Soladain 3 10 17 24

Flaurmont Yarthmont Klarmont


Lunadain 5 12 19 26 Lunadain 4 11 18 25 Lunadain 1 8 15 22 29
Gromdain 6 13 20 27 Gromdain 5 12 19 26 Gromdain 2 9 16 23 30
Tserdain 7 14 21 28 Tserdain 6 13 20 27 Tserdain 3 10 17 24
Moldain 1 8 15 22 29 Moldain 7 14 21 28 Moldain 4 11 18 25
Nytdain 2 9 16 23 Nytdain 1 8 15 22 29 Nytdain 5 - 12 19 26
Loshdain 3 10 17 25 Loshdain 2 9 16 23 30 Loshdain 6 13 20 27
Soladain 4 11 18 26 Soladain 3 10 17 24 31 Soladain 7 14 21 28

Felmont Fyrmont Ambyrmont


Lunadain 6 13 20 27 Lunadain 2 9 16 23 Lunadain 1 8 15 22 29
Gromdain 7 14 21 28 Gromdain 3 10 17 24 Gromdain 2 9 16 23 30
Tserdain 1 8 15 22 29 Tserdain 4 11 18 25 Tserdain 3 10 17 24 31
Moldain 2 9 16 23 30 Moldain 5 12 19 26 Moldain 4 11 18 25
Nytdain 3 10 17 24 31 Nytdain 6 13 20 27 Nytdain 5 12 19 26
Loshdain 4 11 18 25 32 Loshdain 7 14 21 28 Loshdain 6 13 20 27
Soladain 5 12 19 26 Soladain 1 8 15 22 29 Soladain 7 14 21 28

Sviftmont Eirmont Kaldmont


Lunadain 5 12 19 26 Lunadain 2 9 16 23 Lunadain 1 8 15 22 29
Gromdain 6 13 20 27 Gromdain 3 10 17 24 Gromdain 2 9 16 23 30
Tserdain 7 14 21 28 Tserdain 4 11 18 25 Tserdain 3 10 17 24 31
Moldain 1 8 15 22 29 Moldain 5 12 19 26 Moldain 4 11 18 25 32
Nytdain 2 9 16 23 30 Nytdain 6 13 20 27 Nytdain 5 12 19 26
Loshdain 3 10 17 24 31 Loshdain 7 14 21 28 Loshdain 6 13 20 27
Soladain 4 11 18 25 Soladain 1 8 15 22 29 Soladain 7 14 21 28

EASTERN
BLACK PEAK KARAMEIKQ5
MOUDTAin*

. THRESHOLD

RIFLLIAR

5UKI5KYD Q
FERRY Q £ Q V V

PULL-OUT SHEET II Players' Calendar & Map


Keith Stratton (Order #5037079)
NON-PLAYER CHARACTERS
SUKISKYN (PlanS) PYOTR — Clan head ALFANA — Taras' wife

Sukiskyn is one of several fortified home- Appearance: Female; age 19; average height;
steads in the wilderness east of Kelven. It is fair-haired.
Clothing: Long grey dress, embroidered apron,
the home of a closely knit human clan yellow head-scarf.
(headed by Pyotr), which makes a living by Personality: AL L; Gentle, sensitive, intelligent;
catching wild horses on the plains and hills good horsewoman, able to calm the fiercest
to the east (see Map K), bringing them back of wild horses.
to the homestead to be broken and shod, Note: The only person capable of re-taming
and then selling them to traders in and horses which Loshad has made wild (see
around Kelven. They train the best as war event WE4. Horse's Friend, pl4). This will
horses. It is a harsh and often dangerous Appearance: Male; age 40; tall; red-haired with take Id4+1 weeks.
life, but Pyotr and his kin are a proud beard.
people and would be loathe to live any Clothing: Blue tunic, grey trousers (chain mail, AC 9 (9); NM; hp 3; MV 120' (40'); #AT 1 dagger;
small, round shield +1). D Id4-1; Save NM; ML 7; THACO 20.
other way. Abilities: S6, 117, W10, D9, Cll, ChlO
Personality: AL N; Fatherly, brave, honest,
decisive, good leader, good horseman. Gear: Dagger.
Note: As clan head, Pyotr is the pivot of
NPC Actions negotiations with the party (e.g. he will ask
the party to search for Stephan - see pi4, A IRINA (C) — Pyotr's daughter
It is up to you as DM to determine the Muted Feast).
actions of the NPCs, using the information Appearance: Female; age 17; plump; plaited red
(including personalities and possible roles AC9(3); F5; hp32; MV90'(30'); #AT 1 sword +1 hair.
or 1 arrow (+1); D ld8+3 or Id6(+1); Save F5; Clothing: Mauve dress, blue apron, head scarf.
in the adventure) in the character des- Personality: AL L; Perceptive, inquisitive; good
ML 10; THACO 14 or 17 (16) — R 70/140/210.
criptions. The party will be received as Abilities: S16, 111, W15, D9, C13, Ch 12 horsewoman; can normally (70%) tell when
welcome guests at the homestead, and will Gear: sword +1 (long bow, arrows, 5 arrows +1). someone is lying.
remain welcome there so long as they do Note: Cleric, can heal characters. Her ability to
not cause serious offence. sense lies may be used to deter the characters
DARYA — Pyolr's wife from making "rash" statements or claims.

NPC Deaths During the Siege Appearance: Female; age 38; medium height; AC 6; C2; hp 9; MV 120' (40'); #AT 1 sling stone;
D Id4; Save C2 (+2); ML 8; THACO 18 —
black hair.
Clothing: Long green dress, silver belt (leather R40/80/160.
Although you have full control over the Abilities: SI0, 111, W16, D14, C9, Chl2
armour).
NPCs, it is possible that some of Pyotr's Personality: AL L; Slightly haughty but down- Gear: sling, stones, ring of protection +2, holy
clan will be killed during the Siege at to-earth with friends; loyal; excellent cook, symbol.
Sukiskyn (p6). If any of these NPCs have good horsewoman, good at understanding Spells: 1st level • cure light wounds.
important roles to play later in the cryptic codes.
adventure (see below), it will be necessary Note: Darya ensures that the adventurers are well
to have other NPCs fulfil these roles. Yuri taken care of, but is the first to chide them if MATVEY — Pyotr's younger son
(one of the Refugees from Ilyakana - see they make a nuisance of themselves.
PSIV), for example, can take over from the Appearance: Young boy (age 10); untidy red
deceased Novannes as blacksmith at Sukis- AC 8 (6); F2; hp 11; MV 120' (40'); #AT 1 dagger hair.
(or 1 arrow); D Id4 (or Id6); Save F2; ML 8; Clothing: Dirty grey smock, leather trousers.
kyn. In some cases, you may have to invent Personality: AL N; Secretive, quiet; prefers
THACO 19 or 18 — R 50/100/150.
and introduce entirely new NPCs. Abilities: S9, 115, W10, D13, Cll, C12 company of animals (esp. horses) to people;
Gear: dagger (short bow, arrows). can hide in shadows (15%) and move silently
(25%); fair horseman.
Pyotr's Clan Note: Potential source of mischief; his mis-
TARAS — Pyotr's elder son adventures might even require him to be
There were originally 12 inhabitants of rescued.
Sukiskyn: Pyotr and his immediate family Appearance: Male; age 20; tall; red hair, long
(seven people in all), the blacksmith moustache. AC 9; NM; hp 3; MV 120' (40'); #AT Nil; D Nil;
Clothing: Red tunic, orange trousers, fur hat Save NM; ML 8.
Novannes, and his family (four in all), and (leather armour +1). Abilities: S6, 112, W9, D12, C10, Chl2
a servant, Stellios. By the time the ad- Personality: AL N; Enthusiastic; good sense of
venturers arrive during the siege, Novannes humour; will befriend fighters, but sus-
and his son-in-law Hakos will have been picious of elves and magic users; excellent KUZMA — Pyotr's mother
killed by the goblins. horseman, good knowledge of the area.
Note: Encourages the adventurers to take action Appearance: Female; age 66; short, thin, grey-
against the goblins (e.g. he will go with them haired.
Abbreviations to search for the horses - see Recovering the Clothing: Long black dress, grey shawl.
Horses, pll). If Pyotr dies, Taras becomes Personality: AL L; Stern with adults, kind to
Armour classes, weapon attacks, weapon clan head. children and halflings (thinks they are
children); mutters; suspicious of non-lawful
damages, and gear shown in brackets apply clerics; excellent knowledge of legends.
AC 8 (5); F3; hp 15; MV 120' (40'); #AT 1 battle
only during times of danger when the axe (or 1 arrow); D Id8+1 (or Id6); SaveFS; ML 9; Note: Cleric, will heal characters if asked. She
NPCs have equipped themselves for com- THACO 18 or 18 — R 50/100/150. knows many legends concerning the area
bat. Combat abilities are adjusted for Abilities: S15, 19, W12, D14, C10, Chll (e.g. how to summon Loshad - see Loshad's
bonuses. Gear: Battle axe (short bow, arrows). Bargain, p22).
(NPCs: Sukiskyn) PULL-OUT SHEET III
Keith Stratton (Order #5037079)
AC 9; C4; hp 12; MV 60' (20'); #AT Nil; D Nil; AC 8; Fl; hp 6; MV 120' (40'); #AT 1 axe; LOSHAD
Save C4; ML 8. D ld6+3; Save Fl; ML 9; THACO 16.
Abilities: S8, 114, W18, D9, C9, ChlO Bonuses: S18,19, W10, DM, C15, Ch9
Gear: holy symbol, (scroll: bless and cure light Gear: Axe
wounds (x2); scroll: cure disease (this high
level scroll will cure any one living thing of
one disease, or of lycanthropy - see BD33). GRISHA & GRISHKAL (twins)
Spells: 1st level - cure light wounds (x2)
2nd level - bless Appearance: Identical twins; male; age 20; short;
shaved heads with long, black pony-tails.
Clothing: Identical brown working smocks and
MASHA — Hakos' widow trousers.
Personality: AL L; Say very little except to each
Appearance: Female; age 18; tall; long blonde other.
hair, pale complexion; carries her baby
Garina on her back. AC 9; Fl; hp 5 each; MV 120' (40'); #AT 1 axe;
Clothing: Green and blue checked dress, dark D ld6+2; Save Fl; ML 8; THACO 17.
blue apron. Bonuses: S16, 17, W9, D12, C12, ChlO
Personality: AL L; Distraught following the Gear: Axe (one each)
deaths of her father and husband; likes poetry
and songs; fascinated by elves; loathes
violence; sings beautifully, plays Balalaika;
good horsewoman. MISCELLANEOUS
Note: Urges non-violent solutions. (in centaur form): AC 5 (1 if invisible); HD 7*
STEPHAN — Pyotr's brother hp 46; MV 180' (60'); #AT 2 hooves/1 arrow
AC 9; NM; hp 2; MV 120' (40'); #AT Nil; D Nil; D Id6/ld6/ld6; Save F7; ML 9; AL N; xp 850;
Save NM; ML 6. THACO 13 - R 50/100/150; New Monster.
Abilities: S9, 110, Wll, D10, C9, Chi4 Gear: Ring of invisibility (earring), short bow.

(in stallion form): AC 2; MV 270' (90'); #AT 2


STELLIOS — servant hooves/1 bite; D Id6/ld6/ld4; ML 11.

Appearance: Male; age 63; bald; plump; only


one arm. 3 wild horses: J
Clothing: Brown tunic and trousers. AC 7; HD 3; hp 14 each; MV 240' (80'); #AT 2 £
Personality: AL L; eccentric; cannot ride; long hooves; D Id6/ld6; Save F2; ML 9; AL N; xp 35 £
memory; expert knowledge of gems. each; THACO 17; EX51 (modified). §
Nole: Alternative source of legends. He can 3
identify and value gems and jewellery found
by the party. THE IRON RING I
Stephan is the brother of Pyotr (see above). It is e
AC 9; NM; hp 2; MV 90' (30'); #AT Nil (1 sling The Iron Ring is an evil, secret organ- g.
stone); D Nil (Id4); Save NM; ML 7; THACO 20; he who recruits the party at the start of the
adventure. After joining the adventurers at isation which deals in theft, extortion and, «
R _ 40/80/160. most importantly, the abduction of people "3.
Abilities: S10, 111, W9, D9, Cll, Ch9 Xitaqa (see p26), he will accompany them on the
journey to the Lost Valley. His experiences at into slavery. Its roots are in the Black Eagle S
Gear: (sling)
Xitaqa make him obsessed with the desire to find Barony in the western part of Karameikos, .«
the Lost Valley and, particularly, to reach it but its members pursue their loathsome °-
Refugees from Ilyakana before Golthar. In the past Stephan has travelled
as far as Threshold and is familiar with the trail
trades throughout the Duchy, and beyond. 2
leading up to it. He is therefore able to provide The members of the Iron Ring can be of -
Gregor and the other survivors from the the adventurers with information as to what lies
goblin attack on Ilyakana (area W4) arrive on their route, and if necessary, he can negotiate any profession or race, and recognise each 9
at Sukiskyn after the siege (see Bad Tidings with NPCs on their behalf. other by means of codes and passwords 3
- pl2). unknown to those outside the Ring. Every ^
Appearance: Male; age 37; tall; red-haired. member shares the same mark, however, a 0
GREGOR — Lumber-Camp Boss Clothing: Blue robe over leather armour. brand on the left forearm in the form of two %
Personality: Friendly, brave, honest. manacles linked by a chain. o
Appearance: Male; age 27; medium height;
muscular; blonde hair. AC 6; F5; hp 26; MV 120' (40'); #AT 1 sword or 1 The members of the Iron Ring are divided
Clothing: Battered leather armour. arrow; D Id8+1 or Id6; SaveF5; ML 10; THACO by a strict hierarchy:
Personality: AL N; loud-voiced extrovert; good- 16- R 50/100/150.
natured; carpenter. Abilities: S15, 110, W9, D14, C12, Chl5
Gear: Sword, short bow, arrows. - Masters: These are the ruling elite of the
AC 7; F3; hp 19; MV 120' (40'); #AT 1 battle axe; Ring. They normally avoid danger,
D ld8+2; Save F3; ML 9; THACO 17. undertaking only the most important of
Abilities: S17, 113, Wll, D10, C12, ChlO LOSHAD & BODYGUARDS tasks personally.
Gear: Battle axe. - Reavers: These underlings are respons-
Loshad is a chevall (see New Monsters - p54) ible for most day-to-day operations.
who roams the open lands east and north of - Hounds: These unfortunates were once
YURI Kelven. His sole concerns are with the welfare of slaves, but now, with their minds
horses. The party may meet him on several twisted by torture and brain-washing,
Appearance: Male; age 38; muscular; while hair. occasions: WE4 (pl4), Loshad's Bargain (p22)
Clothing: Torn black tunic, small shield. and VVE6 (p30). He is normally accompanied by they serve the Iron Ring as fanatically-
Personality: AL L; Moody, taciturn, blacksmith three stallion bodyguards. These are as fast as loyal, fearless warriors. In addition to
(can shoe horses, make farm implements) riding horses but fight as well as warhorses. the brand, the Hounds bear the marks of
and weaponsmith (can make swords, daggers, They cannot be tamed for riding, even if the manacles they once wore on their
axes, maces, spears, bows and arrows). captured. wrists and ankles.
PULL-OUT SHEET IV (Sukiskyn/Stephan/Loshad/The Iron Ring)
Keith Stratton (Order #5037079)
Members of the Iron Ring Appearance: Male; age 35; tall and swarthy with
THRESHOLD
black beard and green eyes.
During this adventure, the party will Clothing: Dark red robes; black belt with SERGEANT ARTHOL
encounter only a small fraction of the Iron elaborate buckle in the form of two linked
Ring's members. The statistics of those manacles. When the adventurers first arrive at Threshold
Personality: very cunning and totally ruthless (and from whatever direction), Arthol is in
who will be met in only one location are with an unpleasant, sadistic streak.
given in the main module text. Those who charge of the contingent of guards that meets
may be met in more than one place are them. In spite of his frightening appearance, the
AC6;M6;hp21;MV 120'(40'); #AT 1 staff or 1 sergeant is a likeable character and, if approached
described below: dagger; D Id6 or Id4; Save M6; ML 10; AL C; correctly, could become a firm friend of the
xp 725; THACO 17. adventurers. A loyal servant of the Patriarch, he
Abilities: S9, 116, W14, D17, C14, Chll is a potential source of much information about
G O L T H AR (MU) — Master of the Iron Ring Spells: Threshold and its inhabitants.
1st level: charm person, 2 x magic missile (3
Operating from Xitaqa, Golthar's search for the missiles)
tapestry-map to the Lost Valley is the reason for 2nd level: levitate, web
the goblin raids and the capture of Stephan. 3rd level: slow, hold person
Unless killed in Xitaqa, Golthar pursues the
party to Threshold and even into the Lost Gear: necklace of protection +1 (functions as a
Valley. ring of protection - see BD52); eight large
jewelled rings (value 250gp each).
Spell book: Contains the above spells plus:
1st level: detect magic, light, read magic,
sleep
2nd level: detect invisible, knock, mirror image
3rd level: dispel magic
Appearance: Male; age 50; 6'9" tall. A grizzled
veteran with an eye-patch and a deep scar on
J O L E N T A (C) — Reaver of the Iron Ring left cheek; deep, menacing voice.
Clothing: white surcoat embroidered with
When the hunt for the adventurers begins after golden chalice over Chain mail +2.
their raid on Xitaqa, Jolenta is sent with Gactis Personality: seemingly gruff and short-tempered,
to Rifllian (p32). Later, she heads for Threshold he is really kind-hearted (especially if he has
and joins up with Golthar (or Karllag) there. just been bought a few drinks at the Hook
and Hatchet tavern).
Appearance: Male; age 32; tall and gaunt with Appearance: Female; age 30; tall, with short dark
deep set eyes and a piercing stare. hair and bright blue eyes. AC 2; F5; hp 40; MV 120' (40'); #AT 1 sword +2;
Clothing: Yellow robes; black belt with elaborate Clothing: chain mail under brilliant blue cloak D ld8+5; Save F5; ML 10; AL N; THACO 12
buckle in the form of two linked manacles. Personality: cold, calculating and very ambitious (inc. all bonuses).
Personality: emanates a sense of controlled Abilities: SI8, 110, Wll, D9, C17, Chl4
menace in every word and gesture; unpredict- AC 4 (chain mail & shield); C4; hp 16; MV 120' Gear: chain mail +2, sword +2
able, with a violent temper. (40'); #AT 1 mace; D Id6; Save C4; ML 9; AL C;
Note: If he is killed at Xitaqa (p26), Golthar will xp 125; THACO 19.
be replaced by Karllag — see below. Abilities: S12, 110, W16, D9, Cll, Chl6 M AFKA (Thief) — Reaver of the Iron Ring
Spells:
AC 4; M6; hp 17; MV 120' (40'); #AT 1 thrown 1st level: cure light wounds, cause fear Mafka works as an Iron Ring spy at Threshold.
dagger; D Id4; Save M6; ML 9; xp 725; THACO 2nd level: silence 15' radius Disguised as a fortune teller she attempts to lure
14-'R 10/20/30. the adventures to a deserted inn where Golthar
Abilities: S9, 115, W16, D18, C10, ChlO. Gear: mace +1; shield +1; scroll with bless, cure hopes to slay them.
Spells: light wounds and silence 15' radius; 50gp
1st level: magic missile (3 missiles), shield, and 5pp in belt pouch, gold bracelet (value Appearance: Female; age 35; brown hair dyed
sleep SOOgp) grey; average height, slender. When met she
2nd level: detect invisible, web is disguised as an old woman.
3rd level: fly, hold person Clothing: bright red robes as fortune teller;
G A C T I S (Thief) — Reaver of the Iron Ring otherwise she wears a grey cloak over leather
Gear: Throwing daggers; ring of protection +2; armour.
jade ring which controls the living statues at Gactis goes to Rifllian with Jolenta as part of the Personality: intelligent and cunning, a con-
Xitaqa (XI1); concealed pouch contains Iron Ring search for the adventurers. Later, he vincing actress.
5000gp-worth of small gems. trails the party on the journey to Threshold
Spell book: Contains the above spells plus: (seeWEll, p33). AC 7 or 6; T5; hp 18; MV 120' (40'); #AT 1 dagger
1st level: detect magic, light, read languages, or sword; D Id4 or Id8; Save T5; ML 10; AL N;
read magic, shield Appearance: Male; age 45; short, stocky, with xp 175; THACO 17.
2nd level: detect evil, knock, levitate heavy brow and long arms. Abilities: S13, 115, W10, D15, Cll, Chl4
Clothing: leather armour +1 under heavy black Gear: concealed dagger, and when in normal
cloak clothing a sword, potion of flying and a non-
KARLLAG (MU) — Master of the Iron Ring Personality: taciturn, not too bright but very magical crystal ball.
stubborn
This NPC is only needed if Golthar is killed at
Xitaqa (p26). He arrives there a few hours after AC 5; T4; hp 16; MV 120' (40'), 240' (80') HUTAAKA
the PCs' departure and takes up where Golthar mounted; #AT 1 sword or 1 dagger +2 or 1 arrow;
left off. Revenge is almost as important to him as D ld8+2 or ld4+4 or Id6; Save T4; ML 9; AL C; KFOREDZ (C) — Priestess of the Hutaakans
recovering the tapestry — noone outwits the xp 125; THACO 17 (15) - R 50/100/150.
Iron Ring! If not used during the course of this Abilities: S16, 18, W10, D16, C15, Ch9 Following the disappearance of the High Priest
adventure Karllag could be encountered by the Gear: sword, short bow, 20 arrows, dagger+2, during the Traldan attack on the Temple,
party in future adventures as the Iron Ring potion of invisibilty, potion of speed, 12pp Kforedz now leads the Hutaakans. If the PCs go
attempts to gain revenge on those who have in belt pouch; wears heavy, golden earrings with the Hutaakans following their first meeting
thwarted its plans. (value lOOgp each) with the Traldar (see Meeting the Inhabitants,
(The Iron Ring/Threshold/Hutaaka) PULL-OUT SHEET V
Keith Stratton (Order #5037079)
abandon the humans at a later stage, Kforedz Appearance: Male, aged 28; short and very Red-blade (Gnhasska)
does her utmost to persuade them to help her and muscular, he wears a brightly-coloured Symbol: Bloodied sword.
her people. She paints a very convincing picture lizard-skin cloak (his "badge" of office) at all Features: Wear red clothing, and adorn
of the Traldar as ungrateful barbarians, who times. themselves with red objects of all kinds
have repayed years of enlightened patronage Clothing: leather armour and shield (feathers, shells, fruit rinds, beads,
with hatred and bloodshed. She might even hint Personality: AL N; shrewd and cunning, but
at the existence of an ancient Hutaakan pro- swift to anger and easily insulted. stones, fragments of pot, etc.)
phecy, which foretold the arrival of the party as Note: Accompanied at all times by four Traldan Weapons: Short swords and slings.
saviours of the last remnants of their culture. As warriors. Morale: Average (7).
a last resort, she will offer the adventurers a Lair: Underground in the Dymrak Forest
jewelled Star of Pflarr (value lOOOgp) but will AC 4 (inc. D bonus); HD 7; hp 38; MV 120' (40'); (area W9).
not accompany them under any circumstances. #AT 1 spear or 1 hand-axe; D ld6+3 (inc. S
Unbeknown to the adventurers, Kforedz will bonus); Save F7; ML 11; xp 850; THACO 12 (inc.
take any opportunity to animate dead to send S bonus); New Monster. Viper(Jaggadash)
against the Traldar. She will never admit to this Abilities: S18, 19, W10, D16, C13, Chl5
ability. Gear: spears, hand-axe Symbol: Snake.
Features: Decorate their bodies with tattoos.
4 Traldan bodyguards Weapons: War hammers and daggers (for
AC 6; HD 2; hp 8 each; MV 120' (40'); throwing).
#AT 1 spear or 1 axe; D ld6+2 (inc. S bonus); Morale: Low (6).
Save F2; ML 10 (8); AL N; xp 25 each; THACO Lair: Underground in the Dymrak Forest
17 (inc. S bonus); New Monster. (area W10).

NON-HUMAN CLANS & Yellow-fang (Faz-plak)


Appearance: Female, with silvery grey fur; taller
TRIBES Symbol: Ruined tower.
Features: Yellow skins, wear heavy, iron
than most of her race (cf. Hutaakans, p47) collars and arm bands.
Clothing: pure white robes (over leather armour Listed below are some individual character-
+1); she wears at all times a large medallion istics of the non-human clans and tribes Weapons: Short swords and short bows.
in the shape of a star — the Star of Pflarr encountered in the module. Morale: High (8).
Personality: ALC; naturally aloof and haughty, Lair: Xitaqa ruins (areas B, Xl-3).
but capable of great tact and charm Elves (BD30)
Note: Kforedz might be persuaded to cast spells
to aid the adventurers, but only in exchange Vyalia Hobgoblins (BD31)
for their help. Symbol: Oak tree set with stars.
Features: Pale-skinned, deep green eyes. Bloodhead (Vlackkag)
AC 5 (inc. D bonus); HD 8 " ; hp26; MV 90' (30'); Symbol: Severed head.
#AT 1 mace +2; D ld6+2; Save C8; ML9; xp 1750; Weapons: Swords and longbows.
THACO 10; New Monster. Home: Tree-houses in forest S.E. of Lake of Features: Pale skins, wear bright robes.
Spells: Lost Dreams (not on map). Weapons: Swords and crossbows.
1st level: cure light wounds (x2), protection Morale: Average (8).
from evil Lair: Xitaqa ruins (area X5).
2nd level: bless, hold person, and silence 15' Callarii
radius Symbol: Sad elven woman on a white horse
3rd level: cure disease (their epic heroine, Callarii). Ores (BD35)
4th level: animate dead Features: Wear robes decorated with leaf-
Gear: mace +2; clerical scroll with cure serious
wounds, remove curse, striking patterns, great lovers of horses. Dark Web (Nyy-akk)
Weapons: swords, daggers and longbows. Symbol: Black spider.
Home: Radlebb forest, including the village Features: Dress entirely in black and wear
GURI-BEN-KAAL (F) — Traldan Chief of Rifllian (p32). gold earrings.
Weapons: Swords and axes (for throwing).
If the PCs decide to accompany the Traldar they Morale: Average (8).
meet in western Hutaaka (p46), or if they go Gnolls (BD30) Lair: Gold mine (W12).
there as refugees from the Hutaakans at a later
date, Guri will be very anxious to recruit them to
his cause. The Traldar have little defence against Death's Head (Galt-kalat)
the undead from the Temple (H5, p50), and Guri Symbol: A half-decayed head. Bald Dog (Pftark)
will recognise that the party could swing the Features: Defend their territory fanatically Symbol: Running dog.
balance of the "war against the mutts" in his (ML 12), shields bear tribal symbol. Features: Shave their heads, all left-handed.
favour. After doing his best to describe the Weapons: spears or swords Weapons: Short swords and spears.
Hutaakans as inhuman sadists, he will go as far Morale: Average (9). Morale: Average (8).
as offering 1500gp in gems as an incentive if the Lair: Caves (not marked) overlooking the Lair: Underground in Zargash Mountains
party seems reluctant to aid him. On no account valley of the Foamfire River (Map V). (not on map).
will he accompany the adventurers.

Goblins (BD31) Pixies (BD35)


Wolfskull (Kloss-lunk) Ilya
Symbol: Wolf's head. Symbol: None.
Features: Wear cloaks made of wolf-skin. Features: Wear platinum neck-bands.
Weapons: Axes and spears. Weapons: Daggers.
Morale: High (8). Morale: Average (7)
Lair: In the Petrified Forest (W16). Lair: Island in Lake of Lost Dreams (Wl 1).
PULL-OUT SHEET VI (NPCs: Hutaaka/'Clans & Tribes)
Keith Stratton (Order #5037079)
WEATHER & OPTIONAL ENCOUNTERS
Weather
The climate of Karameikos is temperate, TABLE 2 - WEATHER & MOON PHASES
with short winters that bring little snow,
and long, warm summers. The adventure
takes place in Spring, and early Summer Day of the Week
when the weather is quite changeable. In Lunadain Cromdain Tserdain Moldain Nytdain Loshdain Soladain
Table 2, each date has next to it a series of
four numbers which indicate the cloud
cover, rainfall, temperature and wind for Thaumont
that day. The meanings of the number 7:1/1/1/2 8:0/0/2/20 9:0/0/2/1 10:1/1/1/2
codes are given below: 11:2/0/2/20 12:2/2/1/2 13:3/3/1/2 14:3/2/1/2 15:3/2/0/30 16:2/0/1/2 17:3/2/1/2
18:2/0/1/20 19:1/1/1/2 20:0/0/2/2 21:0/0/3/3 22:1/0/2/1* 23:1/1/1/2 24:3/2/1/1
25:2/2/1/0* 26:1/0/2/2 27:0/0/2/3
Code Cloud Rain Temp. Wind
1: 2/2/1/2 2: 2/0/2/1© 3: 2/0/3/1 4: 2/1/2/1
9 clear dry cold calm 5: 2/0/2/0© 6: 2/0/1/0 7: 3/1/1/2 8: 3/0/2/1 9:2/0/1/10 10: 1/0/1/3 11: 0/0/2/1
1 light showers cool breeze 12: 0/0/3/2O 13: 0/0/2/2 14: 1/0/3/2 15: 0/0/2/3 16: 1/1/2/2O 17: 0/0/2/1 18: 0/0/3/0
t moderate rain warm wind 19: 1/2/2/0O 20: 1/1/1/2 21: 3/0/0/3 22: 1/0/1/2 23: 1/2/0/1* 24: 1/2/1/1 25: 0/0/2/2
3 heavy storm hot gale 26: 0/0/2/2* 27: 1/1/2/2 28: 0/0/3/3 29: 1/0/2/1

Example: Moldain the 8th of Flaurmont Yarthmont


has weather 3/0/2/1, i.e. it is a warm, dry 1:0/0/2/1© 2: 0/0/3/2 3: 0/0/2/3
4:2/1/1/2© 5:2/1/1/2 6:1/0/2/2 7: 2/0/2/1 8:2/1/2/20 9: 3/3/1/2 10: 1/1/2/2
day with heavy cloud cover and a breeze.
11:2/0/1/20 12:1/0/2/1 13:2/1/2/1 14: 1/2/2/2 15: 2/0/1/1O 16: 2/1/2/2 17: 1/0/2/1
18:0/0/2/00 19:1/0/3/1 20:1/0/2/1 21: 2/0/2/1 22:1/2/1/2* 23: 1/0/3/1 24: 0/0/2/0
25: 0/0/3/0* 26: 0/0/2/2 27: 0/0/2/3 28: 2/2/1/2 29: 1/0/2/3* 30: 0/0/2/2 31: 1/0/2/0
Key to Table

Date - cloud/rain/temperature/ wind. Klarmont


1: 1/0/3/1© 2: 1/1/2/1 3: 0/0/3/1 4: 1/0/2/2 5:1/0/2/1© 6: 0/0/2/2 7: 1/0/3/0
Moon phases:
8: 1/1/2/1O 9: 3/2/1/3 10: 1/0/2/1 11:0/0/3/1 12:0/0/2/20 13:1/0/2/0 14:1/0/3/0
• - new moon; © - quarter moon; O - half
15:1/0/2/1O 16: 0/0/3/0 17: 1/1/2/1 18:1/0/2/1 19:2/1/2/1* 20:1/1/2/2 21:0/0/3/1
moon; O - three-quarter moon; O - full
22:0/0/2/1* 23:1/0/3/0 24:1/1/2/1 25: 0/0/3/1 26: 1/0/2/2© 27: 0/0/3/1 28: 2/2/2/2
moon.

Bargaining Optional Encounters


Bargaining is the most common form of The bargaining should be role-played The optional encounters listed may be used
trading in Karameikos. Usually the buyer between the DM and players. The table as you see fit, to enliven play, and add
and seller start by stating outrageous prices indicates only how far the NPC is prepared atmosphere. They can also encourage the
and then try to meet each other somewhere to go, if the PCs offer a better deal it will of players to make haste when they are
in between. course be accepted by the NPC. exploring the area around Sukiskyn, for
example. It is not necessary to use these
For certain transactions which occur dur- encounters at all if you do not wish to. The
ing the adventure, a base offer or price is encounters may be selected either random-
given for the NPC concerned. Where no
TABLE 4 - BARGAINING ly, or according to your personal preference.
base offer or price is given, you should use
the prices given on EX19 or else invent Die Maximum Minimum If used as "random encounters" you should
your own. If the adventurers are selling, the Roll Offer Price reffir to Table 3 (PSVIII) and check for an
NPC's initial offer is one third of the base encounter once each day and twice each
offer. If the NPC is selling, the initial night, (for example) by rolling d20. If an
demand is double the base price. Once 2 40% 160%
encounter is indicated, the ranges given in
negotiation is underway, secretly roll 2d6, 3-5 60% 140%
the monster statistics below are used to
add the PC's charisma modifier and consult 6-7 80% 120% generate the numbers of creatures involved.
Table 4 to determine what percentage of 8-10 100% 100%
By making these checks before play
the base offer or price the NPC will 11-12 120% 80% commences, you will find it easier to
eventually offer or accept. 13+ 140% 60% choose the most appropriate moment for
(Weather & Optional Encounters) PULL-OUT SHEET VII
Keith Stratton (Order #5037079)
4-9 refugees: The adventurers encounter a
small group of refugees who have fled from one
TABLE 3 - OPTIONAL ENCOUNTERS of the homesteads or other settlements ravaged
by the goblins.
Hills & Eastern Western
Forest Open Mountains Hutaaka Hutaaka 1-2 mountain lions: AC6; HD 3+2; hp 15each;
Day Night Day Night Day Night Day Night Day Night Encounter MV 150' (50'); #AT 2 claws/1 bite; D Id3/ld3/
Id6; Save F2; ML 8; AL N; xp 50 each; THACO
1-5 1 1-5 1 1-5 1 1-5 1 1-5 1 No Encounter
16; BD27.
. 1-4 - 2-3 - 2-3 2-5 2-4 2-5 bats
6-8 - - - - - 1-3 boars 3-6 Pftark ores: AC 6; HD 1; hp 5 each; MV 120'
9-10 5-6 6-7 4 - - - . - - 2-5 Vyalia elves (40'); #AT 1 short sword or 1 spear; D Id6; Save
7-9 5-6 - 4-6 - 6-7 5 2-5 fin1 beetles F1;ML6; AL C; xp lOeach; THACO 19; BD35
- - - - 6-7 8-9 6 6 2-4 foot-pad lizards (&PSVI)— a raiding party from the mountains.
- - 6-7 7-8 - - 2-5 gnolls
- 10-11 - 7-9 - - - - - - 3-6 goblins 2-8 large ravens: AC 7; H D 1-1; h p 3 each;
- 8 9 8 10-11 1 -3 hellhounds MV 360' (120') flying; #AT 1 beak; D Id3;
- - - - - - 9-11 - 7-9 1 insect swarm Save NM; ML 8; AL N; x p 5 each; T H A C O
- 9 10 - - 1 mantirore 19; New Monster.
11-15 12 8-1! 10 - - - - - 4-9 refugees
11 IS 12-11 11-12 10-12 11-12 12 12-13 10 7 1-2 mountain lions 2-5 rock snakes: AC 7; HD 1*; hp 6 each;
- 14-15 - 13-14 - . - - - - 3-6 ores MV 90' (30'); #AT 1 bite; D 1 + poison (Id4+1);
1") - - 13-14 13 13-14 11 - 2-8 ravens Save Fl; ML 7; AL N; xp 13 each; THACO 19;
- - - 15 14 15-16 - 12 . 2-5 roek snakes New Monster.
lti-17 15-16 - 15 - - 1-4 shadows
16-18 18 15-16 17 16-17 16 17-20 14-15 13-14 8-9 3-6 stirges 1-4 Shadows*: AC 7; HD 2+2; hp 10 each;
- - - 16-20 - 10-16 Undead (see below) MV 90' (30'); #AT 1 touch; D Id4 + drain 1 point
19-20 19-20 17-20 18-20 18-20 17-20 - - - - 2-5 wolves of strength for 8 turns; Save F2; ML 12; AL C;
- - - - 15-20 17-20 Hutaakans or xp 35 each; THACO 17; BD36.
Traldar*
3-6 stirges: AC 7; HD 1; hp 5 each; MV 180'
* Who the adventurers encounter depends on whom they are allied with (see Meeting the Inhabitants (60'); #AT 1 bite; D Id3 ( + ld3 per round
p46). The Traldar are never encountered at night — either reroll or treat as no encounter. automatic); Save F2; ML 9; AL N; xp 13 each:
THACO 19 (17 if flying); BD38

the encounter to occur. Alternatively, and 2-4 giant foot-pad lizards: AC 6; HD 2+1; hp 9 Undead a mob of:
perhaps ideally, the encounters may be each; MV 120' (40'), 60' (20') climbing; 5-8 zombies: AC 8; HD 2; hp 9 each; MV 90'
selected for use in any order and at any #AT 1 bite; D Id6; Save F2; ML 7; AL N; xp 25 (30'); #AT 1 claw; D Id8; Save Fl; ML 12;
location that seems suitable. Be careful not each; THACO 17; New Monster. AL C; xp 20 each; THACO 18; BD39.
to over use these encounters, however, since 7-12 skeletons: AC 7; HD 1; hp5each; MV 60'
this may leave the PCs too weak to cope 2-5 Death's Head (Galt-kalat) gnolls: AC 5; (20'); #AT 1 club; D Id4; Save Fl; ML 12;
with the rest of the adventure. It is a good HD 2; hp 8 each (leader 10); MV 90' (30'); AL C; xp 10 each; THACO 19; BD37.
idea to tailor the encounters to the con- #AT 1 spear; D Id6+1; Save F2; ML 11; AL C;
dition and abilities of the party — par- xp 20 each; THACO 18 - R 20/40/60; BD30 (& 2-5 wolves: AC 7; HD 2+2; hp 11 each; MV 180'
ticularly in the later stages of the adventure. PSVI) — hunters on their way to join the main (60'); #AT 1 bite; D Id6; Save Fl; ML 8; AL N;
war-party in pursuit of the party. xp 25 each; THACO 17; BD39.

Encounter Statistics 3-6 Red-blade (Gnhasska) goblins: AC 6; Hutaakan war-party comprising:


HD 1-1; hp 4 each; MV 90' (30'); WAT 1 short 2-5 minor priests: AC 6; C2; hp 9 each; M V 90'
2-5 bats: AC 6; HD 2; hp 7 each; MV 180' (60'); sword or 1 sling stone; D Id6 or Id4; Save NM; (30'); #AT 1 mace; D 1 -6; Save C2; ML 8; AL N;
#AT 1 bile; D Id4; Save Fl; ML 8; AL N; xp 20 ML 7; AL C; xp 5 each; THACO 19; BD31 (and xp 25 each; THACO 19; New Monster (p48).
each;THACO 18; BD25. PSVI) — a band of hungry (and aggressive) Spells - cure light wounds or cause fear
stragglers from the scattered Gnhasska clan. 5-8 warriors: AC 5; HD 1; hp 5 each; MV 90'
1-3 boars: AC 7; HD 3; hp 13 each; MV 90' (30'); (30'); #AT 1 spear; D 1 -6; Save F1; ML 9; AL N;
#AT 1 tusk; D 2d4; Save F2; ML 9; AL N; xp 35 1-3 hellhounds: AC 4; HD 3**; hp 13 each; xp 10 each; THACO 19; New Monster (p48).
each; THACO 17; BD27. MV 12O'(4O');#AT1 bite or breath; D 1-6 or 3d6;
Save F3; ML 9; AL C; xp 65 each; THACO 17; Traldar raiding party comprising:
2-5 Vyalia elves: AC 5; HD 1»; hp 5 each; EX51. 5-8 warriors: AC6; HD 1 + 1; hp6each; MV 120'
MV 120' (40'); #AT 1 sword or 1 arrow or 1 magic (40'); #AT 1 spear; D Id6+1; Save Fl; ML 10;
missile spell; D Id8 or Id6 or Id6+1; Save El; 1 insect swarm: AC 7; HD 3*; hp 10; MV 30' AL N; xp 19 each; THACO 17; New Monster
ML 8; AL N; xp 13 each; THACO 19; BD30 (and (10'), 60' (20') flying; #AT 1 area affect (P48).
PSV1) — a hunting party from the Vyalia clan 10'xl0'x30'; D 2 if AC 5 or better, 4 if AC 6 or 1-2 vocals: AC 9; HD 1; hp 5 each; MV 120'
stronghold south-east of the Lake of Lost worse; Save NM; ML 11; AL N; xp 50; THACO (40'); #AT 1 shout or 1 dagger; D Special or
Dreams (Wll, pl6). They will be friendly N/A; EX 52. Id4; Save Fl; ML 9; AL N; xp 23; THACO 19;
towards the party. New Monster (p48).
1 manticore: AC 4; HD 6+1*; hp 30; MV 120' 5-8 giant foot-pad lizards: AC 6; HD 2+1; hp
2-5 fire beetles: AC 4; HD 1+2; hp 8 each; (40'), 180' (60') flying; SAT 2 claws/1 bite or 6 11 each; MV 120' (40'), 60' (20') climbing;
MV 120' (40'); #AT 1 bite; D 2d4; Save Fl; ML 7; spikes; D 1-4/1-4/2-8 or 1-6 each; Save F6; ML 9; #AT 1 bite; D 1-6; Save F2; ML 7; AL N; xp 25
AL N; xp 15 each; THACO 18; BD26. AL C; xp 650; THACO 13; EX 52. each; THACO 17; New Monster (p56).
PULL-OUT SHEET VIII (Optional Encounters)
Keith Stratton (Order #5037079)
THE LOST VALLEY

KARAMEIKOS

ESCARPMENT

FORE5T

AAOUNTAIHS

Keith Stratton (Order #5037079)


T H E T E M P L E P F L A R R

FRoNT VIEW

balcony aDove

H5J GRoUhD FLOOR

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Kartoeba
H6) UNDER THE TEMPLE
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9149XXX1402
Keith Stratton (Order #5037079)
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
(W9) RED-BLAPE 60BLIM LAIR VIPER GOBLIN LAIR

(wn) I5LAIWL0ST DfW\5 (W12) GOLD MIME

THE TEMPLE

Keith Stratton (Order #5037079)


W14) (W15) TOMBS ON THE RIDGE 3OOVD5 PIAMETER. KEY
DOOR

SECRET
DOOR

TRAP

O STATUE
o-o
LADDER

MIRROR

WATER

ROCKFftCE

TREES
PETRIFIED
TREES .THICKET

WOLFSKULL LAIR

C
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
Keith Stratton (Order #5037079)
T 1--\ [ T A P E 5 T R Y

Keith Stratton (Order #5037079)


Keith Stratton (Order #5037079)
Keith Stratton (Order #5037079)
Special Basic/Expert Transition Module

Night's Dark Terror


Jim Bambra, Graeme Morris & Phil Gallagher

Barely one day's march from Kelven, the uncharted


tracts of the Dymrak forest conceal horrors enough
to freeze the blood of civilized folk. Those who have
ventured there tell how death comes quick to the
unwary—for the woods at night are far worse than
any dungeon.
But you are adventurers, veterans of many battles,
and the call of the wild is strong. Will you answer
the call, or are you afraid of the dark terrors of the
night?
This campaign adventure is for characters just
beginning Expert play (levels 2-4) and hurls them
into the exciting outdoor world which awaits in the
Expert rulebook.
With a 64 page booklet, 2 double-panel covers, a
double-sided, fold-out mapsheet and 120 die-cut
counters, this super module provides all you need
for epic wilderness and dungeon adventuring. Jour-
ney across the Grand Duchy of Karameikos in a des-
perate race against time and the forces of evil.
This adventure is for use with the DUNGEONS
& DRAGONS" Expert Set, which continues and
expands the D&D" Basic rules. This adventure
cannot be played without the D&D Basic and
Expert rules produced by TSR Inc.
? 1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

TSR Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva Cambridge CB1 4AD
Wl 53147 United Kingdom

0-88038-269-4
ISBN 394-55412-4TSR1000

9149XXX1401
Keith Stratton (Order #5037079)
^ I
Pyotr Darya Taras Aifana

Ifina Matvey Kuzma Masha Loshad Horse

Stellios Fighter Fighter Cleric Ladder Ladder Ladder Ladder

Red-Blade Broken Broken


Cleric Magic User Thief Dwarf Bodyguard Ladder Door Door

Red-Blade Red-Blade Red-Blade


Etf Elf Halfling Dwarf Gnhass Bodyguard Bodyguard Bodyguard

Wolfskul Wolfskull Wolfskull Wolfskull Wolfskull Wolfskull


Kloss Goblin Goblin Goblin Bodyguard Goblin Goblin

Wolfskull Wolfskull Wolfskull Wolfskull Wolfskull Wolfskull Wolfskull Wolfskull


Bodyguard Goblin Goblin Goblin Bodyguard Goblin Goblin Goblin

; !
R-Blade i R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade

R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade R.Blade '• Bat Bat Bat Bat Bat

R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade W-Skull W-Skull W-Skull W-Skull W-Skull W-Skull

R-Blade R-Blade R-Blade R-Blade ! R-Blade R-Blade W-Skull W-Skull ' W-Skull I W-Skull W-Skull W-Sku

I
R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade W-Skull W-Skull W-Skull W-Skull W-Skull W-Skull

Y
R-Blade R-Blade R-Blade R-Blade R-Blade R-Blade W-Skull | W-Skull W-Skull W-Skull W-Skull W-Skull

-1986 TSR Inc. All Riqhts Reserved. Printed in U.S.A.


Keith Stratton (Order #5037079)

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