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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
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).
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 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
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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
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
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
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
EASTERN
BLACK PEAK KARAMEIKQ5
MOUDTAin*
. THRESHOLD
RIFLLIAR
5UKI5KYD Q
FERRY Q £ Q V V
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.
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.
KARAMEIKOS
ESCARPMENT
FORE5T
AAOUNTAIHS
FRoNT VIEW
balcony aDove
m ir
ru
i ir 11 i n 11
' JL m Si ik-.i
4P"lb7 Jwl mmmm.
ir jsmmmw .-Jf
M\ JJ I P •flPBIi
ii AW JL^JIT ilk
ion
Kartoeba
H6) UNDER THE TEMPLE
Bg^ggiWHgg-''
9149XXX1402
Keith Stratton (Order #5037079)
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
(W9) RED-BLAPE 60BLIM LAIR VIPER GOBLIN LAIR
THE TEMPLE
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
0-88038-269-4
ISBN 394-55412-4TSR1000
9149XXX1401
Keith Stratton (Order #5037079)
^ I
Pyotr Darya Taras Aifana
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