Professional Documents
Culture Documents
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Maps
Chapter 1: A H ard Winter . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Caverns of the Orothiar Dwarves ................. 12
Chapter 2: The Big Valley . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The Village of Guard .............................. 13
Chapter 3: The Bloodstone Mines . . . . . . . . . . . . . . . . . . . . 15 Waukeshire of the Halflings ......................... 14
Chapter 4: Kingdoms of Deepearth . . . . . . . . . . . . . . . . . . . 20 The Temple of Orcus (Pull out) .................... 23,26
Chapter 5: Council of War . . . . . . . . . . . . . . . . . . . . . . . . . . 30 The Dungeons of the Duergar (Pull out) ............ 24,25
Chapter 6: The Temple of Orcu:s ......... . ........... 33 BATTLESYSTEM"' Scenario 1 .. . .................... 32
BATTLESYSTEM Scenario 2 ......................... 32
Epilogue ......................................... 43 Test of Illusion (Area 33) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 7
Test of Steel (Area 35) .............................. 38
Pregenerated Player Characters ....................... 45
Test of Speed (Area 36) ............................. 39
New Monsters .................................... 47 Legion of Undead (Area 59) ......................... 41
Distributed to the book trade in the United States by Random House, Inc., and
in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby
CREDITS trade by regional distributors. Distributed in the United Kingdom by TSR UK
Editing: Mike Breault Ltd. ADVANCED DUNGEONS & DRAGONS. AD&D, BATI'LESYSTEM,
Cover Art: Keith Parkinson PRODUCI'S OF YOUR IMAGINATION, and the TSR logo are trademarks of
Interior Art: Graham Nolan TSR Inc.
Cartography: Dave LaForce, Tom Darden, and Gloria Habriga This adventure is protected under the copyright laws of the United States of Amer-
ica. Any reproduction or other unauthorized usc of the material or arrwork con-
Typography: Betty Elmore tained herein is prohibited without the express written permission of TSR Inc.
Graphic Design: Colleen O'Malley, Dennis Kauth, and CI I986 TSR Inc. All Rights Reserved.
Stephanie Tabar
Printed in U.S.A.
0· 88038-312-7
9168
It is well into the fall season. The harvest is bit of a tomboy. She is climbing a tall ladder to
Everything Is being brought in late because of the needs of nail shutters on a second-story window. Two
Op To Date in the war. Leaves have turned and are rapidly
dropping off the trees. Daytime temperature
young boys (about eight years old) are chasing
a dog, which runs under the ladder. They
Bloodstone Pass reaches the mid-60s; at night it drops ncar the bump into the ladder, toppling Lady Chris-
freezing point. tine. A PC is nearby (possibly the fighter for
The Bloodstone War has ended. The hon- As the adventure opens, your characters are whom she has a growing affection). Have the
ored dead have been buried in the newly- experiencing everyday life in Bloodstone Vil- player roll a Dexterity Check (roll ld20; a roll
consecrated graveyard; fresh markers dot the lage. It is worth spending a few hours of a play equal to or less than the character's Dexterity
lonely hillside. The blood of the bandits and session just getting to know the town. You succeeds). If the check is successful, he catches
slavers will enrich the soil of the peasants' have the opportunity to introduce many of Lady Christine in his arms, saving her. If not,
farms during the long winter and bring new the minor characters in our story and help cre- the PC is just a little too far away to make the
life in the spring. Thus is the cycle of death ate the illusion of reality for this community. catch. Lady Christine suffers 2d6 points of
and life ever repeated. Module Hl contains a number of local char- damage :and is knocked unconscious. The PC
And after the fierce jubilation of victory is acters and ideas for sub-plots that can help can carry her to the healer, or heal her himself
quieted, the people turn to rebuilding what create depth for your campaign. If you played if he has the power. A character who kills the
they have lost. that adventure, continue those plots. If not, two yourng boys and sticks their heads on pikes
During the war, outlying farmhouses were and if you have a copy of Hl, most of them in the public square is not getting into the
destroyed, and many of the buildings in the can be easily adapted to this adventure. Do spirit of things.
town were burned during a daring midnight not stop with our ideas, though. Use the Ran- 2. The characters have business that takes
raid by the Warhooves cavalry. Newly-built dom Villager Generator in the appendix as them outside of town, where many of the vil-
fortifications surround the town, including well as the lists of NPCs provided there to cre- lagers have small farms. One farm is managed
walls built with wall of scone spells, trenches ate characters with whom the PCs can interact. by an old woman named Hortense. As the
dug both by hand and with dig spells. Houses Here are a few everyday incidents to show you characters approach, they hear her shouting
that were burned down are being rebuilt. Ac- what we mean. and cursnng. Six of her prize pigs have escaped
tivity is everywhere. (If you have played mod- 1. Lady Christine, daughter of the baron their pen, and are rooting around in her vege-
ule Hl, note the changes that actually took (who is, or will be, in love with a PC fighter of table patch. Gallant characters will immedi-
place in your campaign on the map of Blood- high Charisma), throws herself actively into ately try to help. Have you ever tried to catch a
stone Village on the inside cover.) the rebuilding of Bloodstone. She is a lovely muddy pig? These pigs weigh over 3,000 gp
young woman (a druidess by training) and a each and can run at a speed of 18". If they
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13
14 \
----~ ~
~--<'::~_:..-::'~·./ -~
The source of the valley's wealth in years past spair in squalor and poverty. Indeed , the citi- among the evil army drew power from what·
now lies in decay and disuse, at least in terms zens of Bloodstone Pass, and the nearby ever foul forces lurked within the decrepit
of productive mining. The mines of Blood- dwarven communities, enjoyed a fine stand- tunnels and shafts.
stone Pass are far from abandoned, however. ard of living and had the benefit of luxuries That army eventually met its well-deserved
The maze-like network of tunnels and shafts uncommon throughout the rest of the king- destruction , but surviving remnants retreated
now hosts an assonment of underground crea- dom. into the· Galena Mountains. Many of these
tures, nearly all of which have a bloodthirsty For two generations the mines contributed remnants found shelter in the bloodstone
and thoroughly evil nature. their wealth to the peoples of the valley. Tun- mines.
The entrances to the bloodstone mines lie nels were plotted by dwarven engineers that The people of Bloodstone Pass, as well as
in a high canyon, rising through a sheer gorge plunged ever deeper beneath the surface. the dwarves of the nearby clanhold, now des-
to the east of Bloodstone Pass. This canyon Bloodstones were removed from the earth in perately need money to rebuild and restore
sheltered the evil army that terrorized the citi- the thousands from several rich veins. None of their communities. Obviously, if the blood-
zens of the valley for many years. With the de- the sources seemed to show any signs of de- stone mines could be reopened, the income
struction of the bandit army, the canyon has pleting. would prove very useful to these populations.
been mostly abandoned, and the army's crude Then one black winter day, the work In addition, of course , whoever opens the
tents and huts have quickly fallen into disre- stopped . Most of the miners working that day mines could claim a hefty percentage of the
pair. never emerged from the mines. Those who profits as just compensation. These consider-
did had been driven mad with fear. An articu- ations, or perhaps a mere search for excite-
History of the Mines late explanation of the disaster was never ment and adventure, will probably lead the
given by any survivor. Parties of miners, ex- heroes to the mines. This chapter details those
The bloodstone mines have been worked plorers, and adventurers ventured into the mines as an adventuring environment.
sporadically for several decades, and have pro- mine in later years, but none was ever heard
duced a steady income of their crimson from again. Eventually, the abandoned mine
product for the humans and dwarves of the was given up for lost by the folk who used to
valley. This wealth was used carefully and did profit from it.
not corrupt the societies that benefited from In recent years, the bandit army made its
ir. The wisdom and goodness of the baron of headquarters in the valley at the entrance to
Bloodstone insured that the wealth was shared the mines. The course of combat described in
equitably; if he and his family lived well, it H 1 revealed that the mines were a source of
cannot be said that he left his subjects to de- potent evil , and that the clerics in particular
15
16
17
The regular mining tunnels on thiis level are the sound of flowing water fills these corridors 16. Lair of the Naga
much like those on the upper level , except so thoroughly, however, PCs cannot hear the
sounds of the mines until the reach the four- The stream flowing through the mines
that they tend to be a little sturdier, and the eventually spills into a 60-foot-long vertical
dust in them shows signs of greater traffic. In way intersection outside of Area 13. Here the
characters hear sounds of picks and shovels shaft. At the bottom of the shaft, the water
so~e cases, cha.ra~ters may even notice signs of flows through a large, air-filled cave, and then
mamtenance, as if the occupants of this level striking rock, accompanied by a low, dull
chant. Unfortunately, this is also where the al- spills rapidly into a subterranean lake that
are trying to keep the mine from collapsing. completely fills its chamber. The current is too
Old and rotted wooden shoring timbers have ert duergar guards discover the PCs. The
guards attack and sound the alarm instantly. strong for a character to swim against it. Once
been replaced , in some locations, by skillfully it passes Area 16, it flows down to the lake. A
crafted stone pillars. Any dwarves with the The guardroom is occupied by 24 crossbow-
armed duergar guardsmen. It also contains a character trapped in the lake who is unable to
party declare that the work is very similar to breach water will certainly drown.
dwarven stonework, but subtly different. huge gong that is struck as soon as intruders
are discovered. The duergar are disciplined Unfortunately, the last stop before the lake
The irregular tunnels on this level are quite (Area 16) is already occupied by a creature
unus~al and mysterious, however. They are
and aggressive. They form a two-rank line so
that aU can fue their crossbows down the corri- that does not welcome company: a spirit naga.
definttely not natural caverns, for their sides, The naga coils imperially atop a pile of trea-
floors, and ceilings arc smooth. A cross section dor, and then charge, brandishing their
wicked picks. sure that it has accumulated from its unwill-
of one of these tunnels is almost perfectly cir- ing visitors, and cooly regards any new arrivals
cular. The tunnels meander about the area Duergar Guards (24): AC 4; MV 6" ; HD
4; hp 20 each; #AT 1; Dmg ld4 (crossbow) or in its lair. It fust tries to charm its new guests,
with little sense of consistent direction , and only resorting to combat if this is unsuccess-
were made with no attempt to maintain a ld6 +I (pick); AL LE; Size S; XP 165
ful. Charmed characters are kept around for
straight line. There are no signs of any several days as amusement, until the oaga
toolwork on the stone surfaces of these tun- 14. Duergar Living Quarters grows bored (or hungry).
nels. This large chamber houses the duergar who In combat, the monster casts offensive
The water flowing from Area 5 creates a are not actively involved in working the mine spells as long as possible, entering into melee
rapid stream that crosses through several of or guarding the approaches. At any time this combat as a last resort. The naga's treasure in-
the corridors on this level. The water churns room contains 40 1st-level workers and 24 4th- cludes 8,000 sp, 5,000 gp, and 2,500 ep, as
along so actively that its sound fills the tunnels level guards. These duergar rush to battle if well as a quiver of 10 arrows + 3 and two ar-
and prevents normal noises from bei ng heard. the alarm should sound. The workers reach rows of demon slaying. Also found here are
Thus characters (including the PCs) and crea- the intersection two rounds after the alarm two bottles containing two doses of oil ofethe-
tures who depend upon sound to warn them sounds, while the guards take an additional realness each and a mirror of mental prowess.
of surprises are surprised on a 1-3 on this level. two rounds to outfit themselves with cross-
bows and picks.
12. Chamber of the Golems The room contains dozens of filthy straw
This passage resembles the other excavated sleepmg mats, several bins of disgusting-
areas of them mine. One of the corridors en- looking, lard-heavy food, and a barrel of
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19
ins of the dwarves: the Gray Ones, or duergar. deeper in the earth and had a rich culture.
History of the The duergar, like their dwarven cousins, The duergar lived mean and squalid lives in
Duergar Realm rely on mining for economic prosperiry. Few
are as skilled at working metals and stone. But
the network of caverns that led to the
svirfneblin kingdom. The duergar greatly en-
the duergar are also particularly adept at de- vied the gnomes their wealth and comfort. For
Many are the great civilizations of the Un- signing fiendish traps that imprison unwary many years, they preyed upon the gnomes in a
derdark. The dark elves, or drow, are the most prey and often inflict a slow and painful series of lightning raids, carrying off food, cat-
powerful, with the baneful influence of their death. They are slavers of a particularly brut- tle, and occasionally slaves. The svirfneblin
spider goddess queen, Lolth, shaping their ish stripe- their subjects do not live long. The sent military expeditions against the duergar
culture. The insane kuo-toan, aging remnants duergar are especially known for their com- with great success, but soon the duergar re-
of a once-great race, worshipers of the Sea plete mercilessness on the battlefield. turned, skulking in the darkness, to take their
Mother, are still dangerous to the unwary. The duergar taste in entertainment is decid- roll once again.
There are also the illithid, or mind £layers, the edly not for the squeamish. Captives that are Then one night, a duergar crept into the
evil psionic creatures of nightmare. The most deemed unsuitable for lives as slaves are put to svirfneblin realm to steal food and perhaps
alien of the underground cultures is that of death in the most fiendish, macabre, and murder a few gnomes. Sneaking through an
the aboleth, whose rise has been responsible time-consuming methods imaginable. It is infrequently used tunnel, he found an open
for the decline of the kuo-toa. The derro of hard to say whether such a death is worse than mine shaft. Curious, he crawled inside, hop-
the Underdark are savage little crea"tUres who life as a duergar slave. ing to find gold or precious gems. Instead he
raid the surface world for slaves and plunder. The history of the duergar in the Galena found a pool of mercury, glistening coldly. He
The cloakers are known as the true children of Mountains is full of the treachery and evil typ- felt a calling from it, a sense of implacable evil
the earth; their race includes the lurkers, the ical of their race. Yet there are unique features that thrilled him. He stretched out his hand
miners, the trappers, and the mantari. to this story that make it worth the telling. and touched the surface of the pool.
Let us not forget the svirfneblin, or deep Long ago, the svirfneblin occupied the gi- A blinding flare of blue-white light
gnomes, who live far from the surface lands. ant cavern beneath the bloodstone mines. As erupted; the column of light poured out of
There are the mountain dwarves, tall cousins long as the humans and hill dwarves confined the mine shaft, casting its baleful light into
of the hill dwarves, who live long lives be- their mining to the area near the surface, all every corner of the svirfneblin realm. The
neath the ground. And there are the evil cous- was peaceful. The svirfneblin mined much duergar was transformed into a creature of
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Assuming the role of King Ruggedo, interro- PCs can use their time in the svirfneblin
Realm of the Gnomes gate the party about their actions. He is very in- realm to recover spells and hit points and get
terested in their experiences with the duergar ready for the next challenge.
The svirfoeblin home in exile is a large cavern and wanrs to enlist their help in his war. The duergar have garrisons at each of the
with a deep lake at irs center. There is only one He reveals the history given at the begin- three approach routes connecting the king-
main corridor leading into it, and strong de- ning of Chapter IV and offers the aid of his dom of the gnomes to their own cavern. Each
fenses keep it from being overrun. Occasional army if the PCs will lead them to defeat the of these garrisons is posted within the duergar
svirfneblin patrols conduct raids and searches duergar. cavern, but not far from the tunnel entrance.
into the corridors, and spies repon on the If the party agrees, the king wants to discuss A central reserve, which includes much swift
duergar realm, but mostly they settle for a de- military strategy. He reveals information cavalry, remains on duty and can be sum-
fensive position. They have neither forgonen about the svirfneblin force structure and the moned as needed.
nor forgiven the fact that they have been dis- resources of their enemy, the duergar. He asks Historically, the gnomes have always at-
lodged from their ancestral home and resent all for advice and suggested tactics for an attack. tacked through the wide central tunnel. Thus
dwarves (not just the duergar) for their fate. The king knows that there is something ex- the garrison at this runnel is much larger than
tremely nasty in the Temple of Orcus. He has at either of the side runnels. The gnomes will
The svirfneblin patrol escorrs you through been waiting until that demonic menace could again attack down the central runnel, unless
the gnomish city. It seems that the entire be removed before launching his attack. It the PCs present them with information about
community is on a military footing; even the might be a good idea, he feels, if the attack can the lighter garrisons ro the sides.
young are drilling with spears and crossbows. help cover an assault by the party on the temple. The garrison posted at each runnel is in-
Ahead of you is an armed fon, which the You may play out the BATTLESYSTEM"' structed to hold its ground as long as possible.
guard lieutenant informs you is the residence game option given on the next two pages, or This it will do-it never falls back as a tactical
of the Gnome King, Ruggedo. Svirfneblin you can have the battle happen off-stage in- maneuver, although it may rout away from its
soldiers guard the large double-doors that stead. In the latter case, just assume that bat- post.
swing open as you approach. de begins at the same time the party tries to
The king of the deep gnomes is sitting sneak into the Temple of Orcus. If you decide Setting Up the War
on a stone throne elevated on a dais. He is to run the battle, you as OM will run the
a wizened, blue-eyed gnome about three duergar (getting an assistant OM or a referee The order of march of the gnomes can be
feet tall. The guard lieutenant and his men for the BATTLESYSTEM game ponion will determined by the players of that army, or by
bow deeply before their king (the charac- make your life a lot easier), and the players the PCs if the scenarios are played against the
ters would be wise to do the same). should take over the svirfneblin army. OM . Although the approach tunnels are
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31
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This brooding edifice serves as the focal In addition, the proximity ofOrcus's power advcnru rc so that you know which period is in
point of the duergar culture. Located high in has caused the temple itself to gain a magic re- effect at a given time. Conditions in en-
the waH of the duergar caverns, the temple is sistance of 60%. This resistance affects all counter areas can vary considerably between
accessable only by flight or by climbing the pans of its actual construction, such as walls, the two periods.
treacherous, twisting stairway that switches floors, ceilings, stairways, doors, and the like. Player characters wiJI do well in this adven-
back and forth across the cliff face below the Furniture and inhabitants of the temple are ture to learn as much about encounter areas as
temple. not affected. possible before venturing into them. A good
The temple serves multiple purposes in the way to gain such intelligence is the interroga-
duergar society. It is home to the race's clerics tion of prisoners. The duergar do not provide
and the focal point of their fou l worship. Its Daily Schedule information willingly, and there is only a 20%
arena and beer hall draw hundreds of the dark
dwarves to their daily bouts of deadly combat
of the Temple chance that a given prisoner will break under
physical methods of persuasion. Charm and
and drunken ribaldry. But most of all, the The temple passes through two distinct other spells, of course, provide the best means
temple is a deadly monument to the corrupt phases in each 24-hour period. For 16 hours of gaining this information.
and evil nature of the duergar's avowed deity: the temple is quiet, its halls deserted and the Duergar visitors to the temple know noth-
Orcus, Prince of the Undead. clerics engaged in meditation or other, more ing except the path to and from the arena and
The stairway climbing to the temple is a sinister, activities. Then for eight hours, the the beer hall. Guards are familiar only with
mere 10 feet wide. It climbs a vertical distance temple is quickly ftlled with rambunctious their specific area of posting. The acolytes
of 400 feet from the cavern floor and contains duergar from throughout the Deepearth ca- know about the entire arena area and the
eight switchbacks. No railing protectS the vern. These dwarves watch a series of events in monster holding pens. Only the higher level
climber. the temple's huge arena and drink large quan- clerics are familiar with the upper level of the
The walls, floors, and ceilings of the temple tities of ale and mead in the huge hall adja- temple, including the cdeporrarion portals in
have all been treated with a special substance cent to the arena. The proceeds from this Area 58.
added to the momu of the stones themselves. entertainment provides the coffers of the tem-
This substance prohibits the passing of any
ethereal creatures or objectS. Although ethe-
ple with considerable revenue.
The two time periods are referred to as the
Encounter Areas
real existence and movement within the
rooms of the temple is not affected, passing
quiet period and the boisterous period under 1. Outer Plaza
various encounter area descriptions. You must
from one chamber to another ethereally is im- keep track of the passage of time during the This open spaces lies at the summit of the
possible. long stairway climbing to the temple. During
33
34
36
=
29. Hold of the Beholder blend in with the rest of the stone wall. Thus
The most intelligent of the duergar mon-
characters have to pull the tapestries aside be- f- - ' r
=
fore they can even begin to search for the
~
sters, the beholder would very much like toes-
cape from its confinement. It bears no love for
doors.
-l- -)+-+---11
r-_1---<~t -
its captors and would actually prefer to attack
the duergar to any other victims. Failing that, 32. Hallway -r-
however, it takes whatever prey comes
along ....
Beholder: AC 01217; MV 3"; HD 14; hp
60; II AT 1 (+gazes); Dmg 2d4; ALLE; Size L;
XP 14,100
This triangular shaped hallway leads to a
pair of golden doors like those in Area 31.
These doors also lead, not to the center of the
temple, but to the eight tests of Orcus.
•--t-
........~1-+-
,
~-
r
·-l --!-------'
- Ir---f-
!---+-•
30. Red Dragon A erie 1 I
This huge, vaulted chamber contains an- These eight chambers (Areas 33-40) contain - Acrd Curtarn
other of the popular arena attractions: a pair challenges and death traps designed to end -- Illusionary Acid Curtain
of powerful red dragons. Like the beholder, the careers of snooping adventurers who find
these monsters would relish a chance to strike their way in here. They are also occasionally x Teleported Characters
at their captors, but they arc suitably blood- used to test the mettle of powerful characters Sent Here
37
Di rection
0 f Force
r- l
I II (
Double ~
One-Way~
Door
-'
'
-i
lrdn GoiEm
- ~-
-t ~
38
39
40
co Door
G = Ghasts W = Wraiths
S = Spectres Z = Zombies
41
42
victory for the good guys), the Gnome King If the PCs ask for reasonable things within
The Adventure Ends summons the party. the power of the Gnome King co grant (your
discretion, but do not be too generous), they
So ends the expedition into the bloodstone The wizened svirfneblin monarch surveys get their way. Some reasonable requests would
mines. The secret of Orcus has been revealed the field of battle. Smoke rises from the be: raise dead or rescoracion of PCs or key
(and foiled, if all went well). duergar military camps. Some skirmishing henchmen, up to 10,000 gp apiece of gems, or
If the attempt to gate Orcus into the duergar is still going on, but mostly the gnomes are the like. Be sure not to give any XP for money
caverns succeeded, and the heroes have not yet tending their dead and herding the gotten this way.
managed to defeat him, they have a serious en- duergar prisone rs out of the great cavern. The Gnome King will suggest the following
emy on their hands, and their newfound realm is no matter what the heroes ask for: a treaty al-
still in great danger. Type I, 11, and III demons "We owe you a great deal;' King Ruggedo lowing the baron of Bloodstone Pass the right
enter the valley in great numbers, and those who says regally. "We had virtually given up hope
to mine bloodstones in the Galena Mountains
are able flee the cursed land. of recovering our homes from the evil
for a tariff of 10% of all gems taken from the
Within a few months, virtually everyone duergar. If we had known of the foul demon
mountains. The svirfneblin will also aid in
has left town. Bloodstone Pass is a ghost town who aided them, surely we would have given
mining, and they know right where t he good
in every sense of the word. The adventurers in to despai.r. If there is aught we can do to re- stuff is. This treaty, if ratified by the baron (all
can retreat in disgrace, or they can work out pay you, if there is a boon within our power
the PCs have to do is ask), will increase the
some way to return Orcus to the underworld to grant, you have only to ask."
production of the reopened mines by 25%.
and rid the valley of the demon menace. The gnomes will also ask the PCs to serve as
Baron Tranth, Lady Christine, and a few of the The eyes of greedy players will probably their agents to the outside world in selling the
other notables mentioned herein may stay and light up here. Unfortunately for them, the gems they m"ine in Deepearth, for a fee of
help. The villagers will slowly return if the PCs Gnome King has limited magic and gold (the 10%. This can earn 100,000 gp per year for
are successful in their quest. penalty of years of exile), and he needs most of the barony- it is not available for the individ-
But that's the bad news. If the PCs stopped that to rebuild his kingdom . If the PCs say ual PCs co take on their own.
Orcus from entering the Prime Material Plane they do not need a reward, or if they ask for In addition, the Gnome King offers each
(or got rid of him quickly if he did gare something unselfish (like a treaty of friend- member of the party a ring of svirfneblin
through), then there should be no major obsta- ship berween the svirfneblin and Bloodstone friendship. This is an ornate ring engraved
cles to the restoration of the svirfneblin king- Pass, or aid for the peasants), give those play- with svirfneblin runes. Any svirfneblin will
dom. ers a bonus of 5,000 XP. That's role playing recognize the bearer of the ring as a friend of
At the end of the major battle (assuming lawful good. the gnomes- this means a 50% bonus on aU
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